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Published by Dragoonmk3, 2022-03-09 20:28:14

Player's Handbook (Premium Edition)

Player's Handbook (Premium Edition)

CHAPTER 11: dimensional travel (astral projection, blink, This spell functions like magic circle To cast the spell, the magic jar must be
dimension door, etherealness, gate, plane shift, against evil, except that it is similar to pro- within spell range and you must know
SPELLS shadow walk, teleport, and similar abilities) tection from law instead of protection from where it is, though you do not need line
can simply leave the circle through that evil, and it can imprison a nonchaotic of sight or line of effect to it. When you
250 means. You can prevent the creature’s called creature. transfer your soul upon casting, your
extradimensional escape by casting a body is, as near as anyone can tell, dead.
dimensional anchor spell on it, but you must Magic Fang
cast the spell before the creature acts. If you Transmutation While in the magic jar, you can sense
are successful, the anchor effect lasts as long Level: Drd 1, Rgr 1 and attack any life force within 10 feet per
as the magic circle does. The creature cannot Components: V, S, DF caster level (and on the same plane of
reach across the magic circle, but its ranged Casting Time: 1 standard action existence). You do need line of effect from
attacks (ranged weapons, spells, magical Range: Touch the jar to the creatures. You cannot deter-
abilities, and the like) can. The creature can Target: Living creature touched mine the exact creature types or positions
attack any target it can reach with its Duration: 1 min./level of these creatures. In a group of life forces,
ranged attacks except for the circle itself. Saving Throw: Will negates (harmless) you can sense a difference of 4 or more
Spell Resistance: Yes (harmless) Hit Dice between one creature and
You can add a special diagram (a two- another and can determine whether a life
dimensional bounded figure with no gaps Magic fang gives one natural weapon of force is powered by positive or negative
along its circumference, augmented with the subject a +1 enhancement bonus on energy. (Undead creatures are powered by
various magical sigils) to make the magic attack and damage rolls. The spell can af- negative energy. Only sentient undead
circle more secure. Drawing the diagram fect a slam attack, fist, bite, or other natu- creatures have, or are, souls.)
by hand takes 10 minutes and requires a ral weapon. (The spell does not change an
DC 20 Spellcraft check. The DM makes unarmed strike’s damage from nonlethal For example, if two 10th-level charac-
this check secretly. If the check fails, the damage to lethal damage.) ters are attacking a hill giant (12 HD) and
diagram is ineffective. You can take 10 four ogres (4 HD), you could determine
(see page 65) when drawing the diagram Magic fang can be made permanent that there are three stronger and four
if you are under no particular time pres- with a permanency spell. weaker life forces within range, all pow-
sure to complete the task. This task also ered by positive energy. You could choose
takes 10 full minutes. If time is no factor Magic Fang, Greater to take over either a stronger or a weaker
at all, and you devote 3 hours and 20 min- Transmutation creature, but which particular stronger or
utes to the task, you can take 20. Level: Drd 3, Rgr 3 weaker creature you attempt to possess is
Range: Close (25 ft. + 5 ft./2 levels) determined randomly.
A successful diagram allows you to cast Target: One living creature
a dimensional anchor spell on the magic Duration: 1 hour/level Attempting to possess a body is a full-
circle during the round before casting any round action. It is blocked by protection
summoning spell. The anchor holds any This spell functions like magic fang, ex- from evil or a similar ward. You possess the
called creatures in the magic circle for 24 cept that the enhancement bonus on at- body and force the creature’s soul into the
hours per caster level. A creature cannot tack and damage rolls is +1 per four caster magic jar unless the subject succeeds on a
use its spell resistance against a magic circle levels (maximum +5). Will save. Failure to take over the host
prepared with a diagram, and none of its leaves your life force in the magic jar, and
abilities or attacks can cross the diagram. Alternatively, you may imbue all of the the target automatically succeeds on fur-
If the creature tries a Charisma check to creature’s natural weapons with a +1 en- ther saving throws if you attempt to pos-
break free of the trap (see the lesser planar hancement bonus (regardless of your cast- sess its body again.
binding spell), the DC increases by 5. The er level).
creature is immediately released if any- If you are successful, your life force oc-
thing disturbs the diagram—even a straw Greater magic fang can be made perma- cupies the host body, and the host’s life
laid across it. However, the creature itself nent with a permanency spell. force is imprisoned in the magic jar. You
cannot disturb the diagram either directly keep your Intelligence, Wisdom, Cha-
or indirectly, as noted above. Magic Jar risma, level, class, base attack bonus, base
Necromancy save bonuses, alignment, and mental abili-
This spell is not cumulative with protec- Level: Sor/Wiz 5 ties. The body retains its Strength, Dex-
tion from evil and vice versa. Components: V, S, F terity, Constitution, hit points, natural abili-
Casting Time: 1 standard action ties, and automatic abilities. For example, a
Arcane Material Component: A little pow- Range: Medium (100 ft. + 10 ft./level) fish’s body breathes water and a troll’s body
dered silver with which you trace a 3-foot- Target: One creature regenerates. A body with extra limbs does
diameter circle on the floor (or ground) Duration: 1 hour/level or until you not allow you to make more attacks (or
around the creature to be warded. return to your body more advantageous two-weapon attacks)
Saving Throw: Will negates; see text than normal. You can’t choose to activate
Magic Circle against Good Spell Resistance: Yes the body’s extraordinary or supernatural
Abjuration [Evil] abilities. The creature’s spells and spell-like
Level: Clr 3, Evil 3, Sor/Wiz 3 By casting magic jar, you place your soul in abilities do not stay with the body.
a gem or large crystal (known as the magic
This spell functions like magic circle jar), leaving your body lifeless. Then you As a standard action, you can shift
against evil, except that it is similar to pro- can attempt to take control of a nearby freely from a host to the magic jar if with-
tection from good instead of protection from body, forcing its soul into the magic jar. You in range, sending the trapped soul back to
evil, and it can imprison a nonevil called may move back to the jar (thereby return- its body. The spell ends when you shift
creature. ing the trapped soul to its body) and from the jar to your own body.
attempt to possess another body. The spell
Magic Circle against Law ends when you send your soul back to your If the host body is slain, you return to
Abjuration [Chaotic] own body, leaving the receptacle empty. the magic jar, if within range, and the life
Level: Chaos 3, Clr 3, Sor/Wiz 3 force of the host departs (it is dead). If the
host body is slain beyond the range of the
spell, both you and the host die. Any life

force with nowhere to go is treated as cannot utter verbal components, use com- ranged attack. Each stone that hits deals CHAPTER 11:
slain. mand words, or activate magical effects. It 1d6+1 points of damage (including the
does, however, move according to the spell’s enhancement bonus), or 2d6+2 SPELLS
If the spell ends while you are in the words articulated; if it were placed upon a points against undead.
magic jar, you return to your body (or die if statue, the mouth of the statue would 251
your body is out of range or destroyed). If move and appear to speak. Of course, Magic Vestment
the spell ends while you are in a host, you magic mouth can be placed upon a tree, Transmutation
return to your body (or die, if it is out of rock, or any other object or creature. Level: Clr 3, Strength 3, War 3
range of your current position), and the Components: V, S, DF
soul in the magic jar returns to its body (or The spell functions when specific con- Casting Time: 1 standard action
dies if it is out of range). Destroying the ditions are fulfilled according to your Range: Touch
receptacle ends the spell, and the spell command as set in the spell. Commands Target: Armor or shield touched
can be dispelled at either the magic jar or can be as general or as detailed as desired, Duration: 1 hour/level
at the host’s location. although only visual and audible triggers Saving Throw: Will negates (harmless,
can be used, such as the following: “Speak object)
Focus: A gem or crystal worth at least only when a venerable female human car- Spell Resistance: Yes (harmless, object)
100 gp. rying a sack sits cross-legged within a dis-
tance of one foot.” Triggers react to what You imbue a suit of armor or a shield with
Magic Missile appears to be the case. Disguises and illu- an enhancement bonus of +1 per four
Evocation [Force] sions can fool them. Darkness does not caster levels (maximum +5 at 20th level).
Level: Sor/Wiz 1 defeat a visual trigger, but invisibility does. An outfit of regular clothing counts as ar-
Components: V, S Silent movement or magical silence mor that grants no AC bonus for the pur-
Casting Time: 1 standard action defeats audible triggers. Audible triggers pose of this spell.
Range: Medium (100 ft. + 10 ft./level) can be keyed to general types of noises
Targets: Up to five creatures, no two of (footsteps, metal clanking) or to a specific Magic Weapon
which can be more than 15 ft. apart noise or spoken word (when a pin drops, Transmutation
Duration: Instantaneous or when anyone says “Boo”). Actions can Level: Clr 1, Pal 1, Sor/Wiz 1, War 1
Saving Throw: None serve as triggers if they are visible or audi- Components: V, S, DF
Spell Resistance: Yes ble. For example, “Speak when any crea- Casting Time: 1 standard action
ture touches the statue” is an acceptable Range: Touch
A missile of magical energy darts forth command if the creature is visible. A Target: Weapon touched
from your fingertip and strikes its target, magic mouth cannot distinguish align- Duration: 1 min./level
dealing 1d4+1 points of force damage. ment, level, Hit Dice, or class except by Saving Throw: Will negates (harmless,
external garb. object)
The missile strikes unerringly, even if Spell Resistance: Yes (harmless, object)
the target is in melee combat or has less The range limit of a trigger is 15 feet
than total cover or total concealment. Spe- per caster level, so a 6th-level caster can Magic weapon gives a weapon a +1 en-
cific parts of a creature can’t be singled command a magic mouth to respond to hancement bonus on attack and damage
out. Inanimate objects are not damaged triggers as far as 90 feet away. Regardless rolls. (An enhancement bonus does not
by the spell. of range, the mouth can respond only to stack with a masterwork weapon’s +1
visible or audible triggers and actions in bonus on attack rolls.)
For every two caster levels beyond 1st, line of sight or within hearing distance.
you gain an additional missile—two at You can’t cast this spell on a natural
3rd level, three at 5th, four at 7th, and the Magic mouth can be made permanent weapon, such as an unarmed strike (in-
maximum of five missiles at 9th level or with a permanency spell. stead, see magic fang). A monk’s unarmed
higher. If you shoot multiple missiles, you strike is considered a weapon, and thus it
can have them strike a single creature or Material Component: A small bit of can be enhanced by this spell.
several creatures. A single missile can honeycomb and jade dust worth 10 gp.
strike only one creature. You must desig- Magic Weapon, Greater
nate targets before you check for spell Magic Stone Transmutation
resistance or roll damage. Transmutation Level: Clr 4, Pal 3, Sor/Wiz 3
Level: Clr 1, Drd 1, Earth 1 Components: V, S, M/DF
Magic Mouth Components: V, S, DF Casting Time: 1 standard action
Illusion (Glamer) Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)
Level: Brd 1, Sor/Wiz 2 Range: Touch Target or Targets: One weapon or fifty
Components: V, S, M Targets: Up to three pebbles touched projectiles (all of which must be in
Casting Time: 1 standard action Duration: 30 minutes or until contact with each other at the time of
Range: Close (25 ft. + 5 ft./2 levels) discharged casting)
Target: One creature or object Saving Throw: Will negates (harmless, Duration: 1 hour/level
Duration: Permanent until discharged object) Saving Throw: Will negates (harmless,
Saving Throw: Will negates (object) Spell Resistance: Yes (harmless, object) object)
Spell Resistance: Yes (object) Spell Resistance: Yes (harmless, object)
You transmute as many as three pebbles,
This spell imbues the chosen object or which can be no larger than sling bullets, This spell functions like magic weapon,
creature with an enchanted mouth that so that they strike with great force when except that it gives a weapon an enhance-
suddenly appears and speaks its message thrown or slung. If hurled, they have a ment bonus on attack and damage rolls of
the next time a specified event occurs. range increment of 20 feet. If slung, treat +1 per four caster levels (maximum +5).
The message, which must be twenty-five them as sling bullets (range increment 50
or fewer words long, can be in any lan- feet). The spell gives them a +1 enhance- Alternatively, you can affect as many as
guage known by you and can be delivered ment bonus on attack and damage rolls.
over a period of 10 minutes. The mouth The user of the stones makes a normal

fifty arrows, bolts, or bullets. The projec- burned, disintegrated, ground to powder, Target: One creature
tiles must be of the same kind, and they melted, or vaporized, nor does it affect Duration: See text
have to be together (in the same quiver or creatures (including constructs). Saving Throw: None
other container). Projectiles, but not Spell Resistance: Yes
thrown weapons, lose their transmutation Mark of Justice
when used. (Treat shuriken as projectiles, Necromancy You banish the subject into an extradi-
rather than as thrown weapons, for the Level: Clr 5, Pal 4 mensional labyrinth of force planes. Each
purpose of this spell.) Components: V, S, DF round on its turn, it may attempt a DC 20
Casting Time: 10 minutes Intelligence check to escape the labyrinth
Arcane Material Component: Powdered Range: Touch as a full-round action. If the subject
lime and carbon. Target: Creature touched doesn’t escape, the maze disappears after
Duration: Permanent; see text 10 minutes, forcing the subject to leave.
CHAPTER 11: Major Creation Saving Throw: None
Conjuration (Creation) Spell Resistance: Yes On escaping or leaving the maze, the
SPELLS Level: Sor/Wiz 5 subject reappears where it had been when
Casting Time: 10 minutes When moral persuasion fails to win a the maze spell was cast. If this location is
Range: Close (25 ft. + 5 ft./2 levels) criminal over to right conduct, you can filled with a solid object, the subject
Duration: See text use mark of justice to encourage the mis- appears in the nearest open space.
creant to walk the straight and narrow
This spell functions like minor creation, ex- path. Spells and abilities that move a creature
cept that you can also create an object of within a plane, such as teleport and di-
mineral nature: stone, crystal, metal, or You draw an indelible mark on the sub- mension door, do not help a creature escape
the like. The duration of the created item ject and state some behavior on the part of a maze spell, although a plane shift spell
varies with its relative hardness and rarity, the subject that will activate the mark. allows it to exit to whatever plane is desig-
as indicated on the following table. When activated, the mark curses the sub- nated in that spell. Minotaurs are not
ject. Typically, you designate some sort of affected by this spell.
Hardness and criminal behavior that activates the mark,
but you can pick any act you please. The Meld into Stone
Rarity Examples Duration effect of the mark is identical with the Transmutation [Earth]
effect of bestow curse. Level: Clr 3, Drd 3
Vegetable matter 2 hr./level Components: V, S, DF
Since this spell takes 10 minutes to cast Casting Time: 1 standard action
Stone, crystal, base metals 1 hr./level and involves writing on the target, you Range: Personal
can cast it only on a creature that is will- Target: You
Precious metals 20 min./level ing or restrained. Duration: 10 min./level

Gems 10 min./level Like the effect of bestow curse, a mark of Meld into stone enables you to meld your
justice cannot be dispelled, but it can be body and possessions into a single block of
Rare metal1 1 round/level removed with a break enchantment, limited stone. The stone must be large enough to
wish, miracle, remove curse, or wish spell. accommodate your body in all three dimen-
1 Includes adamantine, alchemical silver, Remove curse works only if its caster level sions. When the casting is complete, you
is equal to or higher than your mark of and not more than 100 pounds of nonliving
and mithral. You can’t use major creation justice caster level. These restrictions gear merge with the stone. If either condi-
apply regardless of whether the mark has tion is violated, the spell fails and is wasted.
to create a cold iron item. See the activated.
While in the stone, you remain in con-
Dungeon Master’s Guide for details. Mass (Spell Name) tact, however tenuous, with the face of
Any spell whose name begins with mass is the stone through which you melded. You
Major Image alphabetized in this chapter according to remain aware of the passage of time and
Illusion (Figment) the second word of the spell name. Thus, can cast spells on yourself while hiding in
Level: Brd 3, Sor/Wiz 3 the description of a mass spell appears the stone. Nothing that goes on outside
Duration: Concentration + 3 rounds near the description of the spell on which the stone can be seen, but you can still
it is based. Spell chains that have mass hear what happens around you. Minor
This spell functions like silent image, ex- spells in them include those based on the physical damage to the stone does not
cept that sound, smell, and thermal illu- spells bear’s endurance, bull’s strength, cat’s harm you, but its partial destruction (to
sions are included in the spell effect. grace, charm monster, cure critical wounds, the extent that you no longer fit within it)
While concentrating, you can move the cure light wounds, cure moderate wounds, cure expels you and deals you 5d6 points of
image within the range. serious wounds, eagle’s splendor, enlarge per- damage. The stone’s complete destruction
son, fox’s cunning, heal, hold monster, hold per- expels you and slays you instantly unless
The image disappears when struck by son, inflict critical wounds, inflict light you make a DC 18 Fortitude save.
an opponent unless you cause the illusion wounds, inflict moderate wounds, inflict seri-
to react appropriately. ous wounds, invisibility, owl’s wisdom, reduce Any time before the duration expires,
person, and suggestion. you can step out of the stone through the
Make Whole surface that you entered. If the spell’s
Transmutation Maze duration expires or the effect is dispelled
Level: Clr 2 Conjuration (Teleportation) before you voluntarily exit the stone, you
Range: Close (25 ft. + 5 ft./2 levels) Level: Sor/Wiz 8 are violently expelled and take 5d6 points
Target: One object of up to 10 cu. ft./ Components: V, S of damage.
level Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) The following spells harm you if cast
252 This spell functions like mending, except upon the stone that you are occupying:
that make whole completely repairs an ob- Stone to flesh expels you and deals you 5d6
ject made of any substance, even one with
multiple breaks, to be as strong as new.
The spell does not restore the magical
abilities of a broken magic item made
whole, and it cannot mend broken magic
rods, staffs, or wands. The spell does not
repair items that have been warped,

points of damage. Stone shape deals you Components: V, S, F rately against each. (Fire resistance applies CHAPTER 11:
3d6 points of damage but does not expel Casting Time: 1 standard action to each sphere’s damage individually.)
you. Transmute rock to mud expels you and Range: Medium (100 ft. + 10 ft./level) SPELLS
then slays you instantly unless you make Targets: One creature/level Mind Blank
a DC 18 Fortitude save, in which case you Duration: 10 min./level Abjuration 253
are merely expelled. Finally, passwall ex- Saving Throw: None Level: Protection 8, Sor/Wiz 8
pels you without damage. Spell Resistance: No Components: V, S
Casting Time: 1 standard action
Melf’s Acid Arrow You can whisper messages and receive Range: Close (25 ft. + 5 ft./2 levels)
Conjuration (Creation) [Acid] whispered replies with little chance of be- Target: One creature
Level: Sor/Wiz 2 ing overheard. You point your finger at Duration: 24 hours
Components: V, S, M, F each creature you want to receive the Saving Throw: Will negates (harmless)
Casting Time: 1 standard action message. When you whisper, the whis- Spell Resistance: Yes (harmless)
Range: Long (400 ft. + 40 ft./level) pered message is audible to all targeted
Effect: One arrow of acid creatures within range. Magical silence, 1 The subject is protected from all devices
Duration: 1 round + 1 round/three foot of stone, 1 inch of common metal (or and spells that detect, influence, or read
levels a thin sheet of lead), or 3 feet of wood or emotions or thoughts. This spell protects
Saving Throw: None dirt blocks the spell. The message does against all mind-affecting spells and ef-
Spell Resistance: No not have to travel in a straight line. It can fects as well as information gathering by
circumvent a barrier if there is an open divination spells or effects. Mind blank
A magical arrow of acid springs from your path between you and the subject, and the even foils limited wish, miracle, and wish
hand and speeds to its target. You must suc- path’s entire length lies within the spell’s spells when they are used in such a way as
ceed on a ranged touch attack to hit your range. The creatures that receive the mes- to affect the subject’s mind or to gain in-
target. The arrow deals 2d4 points of acid sage can whisper a reply that you hear. formation about it. In the case of scrying
damage with no splash damage. For every The spell transmits sound, not meaning. that scans an area the creature is in, such
three caster levels (to a maximum of 18th), It doesn’t transcend language barriers. as arcane eye, the spell works but the crea-
the acid, unless somehow neutralized, lasts ture simply isn’t detected. Scrying at-
for another round, dealing another 2d4 Note: To speak a message, you must tempts that are targeted specifically at the
points of damage in that round. mouth the words and whisper, possibly al- subject do not work at all.
lowing observers the opportunity to read
Material Component: Powdered rhubarb your lips. Mind Fog
leaf and an adder’s stomach. Enchantment (Compulsion) [Mind-
Focus: A short piece of copper wire. Affecting]
Focus: A dart. Level: Brd 5, Sor/Wiz 5
Meteor Swarm Components: V, S
Mending Evocation [Fire] Casting Time: 1 standard action
Transmutation Level: Sor/Wiz 9 Range: Medium (100 ft. + 10 ft./level)
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Effect: Fog spreads in 20-ft. radius, 20 ft.
Components: V, S Casting Time: 1 standard action high
Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Duration: 30 minutes and 2d6 rounds;
Range: 10 ft. Area: Four 40-ft.-radius spreads; see text see text
Target: One object of up to 1 lb. Duration: Instantaneous Saving Throw: Will negates
Duration: Instantaneous Saving Throw: None or Reflex half; see Spell Resistance: Yes
Saving Throw: Will negates (harmless, text
object) Spell Resistance: Yes Mind fog produces a bank of thin mist that
Spell Resistance: Yes (harmless, object) weakens the mental resistance of those
Meteor swarm is a very powerful and spec- caught in it. Creatures in the mind fog take
Mending repairs small breaks or tears in tacular spell that is similar to fireball in a –10 competence penalty on Wisdom
objects (but not warps, such as might be many aspects. When you cast it, four 2- checks and Will saves. (A creature that suc-
caused by a warp wood spell). It will weld foot-diameter spheres spring from your cessfully saves against the fog is not
broken metallic objects such as a ring, a outstretched hand and streak in straight affected and need not make further saves
chain link, a medallion, or a slender lines to the spots you select. The meteor even if it remains in the fog.) Affected crea-
dagger, providing but one break exists. spheres leave a fiery trail of sparks. tures take the penalty as long as they
Ceramic or wooden objects with multiple remain in the fog and for 2d6 rounds there-
breaks can be invisibly rejoined to be as If you aim a sphere at a specific crea- after. The fog is stationary and lasts for 30
strong as new. A hole in a leather sack or a ture, you may make a ranged touch attack minutes (or until dispersed by wind).
wineskin is completely healed over by to strike the target with the meteor. Any
mending. The spell can repair a magic creature struck by one of these spheres A moderate wind (11+ mph) disperses
item, but the item’s magical abilities are takes 2d6 points of bludgeoning damage the fog in four rounds; a strong wind (21+
not restored. (For restoring a broken (no save) and receives no saving throw mph) disperses the fog in 1 round.
magic item’s abilities, see the item cre- against the sphere’s fire damage (see
ation feats in Chapter 5: Feats.) The spell below). If a targeted sphere misses its tar- The fog is thin and does not signifi-
cannot mend broken magic rods, staffs, or get, it simply explodes at the nearest cantly hamper vision.
wands, nor does it affect creatures (in- corner of the target’s space. You may aim
cluding constructs). more than one meteor at the same target. Minor Creation
Conjuration (Creation)
Message Once a sphere reaches its destination, it Level: Sor/Wiz 4
Transmutation [Language-Dependent] explodes in a 40-foot-radius spread, dealing Components: V, S, M
Level: Brd 0, Sor/Wiz 0 6d6 points of fire damage to each creature Casting Time: 1 minute
in the area. If a creature is within the area
of more than one sphere, it must save sepa-

CHAPTER 11: Range: 0 ft. Alternatively, a cleric can make a very Mirror image creates 1d4 images plus
Effect: Unattended, nonmagical object powerful request. Casting such a miracle one image per three caster levels (maxi-
SPELLS costs the cleric 5,000 XP because of the mum eight images total). These figments
of nonliving plant matter, up to powerful divine energies involved. Ex- separate from you and remain in a cluster,
1 cu. ft./level amples of especially powerful miracles of each within 5 feet of at least one other fig-
Duration: 1 hour/level (D) this sort could include the following. ment or you. You can move into and
Saving Throw: None through a mirror image. When you and the
Spell Resistance: No • Swinging the tide of a battle in your mirror image separate, observers can’t use
vision or hearing to tell which one is you
You create a nonmagical, unattended ob- favor by raising fallen allies to continue and which the image. The figments may
ject of nonliving, vegetable matter— fighting. also move through each other. The fig-
linen clothes, a hemp rope, a wooden ments mimic your actions, pretending to
ladder, and so forth. The volume of the • Moving you and your allies, with all cast spells when you cast a spell, drink
item created cannot exceed 1 cubic foot potions when you drink a potion, levitate
per caster level. You must succeed on an your and their gear, from one plane to when you levitate, and so on.
appropriate skill check to make a complex another through planar barriers to a
item, such as a Craft (bowmaking) check specific locale with no chance of error. Enemies attempting to attack you or
to make straight arrow shafts. cast spells at you must select from among
• Protecting a city from an earthquake, indistinguishable targets. Generally, roll
Attempting to use any created object as randomly to see whether the selected
a material component causes the spell to volcanic eruption, flood, or other major target is real or a figment. Any successful
fail. natural disaster. attack against an image destroys it. An
image’s AC is 10 + your size modifier +
Material Component: A tiny piece of In any event, a request that is out of line your Dex modifier. Figments seem to
matter of the same sort of item you plan with the deity’s (or alignment’s) nature is react normally to area spells (such as look-
to create with minor creation—a bit of refused. ing like they’re burned or dead after being
twisted hemp to create rope, and so forth. hit by a fireball).
A duplicated spell allows saving throws
Minor Image and spell resistance as normal, but the While moving, you can merge with
Illusion (Figment) save DCs are as for a 9th-level spell. When and split off from figments so that en-
Level: Brd 2, Sor/Wiz 2 a miracle duplicates a spell that has an XP emies who have learned which image is
Duration: Concentration +2 rounds cost, you must pay that cost. When a mir- real are again confounded.
acle spell duplicates a spell with a material
This spell functions like silent image, ex- component that costs more than 100 gp, An attacker must be able to see the
cept that minor image includes some you must provide that component. images to be fooled. If you are invisible or
minor sounds but not understandable an attacker shuts his or her eyes, the spell
speech. XP Cost: 5,000 XP (for some uses of the has no effect. (Being unable to see carries
miracle spell; see above). the same penalties as being blinded.)
Miracle
Evocation Mirage Arcana Misdirection
Level: Clr 9, Luck 9 Illusion (Glamer) Illusion (Glamer)
Components: V, S, XP; see text Level: Brd 5, Sor/Wiz 5 Level: Brd 2, Sor/Wiz 2
Casting Time: 1 standard action Components: V, S Components: V, S
Range: See text Casting Time: 1 standard action Casting Time: 1 standard action
Target, Effect, or Area: See text Area: One 20-ft. cube/level (S) Range: Close (25 ft. + 5 ft./2 levels)
Duration: See text Duration: Concentration +1 hour/ Target: One creature or object, up to a
Saving Throw: See text level (D) 10-ft. cube in size
Spell Resistance: Yes Duration: 1 hour/level
This spell functions like hallucinatory ter- Saving Throw: None or Will negates;
You don’t so much cast a miracle as request rain, except that it enables you to make any see text
one. You state what you would like to area appear to be something other than it Spell Resistance: No
have happen and request that your deity is. The illusion includes audible, visual, tac-
(or the power you pray to for spells) inter- tile, and olfactory elements. Unlike halluci- By means of this spell, you misdirect the
cede. The DM then determines the par- natory terrain, the spell can alter the appear- information from divination spells that
ticular effect of the miracle. ance of structures (or add them where reveal auras (detect evil, detect magic, discern
none are present). Still, it can’t disguise, lies, and the like). On casting the spell, you
A miracle can do any of the following conceal, or add creatures (though creatures choose another object within range. For
things. within the area might hide themselves the duration of the spell, the subject of
within the illusion just as they can hide misdirection is detected as if it were the
• Duplicate any cleric spell of 8th level or themselves within a real location). other object. (Neither the subject nor the
other object gets a saving throw against
lower (including spells to which you Mirror Image this effect.) Detection spells provide in-
have access because of your domains). Illusion (Figment) formation based on the second object
Level: Brd 2, Sor/Wiz 2 rather than on the actual target of the
• Duplicate any other spell of 7th level or Components: V, S detection unless the caster of the detec-
Casting Time: 1 standard action tion succeeds on a Will save. For instance,
lower. Range: Personal; see text you could make yourself detect as a tree if
Target: You one were within range at casting: not evil,
• Undo the harmful effects of certain Duration: 1 min./level (D) not lying, not magical, neutral in align-
ment, and so forth. This spell does not
spells, such as feeblemind or insanity. Several illusory duplicates of you pop into
being, making it difficult for enemies to
• Have any effect whose power level is in know which target to attack. The fig-
ments stay near you and disappear when
line with the above effects. struck.

If the miracle has any of the above effects,
casting it has no experience point cost.

254

affect other types of divination magic • Allow the subject to recall with perfect You can’t have more than one moment of CHAPTER 11:
(augury, detect thoughts, clairaudience/clair- prescience active on you at the same time.
voyance, and the like). clarity an event it actually experienced. SPELLS
For instance, it could recall every word Mordenkainen’s Disjunction
Mislead from a 5-minute conversation or every Abjuration
Illusion (Figment, Glamer) detail from a passage in a book. Level: Magic 9, Sor/Wiz 9
Level: Brd 5, Luck 6, Sor/Wiz 6, Components: V
Trickery 6 • Change the details of an event the sub- Casting Time: 1 standard action
Components: S Range: Close (25 ft. + 5 ft./2 levels)
Casting Time: 1 standard action ject actually experienced. Area: All magical effects and magic
Range: Close (25 ft. + 5 ft./2 levels) items within a 40-ft.-radius burst
Target/Effect: You/one illusory double • Implant a memory of an event the sub- Duration: Instantaneous
Duration: 1 round/level (D) and Saving Throw: Will negates (object)
concentration + 3 rounds; see text ject never experienced. Spell Resistance: No
Saving Throw: None or Will disbelief (if
interacted with); see text Casting the spell takes 1 round. If the sub- All magical effects and magic items with-
Spell Resistance: No ject fails to save, you proceed with the in the radius of the spell, except for those
spell by spending as much as 5 minutes (a that you carry or touch, are disjoined.
You become invisible (as greater invisibil- period of time equal to the amount of That is, spells and spell-like effects are
ity, a glamer), and at the same time, an memory time you want to modify) visual- separated into their individual compo-
illusory double of you (as major image, a izing the memory you wish to modify in nents (ending the effect as a dispel magic
figment) appears. You are then free to go the subject. If your concentration is dis- spell does), and each permanent magic
elsewhere while your double moves turbed before the visualization is com- item must make a successful Will save or
away. The double appears within range plete, or if the subject is ever beyond the be turned into a normal item. An item in a
but thereafter moves as you direct it spell’s range during this time, the spell is creature’s possession uses its own Will
(which requires concentration begin- lost. save bonus or its possessor’s Will save
ning on the first round after the cast- bonus, whichever is higher.
ing). You can make the figment appear A modified memory does not neces-
superimposed perfectly over your own sarily affect the subject’s actions, particu- You also have a 1% chance per caster
body so that observers don’t notice an larly if it contradicts the creature’s natural level of destroying an antimagic field. If the
image appearing and you turning invis- inclinations. An illogical modified mem- antimagic field survives the disjunction, no
ible. You and the figment can then move ory, such as the subject recalling how items within it are disjoined.
in different directions. The double much it enjoyed drinking poison, is dis-
moves at your speed and can talk and missed by the creature as a bad dream or a Even artifacts are subject to disjunction,
gesture as if it were real, but it cannot memory muddied by too much wine. though there is only a 1% chance per
attack or cast spells, though it can pre- More useful applications of modify mem- caster level of actually affecting such
tend to do so. ory include implanting memories of powerful items. Additionally, if an arti-
friendly encounters with you (inclining fact is destroyed, you must make a DC 25
The illusory double lasts as long as you the subject to act favorably toward you), Will save or permanently lose all spell-
concentrate upon it, plus 3 additional changing the details of orders given to casting abilities. (These abilities cannot
rounds. After you cease concentration, the subject by a superior, or causing the be recovered by mortal magic, not even
the illusory double continues to carry out subject to forget that it ever saw you or miracle or wish.)
the same activity (for instance, fleeing your party. The DM reserves the right to
down a hallway) until the duration decide whether a modified memory is Note: Destroying artifacts is a danger-
expires. The greater invisibility lasts for 1 too nonsensical to significantly affect the ous business, and it is 95% likely to attract
round per level, regardless of concen- subject. the attention of some powerful being who
tration. has an interest in or connection with the
Moment of Prescience device.
Modify Memory Divination
Enchantment (Compulsion) [Mind- Level: Luck 8, Sor/Wiz 8 Mordenkainen’s Faithful Hound
Affecting] Components: V, S Conjuration (Creation)
Level: Brd 4 Casting Time: 1 standard action Level: Sor/Wiz 5
Components: V, S Range: Personal Components: V, S, M
Casting Time: 1 round; see text Target: You Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) Duration: 1 hour/level or until Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature discharged Effect: Phantom watchdog
Duration: Permanent Duration: 1 hour/caster level or until
Saving Throw: Will negates This spell grants you a powerful sixth discharged, then 1 round/caster level;
Spell Resistance: Yes sense in relation to yourself. Once see text
during the spell’s duration, you may Saving Throw: None
You reach into the subject’s mind and choose to use its effect. This spell grants Spell Resistance: No
modify as many as 5 minutes of its memo- you an insight bonus equal to your caster
ries in one of the following ways. level (maximum +25) on any single You conjure up a phantom watchdog that
attack roll, opposed ability or skill check, is invisible to everyone but yourself. It
• Eliminate all memory of an event the or saving throw. Alternatively, you can then guards the area where it was con-
apply the insight bonus to your AC jured (it does not move). The hound
subject actually experienced. This spell against a single attack (even if flat- immediately starts barking loudly if any
cannot negate charm, geas/quest, sugges- footed). Activating the effect doesn’t take Small or larger creature approaches with-
tion, or similar spells. an action; you can even activate it on in 30 feet of it. (Those within 30 feet of
another character’s turn if needed. You the hound when it is conjured may move
must choose to use the moment of pre- 255
science before you make the roll it is to
modify. Once used, the spell ends.

CHAPTER 11: about in the area, but if they leave and re- enter. You may open it again from your Casting Time: 1 standard action
turn, they activate the barking.) The own side at will. Once observers have Range: Close (25 ft. + 5 ft./2 levels)
SPELLS hound sees invisible and ethereal crea- passed beyond the entrance, they are in a Effect: One sword
tures. It does not react to figments, but it magnificent foyer with numerous cham- Duration: 1 round/level (D)
does react to shadow illusions. bers beyond. The atmosphere is clean, Saving Throw: None
fresh, and warm. Spell Resistance: Yes
If an intruder approaches to within 5
feet of the hound, the dog stops barking You can create any floor plan you desire This spell brings into being a shimmer-
and delivers a vicious bite (+10 attack bo- to the limit of the spell’s effect. The place ing, swordlike plane of force. The sword
nus, 2d6+3 points of piercing damage) is furnished and contains sufficient food- strikes at any opponent within its range,
once per round. The dog also gets the bo- stuffs to serve a nine-course banquet to a as you desire, starting in the round that
nuses appropriate to an invisible creature. dozen people per caster level. A staff of you cast the spell. The sword attacks its
The dog is considered ready to bite near-transparent servants (as many as two designated target once each round on
intruders, so it delivers its first bite on the per caster level), liveried and obedient, your turn. Its attack bonus is equal to your
intruder’s turn. Its bite is the equivalent of wait upon all who enter. The servants caster level + your Int bonus or your Cha
a magic weapon for the purpose of dam- function as unseen servant spells except bonus (for wizards or sorcerers, respec-
age reduction. The hound cannot be that they are visible and can go anywhere tively) with an additional +3 enhance-
attacked, but it can be dispelled. in the mansion. ment bonus. As a force effect, it can strike
ethereal and incorporeal creatures. It
The spell lasts for 1 hour per caster Since the place can be entered only deals 4d6+3 points of force damage, with a
level, but once the hound begins barking, through its special portal, outside condi- threat range of 19–20 and a critical multi-
it lasts only 1 round per caster level. If you tions do not affect the mansion, nor do plier of ×2.
are ever more than 100 feet distant from conditions inside it pass to the plane
the hound, the spell ends. beyond. The sword always strikes from your
direction. It does not get a bonus for
Material Component: A tiny silver whis- Focus: A miniature portal carved from flanking or help a combatant get one. If
tle, a piece of bone, and a thread. ivory, a small piece of polished marble, and the sword goes beyond the spell range
a tiny silver spoon (each item worth 5 gp). from you, if it goes out of your sight, or if
Mordenkainen’s Lucubration you are not directing it, the sword returns
Transmutation Mordenkainen’s Private Sanctum to you and hovers.
Level: Wiz 6 Abjuration
Components: V, S Level: Sor/Wiz 5 Each round after the first, you can use a
Casting Time: 1 standard action Components: V, S, M standard action to switch the sword to a
Range: Personal Casting Time: 10 minutes new target. If you do not, the sword con-
Target: You Range: Close (25 ft. + 5 ft./2 levels) tinues to attack the previous round’s tar-
Duration: Instantaneous Area: 30-ft. cube/level (S) get. The sword cannot be attacked or
Duration: 24 hours (D) harmed by physical attacks, but dispel
You instantly recall any one spell of 5th Saving Throw: None magic, disintegrate, a sphere of annihilation,
level or lower that you have used during Spell Resistance: No or a rod of cancellation affects it. The sword’s
the past 24 hours. The spell must have AC is 13 (10, +0 size bonus for Medium
been actually cast during that period. The This spell ensures privacy. Anyone look- object, +3 deflection bonus).
recalled spell is stored in your mind as ing into the area from outside sees only a
through prepared in the normal fashion. dark, foggy mass. Darkvision cannot pen- If an attacked creature has spell resist-
If the recalled spell requires material etrate it. No sounds, no matter how loud, ance, the resistance is checked the first
components, you must provide them. The can escape the area, so nobody can eaves- time Mordenkainen’s sword strikes it. If the
recovered spell is not usable until the drop from outside. Those inside can see sword is successfully resisted, the spell is
material components are available. out normally. dispelled. If not, the sword has its normal
full effect on that creature for the dura-
Mordenkainen’s Magnificent Divination (scrying) spells cannot per- tion of the spell.
Mansion ceive anything within the area, and those
within are immune to detect thoughts. The Focus: A miniature platinum sword
Conjuration (Creation) ward prevents speech between those in- with a grip and pommel of copper and
Level: Sor/Wiz 7 side and those outside (because it blocks zinc. It costs 250 gp to construct.
Components: V, S, F sound), but it does not prevent other com-
Casting Time: 1 standard action munication, such as a sending or message Mount
Range: Close (25 ft. + 5 ft./2 levels) spell, or telepathic communication, such Conjuration (Summoning)
Effect: Extradimensional mansion, up to as that between a wizard and her familiar. Level: Sor/Wiz 1
Components: V, S, M
three 10-ft. cubes/level (S) The spell does not prevent creatures or Casting Time: 1 round
Duration: 2 hours/level (D) objects from moving into and out of the Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: None area. Effect: One mount
Spell Resistance: No Duration: 2 hours/level (D)
Mordenkainen’s private sanctum can be Saving Throw: None
You conjure up an extradimensional made permanent with a permanency spell. Spell Resistance: No
dwelling that has a single entrance on the
plane from which the spell was cast. The Material Component: A thin sheet of You summon a light horse or a pony (your
entry point looks like a faint shimmering lead, a piece of opaque glass, a wad of choice) to serve you as a mount. The steed
in the air that is 4 feet wide and 8 feet cotton or cloth, and powdered chrysolite. serves willingly and well. The mount comes
high. Only those you designate may enter with a bit and bridle and a riding saddle.
the mansion, and the portal is shut and Mordenkainen’s Sword
made invisible behind you when you Evocation [Force] Material Component: A bit of horse hair.
Level: Sor/Wiz 7
Components: V, S, F

256

Move Earth The creature is immune to any poison activities around you while in the trance. CHAPTER 11:
Transmutation [Earth] it is exposed to during the duration of the You are defenseless, both physically and
Level: Drd 6, Sor/Wiz 6 spell. Unlike with delay poison, such ef- mentally, while in the trance. (You always SPELLS
Components: V, S, M fects aren’t postponed until after the dura- fail any saving throw, for example.)
Casting Time: See text tion—the creature need not make any
Range: Long (400 ft. + 40 ft./level) saves against poison effects applied to it Creatures who don’t sleep (such as
Area: Dirt in an area up to 750 ft. square during the length of the spell. elves, but not half-elves) or dream are im-
and up to 10 ft. deep (S) mune to this spell.
Duration: Instantaneous This spell can instead neutralize the
Saving Throw: None poison in a poisonous creature or object Nondetection
Spell Resistance: No for the duration of the spell, at the caster’s Abjuration
option. Level: Rgr 4, Sor/Wiz 3, Trickery 3
Move earth moves dirt (clay, loam, sand), Components: V, S, M
possibly collapsing embankments, mov- Arcane Material Component: A bit of Casting Time: 1 standard action
ing hillocks, shifting dunes, and so forth. charcoal. Range: Touch
However, in no event can rock formations Target: Creature or object touched
be collapsed or moved. The area to be Nightmare Duration: 1 hour/level
affected determines the casting time. For Illusion (Phantasm) [Mind-Affecting, Saving Throw: Will negates (harmless,
every 150-foot square (up to 10 feet deep), Evil] object)
casting takes 10 minutes. The maximum Level: Brd 5, Sor/Wiz 5 Spell Resistance: Yes (harmless, object)
area, 750 feet by 750 feet, takes 4 hours Components: V, S
and 10 minutes to move. Casting Time: 10 minutes The warded creature or object becomes
Range: Unlimited difficult to detect by divination spells
This spell does not violently break the Target: One living creature such as clairaudience/clairvoyance, locate
surface of the ground. Instead, it creates Duration: Instantaneous object, and detect spells. Nondetection also
wavelike crests and troughs, with the Saving Throw: Will negates; see text prevents location by such magic items as
earth reacting with glacierlike fluidity Spell Resistance: Yes crystal balls. If a divination is attempted
until the desired result is achieved. Trees, against the warded creature or item, the
structures, rock formations, and such are You send a hideous and unsettling phantas- caster of the divination must succeed on a
mostly unaffected except for changes in mal vision to a specific creature that you caster level check (1d20 + caster level)
elevation and relative topography. name or otherwise specifically designate. against a DC of 11 + the caster level of the
The nightmare prevents restful sleep and spellcaster who cast nondetection. If you
The spell cannot be used for tunneling causes 1d10 points of damage. The night- cast nondetection on yourself or on an item
and is generally too slow to trap or bury mare leaves the subject fatigued and unable currently in your possession, the DC is 15
creatures. Its primary use is for digging or to regain arcane spells for the next 24 hours. + your caster level.
filling moats or for adjusting terrain con-
tours before a battle. The difficulty of the save depends on If cast on a creature, nondetection wards
how well you know the subject and what the creature’s gear as well as the creature
This spell has no effect on earth crea- sort of physical connection (if any) you itself.
tures. have to that creature.
Material Component: A pinch of dia-
Material Component: A mixture of soils Knowledge Will Save Modifier mond dust worth 50 gp.
(clay, loam, and sand) in a small bag, and
an iron blade. None1 +10 Nystul’s Magic Aura
Illusion (Glamer)
Neutralize Poison Secondhand (you have heard of the +5 Level: Brd 1, Magic 1, Sor/Wiz 1
Conjuration (Healing) Components: V, S, F
Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3 subject) Casting Time: 1 standard action
Components: V, S, M/DF Range: Touch
Casting Time: 1 standard action Firsthand (you have met the subject) +0 Target: One touched object weighing up
Range: Touch to 5 lb./level
Target: Creature or object of up to 1 cu. ft./ Familiar (you know the subject well) –5 Duration: One day/level (D)
level touched Saving Throw: None; see text
Duration: 10 min./level 1 You must have some sort of connection to Spell Resistance: No
Saving Throw: Will negates (harmless,
object) a creature you have no knowledge of. You alter an item’s aura so that it registers
Spell Resistance: Yes (harmless, object) to detect spells (and spells with similar
Connection Will Save Modifier capabilities) as though it were nonmagi-
You detoxify any sort of venom in the cal, or a magic item of a kind you specify,
creature or object touched. A poisoned Likeness or picture –2 or the subject of a spell you specify. You
creature suffers no additional effects from could make an ordinary sword register as a
the poison, and any temporary effects are Possession or garment –4 +2 vorpal sword as far as magical detection
ended, but the spell does not reverse is concerned or make a +2 vorpal sword reg-
instantaneous effects, such as hit point Body part, lock of hair, bit of nail, etc. –10 ister as if it were a +1 sword or even a non-
damage, temporary ability damage, or magical sword.
effects that don’t go away on their own. Dispel evil cast on the subject while you 257
For example, if a poison has dealt 3 points are casting the spell dispels the nightmare If the object bearing Nystul’s magic aura
of Constitution damage to a character and and causes you to be stunned for 10 min- has identify cast on it or is similarly exam-
threatens to deal more damage later, this utes per caster level of the dispel evil. ined, the examiner recognizes that the
spell prevents the future damage but does aura is false and detects the object’s actual
not repair the damage already done. If the recipient is awake when the spell qualities if he succeeds on a Will save.
begins, you can choose to cease casting
(ending the spell) or to enter a trance until
the recipient goes to sleep, whereupon you
become alert again and complete the cast-
ing. If you are disturbed during the trance,
you must succeed on a Concentration
check as if you were in the midst of casting
a spell (see page 69) or the spell ends.

If you choose to enter a trance, you are
not aware of your surroundings or the

CHAPTER 11: Otherwise, he believes the aura and no Open/Close Otiluke’s freezing sphere creates a frigid
amount of testing reveals what the true Transmutation globe of cold energy that streaks from
SPELLS magic is. Level: Brd 0, Sor/Wiz 0 your fingertips to the location you select,
Components: V, S, F where it explodes in a 10-foot-radius
If the targeted item’s own aura is excep- Casting Time: 1 standard action burst, dealing 1d6 points of cold damage
tionally powerful (if it is an artifact, for Range: Close (25 ft. + 5 ft./2 levels) per caster level (maximum 15d6) to each
instance), Nystul’s magic aura doesn’t work. Target: Object weighing up to 30 lb. or creature in the area. An elemental
portal that can be opened or closed (water) creature instead takes 1d8 points
Note: A magic weapon, shield, or suit of Duration: Instantaneous of cold damage per caster level (maxi-
armor must be a masterwork item, so a Saving Throw: Will negates (object) mum 15d8).
sword of average make, for example, looks Spell Resistance: Yes (object)
suspicious if it has a magical aura. If the freezing sphere strikes a body of
You can open or close (your choice) a water or a liquid that is principally water
Focus: A small square of silk that must door, chest, box, window, bag, pouch, bot- (not including water-based creatures), it
be passed over the object that receives the tle, barrel, or other container. If anything freezes the liquid to a depth of 6 inches
aura. resists this activity (such as a bar on a door over an area equal to 100 square feet (a 10-
or a lock on a chest), the spell fails. In foot square) per caster level (maximum
Obscure Object addition, the spell can only open and 1,500 square feet). This ice lasts for 1
Abjuration close things weighing 30 pounds or less. round per caster level. Creatures that
Level: Brd 1, Clr 3, Sor/Wiz 2 Thus, doors, chests, and similar objects were swimming on the surface of frozen
Components: V, S, M/DF sized for enormous creatures may be water become trapped in the ice. At-
Casting Time: 1 standard action beyond this spell’s ability to affect. tempting to break free is a full-round
Range: Touch action. A trapped creature must make a
Target: One object touched of up to 100 Focus: A brass key. DC 25 Strength check or a DC 25 Escape
lb./level Artist check to do so.
Duration: 8 hours (D) Order’s Wrath
Saving Throw: Will negates (object) Evocation [Lawful] You can refrain from firing the globe
Spell Resistance: Yes (object) Level: Law 4 after completing the spell, if you wish.
Components: V, S Treat this as a touch spell for which you
This spell hides an object from location by Casting Time: 1 standard action are holding the charge (see page 176). You
divination (scrying) effects, such as the scry- Range: Medium (100 ft. + 10 ft./level) can hold the charge for as long as 1 round
ing spell or a crystal ball. Such an attempt Area: Burst that fills a 30-ft. cube per level, at the end of which time the
automatically fails (if the divination is tar- Duration: Instantaneous (1 round); see freezing sphere bursts centered on you (and
geted on the object) or fails to perceive the text you receive no saving throw to resist its
object (if the divination is targeted on a Saving Throw: Will partial; see text effect). Firing the globe in a later round is
nearby location, object, or person). Spell Resistance: Yes a standard action.

Arcane Material Component: A piece of Focus: A small crystal sphere.
chameleon skin.

Obscuring Mist You channel lawful power to smite ene- Otiluke’s Resilient Sphere
Conjuration (Creation) mies. The power takes the form of a three- Evocation [Force]
Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1, dimensional grid of energy. Only chaotic Level: Sor/Wiz 4
Water 1 and neutral (not lawful) creatures are Components: V, S, M
Components: V, S harmed by the spell. Casting Time: 1 standard action
Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)
Range: 20 ft. The spell deals 1d8 points of damage per Effect: 1-ft.-diameter/level sphere,
Effect: Cloud spreads in 20-ft. radius two caster levels (maximum 5d8) to centered around a creature
from you, 20 ft. high chaotic creatures (or 1d6 points of damage Duration: 1 min./level (D)
Duration: 1 min./level per caster level, maximum 10d6, to chaotic Saving Throw: Reflex negates
Saving Throw: None outsiders) and causes them to be dazed for Spell Resistance: Yes
Spell Resistance: No 1 round. A successful Will save reduces the
damage to half and negates the daze effect. A globe of shimmering force encloses a
A misty vapor arises around you. It is sta- creature, provided the creature is small
tionary once created. The vapor obscures all The spell deals only half damage to enough to fit within the diameter of the
sight, including darkvision, beyond 5 feet. creatures who are neither chaotic nor sphere. The sphere contains its subject
A creature 5 feet away has concealment lawful, and they are not dazed. They can for the spell’s duration. The sphere is not
(attacks have a 20% miss chance). Creatures reduce the damage in half again (down to subject to damage of any sort except from
farther away have total concealment (50% one-quarter of the roll) with a successful a rod of cancellation, a rod of negation, a dis-
miss chance, and the attacker cannot use Will save. integrate spell, or a targeted dispel magic
sight to locate the target). spell. These effects destroy the sphere
Otiluke’s Freezing Sphere without harm to the subject. Nothing can
A moderate wind (11+ mph), such as Evocation [Cold] pass through the sphere, inside or out,
from a gust of wind spell, disperses the fog Level: Sor/Wiz 6 though the subject can breathe normally.
in 4 rounds. A strong wind (21+ mph) dis- Components: V, S, F The subject may struggle, but the sphere
perses the fog in 1 round. A fireball, flame Casting Time: 1 standard action cannot be physically moved either by
strike, or similar spell burns away the fog Range: Long (400 ft. + 40 ft./level) people outside it or by the struggles of
in the explosive or fiery spell’s area. A wall Target, Effect, or Area: See text those within.
of fire burns away the fog in the area into Duration: Instantaneous or 1
which it deals damage. round/level; see text Material Component: A hemispherical
Saving Throw: Reflex half; see text piece of clear crystal and a matching
This spell does not function under- Spell Resistance: Yes hemispherical piece of gum arabic.
water.
258

Otiluke’s Telekinetic Sphere with foot shuffling and tapping. The Passwall CHAPTER 11:
Evocation [Force] spell effect makes it impossible for the Transmutation
Level: Sor/Wiz 8 subject to do anything other than caper Level: Sor/Wiz 5 SPELLS
Components: V, S, M and prance in place. The effect imposes a Components: V, S, M
Casting Time: 1 standard action –4 penalty to Armor Class and a –10 Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) penalty on Reflex saves, and it negates Range: Touch
Effect: 1-ft.-diameter/level sphere, any AC bonus granted by a shield the Effect: 5 ft. by 8 ft. opening, 10 ft. deep
centered around creatures or objects target holds. The dancing subject pro- plus 5 ft. deep per three additional
Duration: 1 min./level (D) vokes attacks of opportunity each round levels
Saving Throw: Reflex negates (object) on its turn. Duration: 1 hour/level (D)
Spell Resistance: Yes (object) Saving Throw: None
Overland Flight Spell Resistance: No
This spell functions like Otiluke’s resilient Transmutation
sphere, with the addition that the crea- Level: Sor/Wiz 5 You create a passage through wooden, plas-
tures or objects inside the globe are near- Components: V, S ter, or stone walls, but not through metal or
ly weightless. Anything contained within Range: Personal other harder materials. The passage is 10
an Otiluke’s telekinetic sphere weighs only Target: You feet deep plus an additional 5 feet deep per
one-sixteenth of its normal weight. You Duration: 1 hour/level three caster levels above 9th (15 feet at 12th,
can telekinetically lift anything in the 20 feet at 15th, and a maximum of 25 feet
sphere that normally weighs 5,000 This spell functions like a fly spell, except deep at 18th level). If the wall’s thickness is
pounds or less. The telekinetic control you can fly at a speed of 40 feet (30 feet if more than the depth of the passage created,
extends from you out to medium range wearing medium or heavy armor, or if then a single passwall simply makes a niche
(100 feet + 10 feet per caster level) after carrying a medium or heavy load) with or short tunnel. Several passwall spells can
the sphere has succeeded in encapsulat- average maneuverability. When using then form a continuing passage to breach
ing its contents. this spell for long-distance movement, very thick walls. When passwall ends, crea-
you can hustle without taking nonlethal tures within the passage are ejected out the
You can move objects or creatures in the damage (a forced march still requires nearest exit. If someone dispels the passwall
sphere that weigh a total of 5,000 pounds Constitution checks). This means you or you dismiss it, creatures in the passage
or less by concentrating on the sphere. You can cover 64 miles in an eight-hour pe- are ejected out the far exit, if there is one, or
can begin moving a sphere in the round riod of flight (or 48 miles at a speed of 30 out the sole exit if there is only one.
after casting the spell. If you concentrate feet). See page 164 for more on overland
on doing so (a standard action), you can movement. Material Component: A pinch of sesame
move the sphere as much as 30 feet in a seeds.
round. If you cease concentrating, the Owl’s Wisdom
sphere does not move in that round (if on a Transmutation Pass without Trace
level surface) or descends at its falling rate Level: Clr 2, Drd 2, Pal 2, Rgr 2, Transmutation
(if aloft) until it reaches a level surface, or Sor/Wiz 2 Level: Drd 1, Rgr 1
the spell’s duration expires, or you begin Components: V, S, M/DF Components: V, S, DF
concentrating again. If you cease concen- Casting Time: 1 standard action Casting Time: 1 standard action
trating (voluntarily or due to failing a Con- Range: Touch Range: Touch
centration check), you can resume concen- Target: Creature touched Targets: One creature/level touched
trating on your next turn or any later turn Duration: 1 min./level Duration: 1 hour/level (D)
during the spell’s duration. Saving Throw: Will negates (harmless) Saving Throw: Will negates (harmless)
Spell Resistance: Yes Spell Resistance: Yes (harmless)
The sphere falls at a rate of only 60 feet
per round, which is not fast enough to The transmuted creature becomes wiser. The subject or subjects can move through
cause damage to the contents of the The spell grants a +4 enhancement bonus any type of terrain—mud, snow, dust, or
sphere. to Wisdom, adding the usual benefit to the like—and leave neither footprints
Wisdom-related skills. Clerics, druids, nor scent. Tracking the subjects is impos-
You can move the sphere telekineti- paladins, and rangers (and other Wisdom- sible by nonmagical means.
cally even if you are in it. based spellcasters) who receive owl’s
wisdom do not gain any additional bonus Permanency
Material Component: A hemispherical spells for the increased Wisdom, but the Universal
piece of clear crystal, a matching hemi- save DCs for their spells increase. Level: Sor/Wiz 5
spherical piece of gum arabic, and a pair Components: V, S, XP
of small bar magnets. Arcane Material Component: A few feath- Casting Time: 2 rounds
ers, or a pinch of droppings, from an owl. Range: See text
Otto’s Irresistible Dance Target, Effect, or Area: See text
Enchantment (Compulsion) [Mind- Owl’s Wisdom, Mass Duration: Permanent; see text
Affecting] Transmutation Saving Throw: None
Level: Brd 6, Sor/Wiz 8 Level: Clr 6, Drd 6, Sor/Wiz 6 Spell Resistance: No
Components: V Range: Close (25 ft. + 5 ft./2 levels)
Casting Time: 1 standard action Targets: One creature/level, no two of This spell makes certain other spells per-
Range: Touch which can be more than 30 ft. apart manent. Depending on the spell, you
Target: Living creature touched must be of a minimum caster level and
Duration: 1d4+1 rounds This spell functions like owl’s wisdom, ex- must expend a number of XP.
Saving Throw: None cept that it affects multiple creatures.
Spell Resistance: Yes You can make the following spells per-
manent in regard to yourself. 259
The subject feels an undeniable urge to
dance and begins doing so, complete

Minimum Spells cast on other creatures, objects, or You create a phantasmal image of the
locations (not on you) are vulnerable to most fearsome creature imaginable to the
Spell Caster Level XP Cost dispel magic as normal. subject simply by forming the fears of the
subject’s subconscious mind into some-
Arcane sight 11th 1,500 XP The DM may allow other selected thing that its conscious mind can visual-
spells to be made permanent. Research- ize: this most horrible beast. Only the
Comprehend languages 9th 500 XP ing this possible application of a spell spell’s subject can see the phantasmal kill-
costs as much time and money as inde- er. You see only a vague shape. The target
Darkvision 10th 1,000 XP pendently researching the selected spell first gets a Will save to recognize the
(see the Dungeon Master ’s Guide for image as unreal. If that save fails, the
Detect magic 9th 500 XP details). If the DM has already deter- phantasm touches the subject, and the
mined that the application is not possible, subject must succeed on a Fortitude save
Read magic 9th 500 XP the research automatically fails. Note that or die from fear. Even if the Fortitude save
you never learn what is possible except by is successful, the subject takes 3d6 points
See invisibility 10th 1,000 XP the success or failure of your research. of damage.

Tongues 11th 1,500 XP XP Cost: See tables above. If the subject of a phantasmal killer
attack succeeds in disbelieving and is
CHAPTER 11: You cast the desired spell and then follow Permanent Image wearing a helm of telepathy, the beast can be
it with the permanency spell. You cannot Illusion (Figment) turned upon you. You must then dis-
SPELLS cast these spells on other creatures. This Level: Brd 6, Sor/Wiz 6 believe it or become subject to its deadly
application of permanency can be dispelled Components: V, S, M fear attack.
only by a caster of higher level than you Effect: Figment that cannot extend
were when you cast the spell. beyond a 20-ft. cube + one 10-ft. Phantom Steed
cube/level (S) Conjuration (Creation)
In addition to personal use, permanency Duration: Permanent (D) Level: Brd 3, Sor/Wiz 3
can be used to make the following spells Components: V, S
permanent on yourself, another creature, This spell functions like silent image, ex- Casting Time: 10 minutes
or an object (as appropriate). cept that the figment includes visual, Range: 0 ft.
auditory, olfactory, and thermal elements, Effect: One quasi-real, horselike creature
Minimum and the spell is permanent. By concentrat- Duration: 1 hour/level (D)
ing, you can move the image within the Saving Throw: None
Spell Caster Level XP Cost limits of the range, but it is static while Spell Resistance: No
you are not concentrating.
Enlarge person 9th 500 XP You conjure a Large, quasi-real, horselike
Material Component: A bit of fleece plus creature. The steed can be ridden only by
Magic fang 9th 500 XP powdered jade worth 100 gp. you or by the one person for whom you
specifically created the mount. A phan-
Magic fang, greater 11th 1,500 XP Persistent Image tom steed has a black head and body, gray
Illusion (Figment) mane and tail, and smoke-colored, insub-
Rary’s telepathic bond1 13th 2,500 XP Level: Brd 5, Sor/Wiz 5 stantial hooves that make no sound. It has
Components: V, S, M what seems to be a saddle, bit, and bridle.
Reduce person 9th 500 XP Duration: 1 min./level (D) It does not fight, but animals shun it and
refuse to attack it.
Resistance 9th 500 XP This spell functions like silent image, except
that the figment includes visual, auditory, The mount has an AC of 18 (–1 size, +4
1 Only bonds two creatures per casting of olfactory, and thermal components, and natural armor, +5 Dex) and 7 hit points +1
the figment follows a script determined by hit point per caster level. If it loses all its
permanency. you. The figment follows that script with- hit points, the phantom steed disappears.
out your having to concentrate on it. The A phantom steed has a speed of 20 feet per
Additionally, the following spells can be illusion can include intelligible speech if caster level, to a maximum of 240 feet. It
cast upon objects or areas only and ren- you wish. For instance, you could create can bear its rider’s weight plus up to 10
dered permanent. the illusion of several orcs playing cards pounds per caster level.
and arguing, culminating in a fistfight.
Minimum These mounts gain certain powers ac-
Material Component: A bit of fleece and cording to caster level. A mount’s abilities
Spell Caster Level XP Cost several grains of sand. include those of mounts of lower caster
levels. Thus, a mount created by a 12th-
Alarm 9th 500 XP Phantasmal Killer level caster has the 8th, 10th, and 12th
Illusion (Phantasm) [Fear, Mind- caster level abilities.
Animate objects 14th 3,000 XP Affecting]
Level: Sor/Wiz 4 8th Level: The mount can ride over
Dancing lights 9th 500 XP Components: V, S sandy, muddy, or even swampy ground
Casting Time: 1 standard action without difficulty or decrease in speed.
Ghost sound 9th 500 XP Range: Medium (100 ft. + 10 ft./level)
Target: One living creature 10th Level: The mount can use water
Gust of wind 11th 1,500 XP Duration: Instantaneous walk at will (as the spell, no action re-
Saving Throw: Will disbelief (if inter- quired to activate this ability).
Invisibility 10th 1,000 XP acted with), then Fortitude partial;
see text 12th Level: The mount can use air walk
Magic mouth 10th 1,000 XP Spell Resistance: Yes at will (as the spell, no action required to
activate this ability) for up to 1 round at a
Mordenkainen’s private 13th 2,500 XP time, after which it falls to the ground.

sanctum

Phase door 15th 3,500 XP

Prismatic sphere 17th 4,500 XP

Prismatic wall 16th 4,000 XP

Shrink item 11th 1,500 XP

Solid fog 12th 2,000 XP

Stinking cloud 11th 1,500 XP

Symbol of death 16th 4,000 XP

Symbol of fear 14th 3,000 XP

Symbol of insanity 16th 4,000 XP

Symbol of pain 13th 2,500 XP

Symbol of persuasion 14th 3,000 XP

Symbol of sleep 16th 4,000 XP

Symbol of stunning 15th 3,500 XP

Symbol of weakness 15th 3,500 XP

Teleportation circle 17th 4,500 XP

Wall of fire 12th 2,000 XP

Wall of force 13th 2,500 XP

Web 10th 1,000 XP

260

14th Level: The mount can fly at its Planar Ally, Greater day per caster level, requires a payment of CHAPTER 11:
speed (average maneuverability). Conjuration (Calling) [see text for lesser 1,000 gp per HD.
planar ally] SPELLS
Phase Door Level: Clr 8 A nonhazardous task requires only half
Conjuration (Creation) Effect: Up to three called elementals or the indicated payment, while an especially
Level: Sor/Wiz 7, Travel 8 outsiders, totaling no more than 18 hazardous task might require a greater
Components: V HD, no two of which can be more gift. Few if any creatures will accept a task
Casting Time: 1 standard action than 30 ft. apart when they appear. that seems suicidal (remember, a called
Range: 0 ft. creature actually dies when it is killed,
Effect: Ethereal 5 ft. by 8 ft. opening, 10 This spell functions like lesser planar ally, unlike a summoned creature). However, if
ft. deep + 5 ft. deep/three levels except that you may call a single creature the task is strongly aligned with the crea-
Duration: One usage/two levels of 18 HD or less, or up to three creatures ture’s ethos, the DM may halve or even
Saving Throw: None of the same kind whose Hit Dice total no waive the payment. For instance, a celes-
Spell Resistance: No more than 18. The creatures agree to help tial creature called to battle demons might
you and request your return payment require a gift of only half the normal value.
This spell creates an ethereal passage together.
through wooden, plaster, or stone walls, At the end of its task, or when the dura-
but not other materials. The phase door is XP Cost: 500 XP. tion bargained for expires, the creature
invisible and inaccessible to all creatures returns to its home plane (after reporting
except you, and only you can use the pas- Planar Ally, Lesser back to you, if appropriate and possible).
sage. You disappear when you enter the Conjuration (Calling) [see text]
phase door and appear when you exit. If Level: Clr 4 Note: When you use a calling spell that
you desire, you can take one other crea- Components: V, S, DF, XP calls an air, chaotic, earth, evil, fire, good,
ture (Medium or smaller) through the Casting Time: 10 minutes lawful, or water creature, it is a spell of
door. This counts as two uses of the door. Range: Close (25 ft. + 5 ft./2 levels) that type. For example, lesser planar ally is a
The door does not allow light, sound, or Effect: One called elemental or outsider fire spell when it calls a fire elemental.
spell effects through it, nor can you see of 6 HD or less
through it without using it. Thus, the Duration: Instantaneous XP Cost: 100 XP.
spell can provide an escape route, though Saving Throw: None
certain creatures, such as phase spiders, Spell Resistance: No Planar Binding
can follow with ease. A gem of true seeing or Conjuration (Calling) [see text for lesser
similar magic reveals the presence of a By casting this spell, you request your planar binding]
phase door but does not allow its use. deity to send you an elemental or outsider Level: Sor/Wiz 6
(of 6 HD or less) of the deity’s choice. If Components: V, S
A phase door is subject to dispel magic. If you serve no particular deity, the spell is a Targets: Up to three elementals or
anyone is within the passage when it is general plea answered by a creature shar- outsiders, totaling no more than 12
dispelled, he is harmlessly ejected just as ing your philosophical alignment. If you HD, no two of which can be more
if he were inside a passwall effect. know an individual creature’s name, you than 30 ft. apart when they appear
may request that individual by speaking
You can allow other creatures to use the the name during the spell (though you This spell functions like lesser planar bind-
phase door by setting some triggering con- might get a different creature anyway). ing, except that you may call a single crea-
dition for the door. Such conditions can ture of 12 HD or less, or up to three crea-
be as simple or elaborate as you desire. You may ask the creature to perform tures of the same kind whose Hit Dice
They can be based on a creature’s name, one task in exchange for a payment from total no more than 12. Each creature gets
identity, or alignment, but otherwise you. Tasks might range from the simple a save, makes an independent attempt to
must be based on observable actions or (fly us across the chasm, help us fight a escape, and must be individually per-
qualities. Intangibles such as level, class, battle) to the complex (spy on our en- suaded to aid you.
Hit Dice, and hit points don’t qualify. emies, protect us on our foray into the
dungeon). You must be able to communi- Planar Binding, Greater
Phase door can be made permanent with cate with the creature called in order to Conjuration (Calling) [see text for lesser
a permanency spell. bargain for its services. planar binding]
Level: Sor/Wiz 8
Planar Ally The creature called requires a payment Components: V, S
Conjuration (Calling) [see text for lesser for its services. This payment can take a Targets: Up to three elementals or out-
planar ally] variety of forms, from donating gold or siders, totaling no more than 18 HD,
Level: Clr 6 magic items to an allied temple, to a gift no two of which can be more than 30
Effect: One or two called elementals or given directly to the creature, to some ft. apart when they appear.
outsiders, totaling no more than 12 other action on your part that matches the
HD, which cannot be more than 30 ft. creature’s alignment and goals. Re- This spell functions like lesser planar bind-
apart when they appear gardless, this payment must be made be- ing, except that you may call a single crea-
fore the creature agrees to perform any ture of 18 HD or less, or up to three crea-
This spell functions like lesser planar ally, services. The bargaining takes at least 1 tures of the same kind whose Hit Dice
except you may call a single creature of 12 round, so any actions by the creature be- total no more than 18. Each creature gets
HD or less, or two creatures of the same gin in the round after it arrives. a saving throw, makes independent at-
kind whose Hit Dice total no more than tempts to escape, and must be persuaded
12. The creatures agree to help you and A task taking up to 1 minute per caster to aid you individually.
request your return payment together. level requires a payment of 100 gp per HD
of the creature called. For a task taking up Planar Binding, Lesser
XP Cost: 250 XP. to 1 hour per caster level, the creature Conjuration (Calling) [see text]
requires a payment of 500 gp per HD. A Level: Sor/Wiz 5
long-term task, one requiring up to one Components: V, S 261

CHAPTER 11: Casting Time: 10 minutes venge. If you assign some open-ended thistles, trees, vines) within long range (400
Range: Close (25 ft. + 5 ft./2 levels); task that the creature cannot complete feet + 40 feet per caster level) to become
SPELLS though its own actions (such as “Wait thick and overgrown.The plants entwine to
see text here” or “Defend this area against attack”), form a thicket or jungle that creatures must
262 Target: One elemental or outsider with 6 the spell remains in effect for a maximum hack or force a way through. Speed drops to
of one day per caster level, and the crea- 5 feet, or 10 feet for Large or larger crea-
HD or less ture gains an immediate chance to break tures. (The DM may allow faster movement
Duration: Instantaneous free. Note that a clever recipient can sub- for very small or very large creatures.) The
Saving Throw: Will negates vert some instructions. area must have brush and trees in it for this
Spell Resistance: No and Yes; see text spell to take effect.
When you use a calling spell to call an
Casting this spell attempts a dangerous air, chaotic, earth, evil, fire, good, lawful, At your option, the area can be a 100-
act: to lure a creature from another plane or water creature, it is a spell of that type. foot-radius circle, a 150-foot-radius semi-
to a specifically prepared trap, which For example, lesser planar binding is a water circle, or a 200-foot-radius quarter circle.
must lie within the spell’s range. The spell when you cast it to call a water ele- You may designate places within the area
called creature is held in the trap until it mental. that are not affected.
agrees to perform one service in return
for its freedom. Plane Shift Enrichment: This effect targets plants
Conjuration (Teleportation) within a range of one-half mile, raising
To create the trap, you must use a magic Level: Clr 5, Sor/Wiz 7 their potential productivity over the
circle spell, focused inward. The kind of Components: V, S, F course of the next year to one-third above
creature to be bound must be known and Casting Time: 1 standard action normal.
stated. If you wish to call a specific indi- Range: Touch
vidual, you must use that individual’s Target or Targets: Creature touched, or In many farming communities, clerics
proper name in casting the spell. up to eight willing creatures joining or druids cast this spell at planting time as
hands part of the spring festivals.
The target creature is allowed a Will Duration: Instantaneous
saving throw. If the saving throw suc- Saving Throw: Will negates Plant growth counters diminish plants.
ceeds, the creature resists the spell. If the Spell Resistance: Yes This spell has no effect on plant crea-
saving throw fails, the creature is immedi- tures.
ately drawn to the trap (spell resistance You move yourself or some other creature
does not keep it from being called). The to another plane of existence or alternate Poison
creature can escape from the trap with by dimension. If several willing persons link Necromancy
successfully pitting its spell resistance hands in a circle, as many as eight can be Level: Clr 4, Drd 3
against your caster level check, by dimen- affected by the plane shift at the same time. Components: V, S, DF
sional travel, or with a successful Cha- Precise accuracy as to a particular arrival Casting Time: 1 standard action
risma check (DC 15 + 1/2 your caster level location on the intended plane is nigh Range: Touch
+ your Cha modifier). It can try each impossible. From the Material Plane, you Target: Living creature touched
method once per day. If it breaks loose, it can reach any other plane, though you Duration: Instantaneous; see text
can flee or attack you. A dimensional appear 5 to 500 miles (5d%) from your Saving Throw: Fortitude negates; see
anchor cast on the creature prevents its intended destination. text
escape via dimensional travel. You can Spell Resistance: Yes
also employ a calling diagram (see magic Note: Plane shift transports creatures in-
circle against evil, page 249) to make the stantaneously and then ends. The crea- Calling upon the venomous powers of nat-
trap more secure. tures need to find other means if they are ural predators, you infect the subject with a
to travel back. horrible poison by making a successful
If the creature does not break free of melee touch attack. The poison deals 1d10
the trap, you can keep it bound for as long Focus: A small, forked metal rod. The points of temporary Constitution damage
as you dare. You can attempt to compel size and metal type dictates to which immediately and another 1d10 points of
the creature to perform a service by de- plane of existence or alternate dimension temporary Constitution damage 1 minute
scribing the service and perhaps offering the spell sends the affected creatures. later. Each instance of damage can be
some sort of reward. You make a Cha- Forked rods keyed to certain planes or negated by a Fortitude save (DC 10 + 1/2
risma check opposed by the creature’s dimensions may be difficult to come by, your caster level + your Wis modifier).
Charisma check. The DM assigns your as decided by the DM.
check a bonus of +0 to +6 based on the Polar Ray
nature of the service and the reward. If Plant Growth Evocation [Cold]
the creature wins the opposed check, it Transmutation Level: Sor/Wiz 8
refuses service. New offers, bribes, and Level: Drd 3, Plant 3, Rgr 3 Components: V, S, F
the like can be made or the old ones reof- Components: V, S, DF Casting Time: 1 standard action
fered every 24 hours. This process can be Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)
repeated until the creature promises to Range: See text Effect: Ray
serve, until it breaks free, or until you de- Target or Area: See text Duration: Instantaneous
cide to get rid of it by means of some Duration: Instantaneous Saving Throw: None
other spell. Impossible demands or un- Saving Throw: None Spell Resistance: Yes
reasonable commands are never agreed Spell Resistance: No
to. If you roll a 1 on the Charisma check, A blue-white ray of freezing air and ice
the creature breaks free of the binding Plant growth has different effects depend- springs from your hand. You must suc-
and can escape or attack you. ing on the version chosen. ceed on a ranged touch attack with the ray
to deal damage to a target. The ray deals
Once the requested service is com- Overgrowth: This effect causes normal 1d6 points of cold damage per caster level
pleted, the creature need only so inform vegetation (grasses, briars, bushes, creepers, (maximum 25d6).
you to be instantly sent back whence it
came. The creature might later seek re-

Focus: A small, white ceramic cone or Target: One creature, or one nonmagical overcome the damage reduction of cer-
prism. object of up to 100 cu. ft./level tain creatures.

Polymorph Duration: See text This spell can also be used to duplicate
Transmutation (Polymorph) Saving Throw: Fortitude negates the effects of baleful polymorph, polymorph,
Level: Sor/Wiz 4 flesh to stone, stone to flesh, transmute metal to
Components: V, S, M (object); see text wood, transmute mud to rock, or transmute
Casting Time: 1 standard action Spell Resistance: Yes (object) rock to mud.
Range: Touch
Target: Willing living creature touched This spell functions like polymorph, except Arcane Material Component: Mercury, CHAPTER 11:
Duration: 1 min./level (D) that it changes one object or creature into gum arabic, and smoke.
Saving Throw: None another. The duration of the spell depends SPELLS
Spell Resistance: No on how radical a change is made from the Power Word Blind
original state to its enchanted state. The Enchantment (Compulsion) [Mind-
This spell functions like alter self, except DM determines the duration by using the Affecting]
that you change the willing subject into following guidelines. Level: Sor/Wiz 7, War 7
another form of living creature. The new Components: V
form may be of the same type as the sub- Increase to Casting Time: 1 standard action
ject or any of the following types: aber- Range: Close (25 ft. + 5 ft./2 levels)
ration, animal, dragon, fey, giant, human- Changed Subject Is: Duration Factor1 Target: One creature with 200 hp or less
oid, magical beast, monstrous humanoid, Duration: See text
ooze, plant, or vermin. The assumed form Same kingdom (animal, +5 Saving Throw: None
can’t have more Hit Dice than your caster Spell Resistance: Yes
level (or the subject’s HD, whichever is vegetable, mineral)
lower), to a maximum of 15 HD at 15th
level. You can’t cause a subject to assume a Same class (mammals, +2
form smaller than Fine, nor can you cause
a subject to assume an incorporeal or gas- fungi, metals, etc.)
eous form. The subject’s creature type and
subtype (if any) change to match the new Same size +2
form (see the Monster Manual for more
information). Related (twig is to tree, +2 You utter a single word of power that
causes one creature of your choice to
Upon changing, the subject regains wolf fur is to wolf, etc.) become blinded, whether the creature
lost hit points as if it had rested for a night can hear the word or not. The duration of
(though this healing does not restore tem- Same or lower Intelligence +2 the spell depends on the target’s current
porary ability damage and provide other hit point total. Any creature that currently
benefits of resting; and changing back 1 Add all that apply. Look up the total on the has 201 or more hit points is unaffected
does not heal the subject further). If slain, by power word blind.
the subject reverts to its original form, next table.
though it remains dead.
Duration
The subject gains the Strength, Dex-
terity, and Constitution scores of the new Factor Duration Example
form but retains its own Intelligence,
Wisdom, and Charisma scores. It also 0 20 minutes Pebble to human
gains all extraordinary special attacks
possessed by the form (such as constrict, 2 1 hour Marionette to human Hit Points Duration
improved grab, and poison) but does not 50 or less Permanent
gain the extraordinary special qualities 4 3 hours Human to marionette 51–100 1d4+1 minutes
possessed by the new form (such as 101–200 1d4+1 rounds
blindsense, fast healing, regeneration, 5 12 hours Lizard to manticore
and scent) or any supernatural or spell-
like abilities. 6 2 days Sheep to wool coat

Incorporeal or gaseous creatures are 7 1 week Shrew to manticore Power Word Kill
immune to being polymorphed, and a crea- Enchantment (Compulsion) [Death,
ture with the shapechanger subtype 9+ Permanent Manticore to shrew Mind-Affecting]
(such as a lycanthrope or a doppelganger) Level: Sor/Wiz 9, War 9
can revert to its natural form as a stan- Unlike polymorph, polymorph any object Components: V
dard action. does grant the creature the Intelligence Casting Time: 1 standard action
score of its new form. If the original form Range: Close (25 ft. + 5 ft./2 levels)
Material Component: An empty cocoon. didn’t have a Wisdom or Charisma score, Target: One living creature with 100 hp
it gains those scores as appropriate for the or less
Polymorph Any Object new form. Duration: Instantaneous
Transmutation (Polymorph) Saving Throw: None
Level: Sor/Wiz 8, Trickery 8 Damage taken by the new form can Spell Resistance: Yes
Components: V, S, M/DF result in the injury or death of the poly-
Casting Time: 1 standard action morphed creature. For example, it is pos- You utter a single word of power that
Range: Close (25 ft. + 5 ft./2 levels) sible to polymorph a creature into rock instantly kills one creature of your choice,
and then grind it to dust, causing damage, whether the creature can hear the word or
perhaps even death. If the creature was not. Any creature that currently has 101
changed to dust to start with, more cre- or more hit points is unaffected by power
ative methods to damage it would be word kill.
needed. Perhaps you could use a gust of
wind spell to scatter the dust far and wide. Power Word Stun
In general, damage occurs when the new Enchantment (Compulsion) [Mind-
form is changed through physical force, Affecting]
although the DM must adjudicate many Level: Sor/Wiz 8, War 8
of these situations. Components: V
Casting Time: 1 standard action
A nonmagical object cannot be made Range: Close (25 ft. + 5 ft./2 levels)
into a magic item with this spell. Magic Target: One creature with 150 hp or less
items aren’t affected by this spell. Duration: See text
Saving Throw: None
This spell cannot create material of Spell Resistance: Yes
great intrinsic value, such as copper, sil-
ver, gems, silk, gold, platinum, mithral, or
adamantine. It also cannot reproduce the
special properties of cold iron in order to

263

You utter a single word of power that in- Characters typically use prestidigitation Color
stantly causes one creature of your choice spells to impress common folk, amuse
to become stunned, whether the creature children, and brighten dreary lives. Com- 1d8 of Beam Effect
can hear the word or not. The duration of mon tricks with prestidigitations include
the spell depends on the target’s current producing tinklings of ethereal music, 1 Red 20 points fire damage
hit point total. Any creature that currently brightening faded flowers, creating glow-
has 151 or more hit points is unaffected ing balls that float over your hand, gener- (Reflex half)
by power word stun. ating puffs of wind to flicker candles,
spicing up aromas and flavors of bland 2 Orange 40 points acid damage
food, and making little whirlwinds to
sweep dust under rugs. (Reflex half)

Prismatic Sphere 3 Yellow 80 points electricity damage
Abjuration
Level: Protection 9, Sor/Wiz 9, Sun 9 (Reflex half)
Components: V
Range: 10 ft. 4 Green Poison (Kills; Fortitude
Effect: 10-ft.-radius sphere centered on
Hit Points Duration you partial, take 1d6 points of
50 or less 4d4 rounds
CHAPTER 11: 2d4 rounds This spell functions like prismatic wall, ex- Con damage instead)
51–100 1d4 rounds cept you conjure up an immobile, opaque
SPELLS 101–150 globe of shimmering, multicolored light 5 Blue Turned to stone (Fortitude
that surrounds you and protects you from
all forms of attack. The sphere flashes in negates)
all colors of the visible spectrum.
6 Indigo Insane, as insanity spell (Will
The sphere’s blindness effect on crea-
Prayer tures with less than 8 HD lasts 2d4×10 negates)
Enchantment (Compulsion) [Mind- minutes.
Affecting] 7 Violet Sent to another plane (Will
Level: Clr 3, Pal 3 You can pass into and out of the pris-
Components: V, S, DF matic sphere and remain near it without negates)
Casting Time: 1 standard action harm. However, when you’re inside it, the
Range: 40 ft. sphere blocks any attempt to project 8 Struck by two rays; roll twice
Area: All allies and foes within a 40-ft.- something through the sphere (including
radius burst centered on you spells). Other creatures that attempt to more, ignoring any “8” results.
Duration: 1 round/level attack you or pass through suffer the
Saving Throw: None effects of each color, one at a time. Prismatic Wall
Spell Resistance: Yes Abjuration
Typically, only the upper hemisphere Level: Sor/Wiz 8
You bring special favor upon yourself and of the globe will exist, since you are at the Components: V, S
your allies while bringing disfavor to your center of the sphere, so the lower half is Casting Time: 1 standard action
enemies. You and your each of your allies usually excluded by the floor surface you Range: Close (25 ft. + 5 ft./2 levels)
gain a +1 luck bonus on attack rolls, are standing on. Effect: Wall 4 ft./level wide, 2 ft./level
weapon damage rolls, saves, and skill high
checks, while each of your foes takes a –1 The colors of the sphere have the same Duration: 10 min./level (D)
penalty on such rolls. effects as the colors of a prismatic wall. Saving Throw: See text
Spell Resistance: See text
Prismatic sphere can be made permanent
Prestidigitation with a permanency spell. Prismatic wall creates a vertical, opaque
Universal wall—a shimmering, multicolored plane
Level: Brd 0, Sor/Wiz 0 Prismatic Spray of light that protects you from all forms of
Components: V, S Evocation attack. The wall flashes with seven colors,
Casting Time: 1 standard action Level: Sor/Wiz 7 each of which has a distinct power and
Range: 10 ft. Components: V, S purpose. The wall is immobile, and you
Target, Effect, or Area: See text Casting Time: 1 standard action can pass through and remain near the wall
Duration: 1 hour Range: 60 ft. without harm. However, any other crea-
Saving Throw: See text Area: Cone-shaped burst ture with less than 8 HD that is within 20
Spell Resistance: No Duration: Instantaneous feet of the wall is blinded for 2d4 rounds
Saving Throw: See text by the colors if it looks at the wall.
264 Prestidigitations are minor tricks that Spell Resistance: Yes
novice spellcasters use for practice. Once The wall’s maximum proportions are 4
cast, a prestidigitation spell enables you to This spell causes seven shimmering, in- feet wide per caster level and 2 feet high
perform simple magical effects for 1 hour. tertwined, multicolored beams of light to per caster level. A prismatic wall spell cast
The effects are minor and have severe lim- spray from your hand. Each beam has a to materialize in a space occupied by a
itations. A prestidigitation can slowly lift different power. Creatures in the area of creature is disrupted, and the spell is
1 pound of material. It can color, clean, or the spell with 8 HD or less are automati- wasted.
soil items in a 1-foot cube each round. It cally blinded for 2d4 rounds. Every crea-
can chill, warm, or flavor 1 pound of non- ture in the area is randomly struck by one Each color in the wall has a special
living material. It cannot deal damage or or more beams, which have additional effect. The accompanying table shows the
affect the concentration of spellcasters. effects. seven colors of the wall, the order in
Prestidigitation can create small objects, which they appear, their effects on crea-
but they look crude and artificial. The tures trying to attack you or pass through
materials created by a prestidigitation spell the wall, and the magic needed to negate
are extremely fragile, and they cannot be each color.
used as tools, weapons, or spell compo-
nents. Finally, a prestidigitation lacks the The wall can be destroyed, color by
power to duplicate any other spell effects. color, in consecutive order, by various
Any actual change to an object (beyond magical effects; however, the first color
just moving, cleaning, or soiling it) per- must be brought down before the second
sists only 1 hour. can be affected, and so on. A rod of cancel-
lation or a Mordenkainen’s disjunction spell
destroys a prismatic wall, but an antimagic
field fails to penetrate it. Dispel magic and
greater dispel magic cannot dispel the wall
or anything beyond it. Spell resistance is
effective against a prismatic wall, but the

a melee touch attack, dealing fire damage CHAPTER 11:
equal to 1d6 +1 point per caster level
(maximum +5). Alternatively, you can SPELLS
hurl the flames up to 120 feet as a thrown
weapon. When doing so, you attack with a
ranged touch attack (with no range
penalty) and deal the same damage as
with the melee attack. No sooner do you
hurl the flames than a new set appears in
your hand. Each attack you make reduces
the remaining duration by 1 minute. If an
attack reduces the remaining duration to
0 minutes or less, the spell ends after the
attack resolves.

This spell does not function under-
water.

Programmed Image
Illusion (Figment)
Level: Brd 6, Sor/Wiz 6
Components: V, S, M
Effect: Visual figment that cannot
extend beyond a 20-ft. cube + one
10-ft. cube/level (S)
Duration: Permanent until triggered,
then 1 round/level

Prismatic wall makes an effective barrier. This spell functions like silent image, ex- Illus. by D. Martin
cept that this spell’s figment activates
Prismatic Wall when a specific condition occurs. The fig-
ment includes visual, auditory, olfactory,
Color Order Effect of Color Negated By and thermal elements, including intelligi-
ble speech.
Red 1st Stops nonmagical ranged weapons. Cone of cold
You set the triggering condition
Deals 20 points of fire damage (Reflex half). (which may be a special word) when cast-
ing the spell. The event that triggers the
Orange 2nd Stops magical ranged weapons. Gust of wind illusion can be as general or as specific
and detailed as desired but must be based
Deals 40 points of acid damage (Reflex half). on an audible, tactile, olfactory, or visual
trigger. The trigger cannot be based on
Yellow 3rd Stops poisons, gases, and petrification. Disintegrate some quality not normally obvious to the
senses, such as alignment. (See magic
Deals 80 points of electricity damage (Reflex half). mouth for more details about such trig-
gers.)
Green 4th Stops breath weapons. Passwall
Material Component: A bit of fleece and
Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). jade dust worth 25 gp.

Blue 5th Stops divination and mental attacks. Magic missile Project Image
Illusion (Shadow)
Turned to stone (Fortitude negates). Level: Brd 6, Sor/Wiz 7
Components: V, S, M
Indigo 6th Stops all spells. Daylight Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Will save or become insane (as insanity spell). Effect: One shadow duplicate
Duration: 1 round/level (D)
Violet 7th Energy field destroys all objects and effects.1 Dispel magic Saving Throw: Will disbelief (if inter-
acted with)
Creatures sent to another plane (Will negates). Spell Resistance: No

1 The violet effect makes the special effects of the other six colors redundant, but these six You tap energy from the Plane of Shadow
to create a quasi-real, illusory version of
effects are included here because certain magic items can create prismatic effects one color at yourself. The projected image looks,
sounds, and smells like you but is intan-
a time, and spell resistance might render some colors ineffective (see above). gible. The projected image mimics your
actions (including speech) unless you
caster level check must be repeated for Effect: Flame in your palm direct it to act differently (which is a 265
each color present. Duration: 1 min./level (D) move action).
Saving Throw: None
Prismatic wall can be made permanent Spell Resistance: Yes
with a permanency spell.
Flames as bright as a torch appear in your
Produce Flame open hand. The flames harm neither you
Evocation [Fire] nor your equipment.
Level: Drd 1, Fire 2
Components: V, S In addition to providing illumination,
Casting Time: 1 standard action the flames can be hurled or used to touch
Range: 0 ft. enemies. You can strike an opponent with

CHAPTER 11: You can see through its eyes and hear Range: Touch to fail and the creatures to recoil if such
through its ears as if you were standing Target: Creature touched attacks require touching the warded crea-
SPELLS where it is, and during your turn you can Duration: 10 min./level or until ture. Good summoned creatures are
switch from using its senses to using your immune to this effect. The protection
266 own, or back again, as a free action. While discharged against contact by summoned creatures
you are using its senses, your body is con- Saving Throw: Fortitude negates (harm- ends if the warded creature makes an
sidered blinded and deafened. attack against or tries to force the barrier
less) against the blocked creature. Spell resist-
If you desire, any spell you cast whose Spell Resistance: Yes (harmless) ance can allow a creature to overcome this
range is touch or greater can originate protection and touch the warded creature.
from the projected image instead of from Protection from energy grants temporary
you. The projected image can’t cast any immunity to the type of energy you spec- Arcane Material Component: A little pow-
spells on itself except for illusion spells. ify when you cast it (acid, cold, electricity, dered silver with which you trace a 3-foot-
The spells affect other targets normally, fire, or sonic). When the spell absorbs 12 diameter circle on the floor (or ground)
despite originating from the projected points per caster level of energy damage around the creature to be warded.
image. (to a maximum of 120 points at 10th
level), it is discharged. Protection from Good
Objects are affected by the projected Abjuration [Evil]
image as if they had succeeded on their Note: Protection from energy overlaps Level: Clr 1, Evil 1, Sor/Wiz 1
Will save. (and does not stack with) resist energy. If a
character is warded by protection from en- This spell functions like protection from
You must maintain line of effect to the ergy and resist energy, the protection spell ab- evil, except that the deflection and resist-
projected image at all times. If your line of sorbs damage until its power is exhausted. ance bonuses apply to attacks from good
effect is obstructed, the spell ends. If you creatures, and good summoned creatures
use dimension door, teleport, plane shift, or a Protection from Evil cannot touch the subject.
similar spell that breaks your line of Abjuration [Good]
effect, even momentarily, the spell ends. Level: Clr 1, Good 1, Pal 1, Sor/Wiz 1 Protection from Law
Components: V, S, M/DF Abjuration [Chaotic]
Material Component: A small replica of Casting Time: 1 standard action Level: Chaos 1, Clr 1, Sor/Wiz 1
you (a doll), which costs 5 gp to create. Range: Touch
Target: Creature touched This spell functions like protection from
Protection from Arrows Duration: 1 min./level (D) evil, except that the deflection and resist-
Abjuration Saving Throw: Will negates (harmless) ance bonuses apply to attacks from lawful
Level: Sor/Wiz 2 Spell Resistance: No; see text creatures, and lawful summoned crea-
Components: V, S, F tures cannot touch the subject.
Casting Time: 1 standard action This spell wards a creature from attacks by
Range: Touch evil creatures, from mental control, and Protection from Spells
Target: Creature touched from summoned creatures. It creates a Abjuration
Duration: 1 hour/level or until magical barrier around the subject at a Level: Magic 8, Sor/Wiz 8
discharged distance of 1 foot. The barrier moves with Components: V, S, M, F
Saving Throw: Will negates (harmless) the subject and has three major effects. Casting Time: 1 standard action
Spell Resistance: Yes (harmless) Range: Touch
First, the subject gains a +2 deflection Targets: Up to one creature touched/
The warded creature gains resistance to bonus to AC and a +2 resistance bonus on four levels
ranged weapons. The subject gains dam- saves. Both these bonuses apply against Duration: 10 min./level
age reduction 10/magic against ranged attacks made or effects created by evil Saving Throw: Will negates (harmless)
weapons. (This spell doesn’t grant you the creatures. Spell Resistance: Yes (harmless)
ability to damage creatures with similar
damage reduction.) Once the spell has Second, the barrier blocks any attempt The subject gains a +8 resistance bonus on
prevented a total of 10 points of damage to possess the warded creature (by a magic saving throws against spells and spell-like
per caster level (maximum 100 points), it jar attack, for example) or to exercise abilities (but not against supernatural and
is discharged. mental control over the creature (includ- extraordinary abilities).
ing enchantment (charm) effects and
Focus: A piece of shell from a tortoise or enchantment (compulsion) effects that Material Component: A diamond of at
a turtle. grant the caster ongoing control over the least 500 gp value, which must be crushed
subject, such as dominate person). The pro- and sprinkled over the targets.
Protection from Chaos tection does not prevent such effects
Abjuration [Lawful] from targeting the protected creature, but Focus: One 1,000 gp diamond per crea-
Level: Clr 1, Law 1, Pal 1, Sor/Wiz 1 it suppresses the effect for the duration of ture to be granted the protection. Each
the protection from evil effect. If the protec- subject must carry one such gem for the
This spell functions like protection from tion from evil effect ends before the effect duration of the spell. If a subject loses the
evil, except that the deflection and resist- granting mental control does, the would- gem, the spell ceases to affect him.
ance bonuses apply to attacks from cha- be controller would then be able to men-
otic creatures, and chaotic summoned tally command the controlled creature. Prying Eyes
creatures cannot touch the subject. Likewise, the barrier keeps out a possess- Divination
ing life force but does not expel one if it is Level: Sor/Wiz 5
Protection from Energy in place before the spell is cast. This Components: V, S, M
Abjuration second effect works regardless of align- Casting Time: 1 minute
Level: Clr 3, Drd 3, Luck 3, Protection 3, ment. Range: One mile
Rgr 2, Sor/Wiz 3 Effect: Ten or more levitating eyes
Components: V, S, DF Third, the spell prevents bodily contact
Casting Time: 1 standard action by summoned creatures. This causes the
natural weapon attacks of such creatures

Duration: 1 hour/level (D); see text replay 1 hour of recorded images. After Saving Throw: Will negates or Fortitude CHAPTER 11:
Saving Throw: None relaying its findings, an eye disappears. negates; see text
Spell Resistance: No SPELLS
If an eye ever gets more than 1 mile Spell Resistance: Yes or No; see text
You create a number of semitangible, visi- away from you, it instantly ceases to exist. 267
ble magical orbs (called “eyes”) equal to However, your link with the eye is such Pyrotechnics turns a fire into either a burst
1d4 + your caster level. These eyes move that you won’t know if the eye was de- of blinding fireworks or a thick cloud of
out, scout around, and return as you di- stroyed because it wandered out of range choking smoke, depending on the ver-
rect them when casting the spell. Each or because of some other event. sion you choose.
eye can see 120 feet (normal vision only)
in all directions. The eyes exist for up to 1 hour per cast- Fireworks: The fireworks are a flashing,
er level or until they return to you. Dispel fiery, momentary burst of glowing, col-
While the individual eyes are quite magic can destroy eyes. Roll separately for ored aerial lights. This effect causes crea-
fragile, they’re small and difficult to spot. each eye caught in an area dispel. Of tures within 120 feet of the fire source to
Each eye is a Fine construct, about the course, if an eye is sent into darkness, it become blinded for 1d4+1 rounds (Will
size of a small apple, that has 1 hit point, could hit a wall or similar obstacle and negates). These creatures must have line
AC 18 (+8 bonus for its size), flies at a destroy itself. of sight to the fire to be affected. Spell
speed of 30 feet with perfect maneuver- resistance can prevent blindness.
ability, and has a +16 Hide modifier. It has Material Component: A handful of crys-
a Spot modifier equal to your caster level tal marbles. Smoke Cloud: A writhing stream of
(maximum +15) and is subject to illu- smoke billows out from the source, form-
sions, darkness, fog, and any other factors Prying Eyes, Greater ing a choking cloud. The cloud spreads 20
that would affect your ability to receive Divination feet in all directions and lasts for 1 round
visual information about your surround- Level: Sor/Wiz 8 per caster level. All sight, even darkvision,
ings. An eye traveling through darkness is ineffective in or through the cloud. All
must find its way by touch. This spell functions like prying eyes, except within the cloud take –4 penalties to
that the eyes can see all things as they Strength and Dexterity (Fortitude negates).
When you create the eyes, you specify actually are, just as if they had true seeing These effects last for 1d4+1 rounds after
instructions you want them to follow in a with a range of 120 feet. Thus, they can the cloud dissipates or after the creature
command of no more than twenty-five navigate darkened areas at full normal leaves the area of the cloud. Spell resist-
words. Any knowledge you possess is speed. Also, a greater prying eye’s maximum ance does not apply.
known by the eyes as well, so if you know, Spot modifier is +25 instead of +15.
for example, what a typical merchant Material Component: The spell uses one
looks like, the eyes do as well. Purify Food and Drink fire source, which is immediately extin-
Transmutation guished. A fire so large that it exceeds a
A sample command: “Surround me at a Level: Clr 0, Drd 0 20-foot cube is only partly extinguished.
range of four hundred feet and return if Components: V, S Magical fires are not extinguished, al-
you spot any dangerous creatures.” The Casting Time: 1 standard action though a fire-based creature (such as a fire
phrase “Surround me” directs the eyes to Range: 10 ft. elemental) used as a source takes 1 point
form an equally spaced, horizontal ring at Target: 1 cu. ft./level of contaminated of damage per caster level.
whatever range you indicate, and then food and water
move with you. As eyes return or are de- Duration: Instantaneous Quench
stroyed, the rest automatically space them- Saving Throw: Will negates (object) Transmutation
selves to compensate. In the case of this Spell Resistance: Yes (object) Level: Drd 3
sample command, an eye returns only if it Components: V, S, DF
spots a creature you would regard as dan- This spell makes spoiled, rotten, poison- Casting Time: 1 standard action
gerous. A “peasant” that is actually a ous, or otherwise contaminated food and Range: Medium (100 ft. + 10 ft./level)
shapechanged dragon wouldn’t trigger an water pure and suitable for eating and Target or Area: One fire-based magic
eye’s return. Ten eyes can form a ring with drinking. This spell does not prevent sub- item or one 20-ft. cube/level (S)
a radius of 400 feet and between them- sequent natural decay or spoilage. Unholy Duration: Instantaneous
selves see everything that crosses the ring. water and similar food and drink of sig- Saving Throw: None or Will negates
nificance is spoiled by purify food and (object)
Another sample command: “Spread out drink, but the spell has no effect on crea- Spell Resistance: No or Yes (object)
and search the town for Arweth. Follow tures of any type nor upon magic potions.
him for three minutes, staying out of Quench is often used to put out forest fires
sight, and then return.” The phrase Note: Water weighs about 8 pounds per and other conflagrations. It extinguishes
“Spread out” directs the eyes to move away gallon. One cubic foot of water contains all nonmagical fires in its area. The spell
from you in all directions. In this case, roughly 8 gallons and weighs about 60 also dispels any fire spells in its area,
each eye would separately follow Arweth pounds. though you must succeed on a dispel
for three minutes once it spots him. check (1d20 +1 per caster level, maximum
Pyrotechnics +15) against each spell to dispel it. The DC
Other commands that might be useful Transmutation to dispel such spells is 11 + the caster level
include having the eyes form a line in a Level: Brd 2, Sor/Wiz 2 of the fire spell.
certain manner, making them move at Components: V, S, M
random within a certain range, or having Casting Time: 1 standard action Each elemental (fire) creature within
them follow a certain type of creature. Range: Long (400 ft. + 40 ft./level) the area of a quench spell takes 1d6 points
The DM is the final judge of the suitabil- Target: One fire source, up to a 20-ft. of damage per caster level (maximum
ity of your directions. cube 15d6, no save allowed).
Duration: 1d4+1 rounds, or 1d4+1
In order to report their findings, the rounds after creatures leave the smoke Alternatively, you can target the spell
eyes must return to your hand. Each re- cloud; see text on a single magic item that creates or con-
plays in your mind all it has seen during trols flame, such as a wand of fireball or a
its existence. It takes an eye 1 round to flaming burst sword. The item loses all its

CHAPTER 11: fire-based magical abilities for 1d4 hours The spell does not affect sightless crea- can’t be raised. The spell cannot bring back
unless it succeeds on a Will save. (Arti- tures. a creature that has died of old age.
SPELLS facts are immune to this effect.)
Verbal Component: A wizard or sorcerer Material Component: Diamonds worth a
Rage need not utter a sound to cast this spell, total of least 5,000 gp.
Enchantment (Compulsion) [Mind- but a bard must sing, play music, or recite
Affecting] a rhyme as a verbal component. Rary’s Mnemonic Enhancer
Level: Brd 2, Sor/Wiz 3 Transmutation
Components: V, S Material Component: A piece of phos- Level: Wiz 4
Casting Time: 1 standard action phor. Components: V, S, M, F
Range: Medium (100 ft. + 10 ft./level) Casting Time: 10 minutes
Targets: One willing living creature/ Focus: A crystal prism. Range: Personal
three levels, no two of which may be Target: You
more than 30 ft. apart Raise Dead Duration: Instantaneous
Duration: Concentration + 1 Conjuration (Healing)
round/level (D) Level: Clr 5 Casting this spell allows you to prepare
Saving Throw: None Components: V, S, M, DF additional spells or retain spells recently
Spell Resistance: Yes Casting Time: 1 minute cast. Pick one of these two versions when
Range: Touch the spell is cast.
Each affected creature gains a +2 morale Target: Dead creature touched
bonus to Strength and Constitution, a +1 Duration: Instantaneous Prepare: You prepare up to three addi-
morale bonus on Will saves, and a –2 Saving Throw: None; see text tional levels of spells (such as three 1st-
penalty to AC. The effect is otherwise Spell Resistance: Yes (harmless) level spells, a 2nd- and a 1st-level spell, or
identical with a barbarian’s rage (see page a 3rd-level spell). A cantrip counts as 1/2
25), except that the subjects aren’t fa- You restore life to a deceased creature. You level for this purpose. You prepare and
tigued at the end of the rage. can raise a creature that has been dead for cast these spells normally.
no longer than one day per caster level. In
Rainbow Pattern addition, the subject’s soul must be free Retain: You retain any spell of 3rd level
Illusion (Pattern) [Mind-Affecting] and willing to return (see Bringing Back or lower that you had cast up to 1 round
Level: Brd 4, Sor/Wiz 4 the Dead, page 171). If the subject’s soul is before you started casting the mnemonic
Components: V (Brd only), S, M, F; see not willing to return, the spell does not enhancer. This restores the previously cast
text work; therefore, a subject that wants to spell to your mind.
Casting Time: 1 standard action return receives no saving throw.
Range: Medium (100 ft. + 10 ft./level) In either event, the spell or spells pre-
Effect: Colorful lights with a 20-ft.- Coming back from the dead is an or- pared or retained fade after 24 hours (if
radius spread deal. The subject of the spell loses one not cast).
Duration: Concentration +1 round/ level (or 1 Hit Die) when it is raised, just
level (D) as if it had lost a level or a Hit Die to an Material Component: A piece of string,
Saving Throw: Will negates energy-draining creature. If the subject is and ink consisting of squid secretion with
Spell Resistance: Yes 1st level, it loses 2 points of Constitution black dragon’s blood.
instead (if this would reduce its Con to 0
A glowing, rainbow-hued pattern of in- or less, it can’t be raised). This level/HD Focus: An ivory plaque of at least 50 gp
terweaving colors fascinates those within loss or Constitution loss cannot be value.
it. Rainbow pattern fascinates a maximum repaired by any means. A character who
of 24 Hit Dice of creatures. Creatures died with spells prepared has a 50% Rary’s Telepathic Bond
with the fewest HD are affected first. chance of losing any given spell upon Divination
Among creatures with equal HD, those being raised, in addition to losing spells Level: Sor/Wiz 5
who are closest to the spell’s point of for losing a level. A spellcasting creature Components: V, S, M
origin are affected first. An affected crea- that doesn’t prepare spells (such as a sor- Casting Time: 1 standard action
ture that fails its saves is fascinated by the cerer) has a 50% chance of losing any Range: Close (25 ft. + 5 ft./2 levels)
pattern. given unused spell slot as if it had been Targets: You plus one willing creature/
used to cast a spell, in addition to losing three levels, no two of which can be
With a simple gesture (a free action), spell slots for losing a level. more than 30 ft. apart
you can make the rainbow pattern move Duration: 10 min./level (D)
up to 30 feet per round (moving its effec- A raised creature has a number of hit Saving Throw: None
tive point of origin). All fascinated crea- points equal to its current Hit Dice. Any Spell Resistance: No
tures follow the moving rainbow of light, ability scores damaged to 0 are raised to 1.
trying to get or remain within the effect. Normal poison and normal disease are You forge a telepathic bond among your-
Fascinated creatures who are restrained cured in the process of raising the subject, self and a number of willing creatures,
and removed from the pattern still try to but magical diseases and curses are not each of which must have an Intelligence
follow it. If the pattern leads its subjects undone. While the spell closes mortal score of 3 or higher. Each creature in-
into a dangerous area (through flame, off wounds and repairs lethal damage of most cluded in the link is linked to all the
a cliff, or the like), each fascinated crea- kinds, the body of the creature to be others. The creatures can communicate
ture gets a second save. If the view of the raised must be whole. Otherwise, missing telepathically through the bond regard-
lights is completely blocked (by an parts are still missing when the creature is less of language. No special power or in-
obscuring mist spell, for instance), crea- brought back to life. None of the dead fluence is established as a result of the
tures who can’t see them are no longer creature’s equipment or possessions are bond. Once the bond is formed, it works
affected. affected in any way by this spell. over any distance (although not from one
plane to another).
A creature who has been turned into an
undead creature or killed by a death effect If desired, you may leave yourself out
can’t be raised by this spell. Constructs, ele- of the telepathic bond forged. This deci-
mentals, outsiders, and undead creatures sion must be made at the time of casting.

268

Rary’s telepathic bond can be made per- Read Magic This spell causes instant diminution of a CHAPTER 11:
manent with a permanency spell, though it Divination humanoid creature, halving its height,
only bonds two creatures per casting of Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, length, and width and dividing its SPELLS
permanency. Sor/Wiz 0 weight by 8. This decrease changes the
Components: V, S, F creature’s size category to the next
Material Component: Pieces of eggshell Casting Time: 1 standard action smaller one. The target gains a +2 size
from two different kinds of creatures. Range: Personal bonus to Dexterity, a –2 size penalty to
Target: You Strength (to a minimum of 1), and a +1
Ray of Enfeeblement Duration: 10 min./level bonus on attack rolls and AC due to its
Necromancy reduced size.
Level: Sor/Wiz 1 By means of read magic, you can decipher
Components: V, S magical inscriptions on objects—books, A Small humanoid creature whose
Casting Time: 1 standard action scrolls, weapons, and the like—that size decreases to Tiny has a space of 2-1/2
Range: Close (25 ft. + 5 ft./2 levels) would otherwise be unintelligible. This feet and a natural reach of 0 feet (mean-
Effect: Ray deciphering does not normally invoke ing that it must enter an opponent’s
Duration: 1 min./level the magic contained in the writing, al- square to attack). A Large humanoid
Saving Throw: None though it may do so in the case of a creature whose size decreases to
Spell Resistance: Yes cursed scroll. Furthermore, once the Medium has a space of 5 feet and a natu-
spell is cast and you have read the magi- ral reach of 5 feet. This spell doesn’t
A coruscating ray springs from your cal inscription, you are thereafter able to change the target’s speed.
hand. You must succeed on a ranged read that particular writing without
touch attack to strike a target. The subject recourse to the use of read magic. You can All equipment worn or carried by a
takes a penalty to Strength equal to 1d6+1 read at the rate of one page (250 words) creature is similarly reduced by the spell.
per two caster levels (maximum 1d6+5). per minute. The spell allows you to iden- Melee and projectile weapons deal less
The subject’s Strength score cannot drop tify a glyph of warding with a DC 13 Spell- damage (see Table 2–3 in the Dungeon
below 1. craft check, a greater glyph of warding with Master’s Guide). Other magical properties
a DC 16 Spellcraft check, or any symbol are not affected by this spell. Any reduced
Ray of Exhaustion spell with a Spellcraft check (DC 10 + item that leaves the reduced creature’s pos-
Necromancy spell level). session (including a projectile or thrown
Level: Sor/Wiz 3 weapon) instantly returns to its normal
Components: V, S, M Read magic can be made permanent size. This means that thrown weapons
Casting Time: 1 standard action with a permanency spell. deal their normal damage (projectiles deal
Range: Close (25 ft. + 5 ft./2 levels) damage based on the size of the weapon
Effect: Ray Focus: A clear crystal or mineral prism. that fired them).
Duration: 1 min./level
Saving Throw: Fortitude partial; see text Reduce Animal Multiple magical effects that reduce
Spell Resistance: Yes Transmutation size do not stack, which means (among
Level: Drd 2, Rgr 3 other things) that you can’t use a second
A black ray projects from your pointing Components: V, S casting of this spell to further reduce the
finger. You must succeed on a ranged Casting Time: 1 standard action size of a humanoid that’s still under the
touch attack with the ray to strike a target. Range: Touch effect of the first casting.
The subject is immediately exhausted for Target: One willing animal of Small,
the spell’s duration. A successful Fort- Medium, Large, or Huge size Reduce person counters and dispels en-
itude save means the creature is only fa- Duration: 1 hour/level (D) large person.
tigued. A character that is already fatigued Saving Throw: None
instead becomes exhausted. Spell Resistance: No Reduce person can be made permanent
with a permanency spell.
This spell has no effect on a creature This spell functions like reduce person, ex-
that is already exhausted. Unlike normal cept that it affects a single willing animal Material Component: A pinch of pow-
exhaustion or fatigue, the effect ends as (not one with which you are engaged in dered iron.
soon as the spell’s duration expires. combat, for instance). This decrease in
size allows the animal to fit better into Reduce Person, Mass
Material Component: A drop of sweat. tight spaces, such as the typical dungeon Transmutation
room or subterranean passage. Reduce Level: Sor/Wiz 4
Ray of Frost the damage dealt by the animal’s natural Target: One humanoid creature/level,
Evocation [Cold] attacks as shown on Table 2–3 in the Dun- no two of which can be more than
Level: Sor/Wiz 0 geon Master’s Guide. 30 ft. apart
Components: V, S
Casting Time: 1 standard action Reduce Person This spell functions like reduce person, ex-
Range: Close (25 ft. + 5 ft./2 levels) Transmutation cept that it affects multiple creatures.
Effect: Ray Level: Sor/Wiz 1
Duration: Instantaneous Components: V, S, M Refuge
Saving Throw: None Casting Time: 1 round Conjuration (Teleportation)
Spell Resistance: Yes Range: Close (25 ft. + 5 ft./2 levels) Level: Clr 7, Sor/Wiz 9
Target: One humanoid creature Components: V, S, M
A ray of freezing air and ice projects from Duration: 1 min./level (D) Casting Time: 1 standard action
your pointing finger. You must succeed Saving Throw: Fortitude negates Range: Touch
on a ranged touch attack with the ray to Spell Resistance: Yes Target: Object touched
deal damage to a target. The ray deals 1d3 Duration: Permanent until discharged
points of cold damage. Saving Throw: None
Spell Resistance: No

269

You create powerful magic in some spe- Target: Dead creature touched d% Incarnation Str Dex Con
cially prepared object—a statuette, a jew- Duration: Instantaneous 01
eled rod, a gem, or the like. This object Saving Throw: None; see text 02–13 Bugbear +4 +2 +2
contains the power to instantly transport Spell Resistance: Yes (harmless) 14–25
its possessor across any distance within 26 Dwarf +0 +0 +2
the same plane to your abode. Once the With this spell, you bring back a dead 27–38
item is transmuted, you must give it will- creature in another body, provided that its 39–42 Elf +0 +2 –2
ingly to a creature and at the same time death occurred no more than one week 43–52
inform it of a command word to be spoken before the casting of the spell and the sub- 53–62 Gnoll +4 +0 +2
when the item is used. To make use of the ject’s soul is free and willing to return (see 63–74
item, the subject speaks the command Bringing Back the Dead, page 171). If the 75–89 Gnome –2 +0 +2
word at the same time that it rends or subject’s soul is not willing to return, the 90–93
breaks the item (a standard action). When spell does not work; therefore, a subject 94 Goblin –2 +2 +0
this is done, the individual and all objects that wants to return receives no saving 95–98
it is wearing and carrying (to a maximum throw. 99 Half-elf +0 +0 +0
of the character’s heavy load) are instantly 100
transported to your abode. No other crea- Since the dead creature is returning in Half-orc +2 +0 +0
tures are affected (aside from a familiar a new body, all physical ills and afflictions
that is touching the subject). are repaired. The condition of the remains Halfling –2 +2 +0
is not a factor. So long as some small por-
CHAPTER 11: You can alter the spell when casting it tion of the creature’s body still exists, it Human +0 +0 +0
so that it transports you to within 10 feet can be reincarnated, but the portion re-
SPELLS of the possessor of the item when it is ceiving the spell must have been part of Kobold –4 +2 –2
broken and the command word spoken. the creature’s body at the time of death.
You will have a general idea of the loca- The magic of the spell creates an entirely Lizardfolk +2 +0 +2
tion and situation of the item possessor at new young adult body for the soul to in-
the time the refuge spell is discharged, but habit from the natural elements at hand. Orc +4 +0 +0
once you decide to alter the spell in this This process takes 1 hour to complete.
fashion, you have no choice whether or When the body is ready, the subject is Troglodyte +0 –2 +4
not to be transported. reincarnated.
Other ???
Material Component: The specially pre- A reincarnated creature recalls the
pared object, whose construction requires majority of its former life and form. It re- (DM’s choice)
gems worth 1,500 gp. tains any class abilities, feats, or skill
ranks it formerly possessed. Its class, base The reincarnated creature gains all abili-
Regenerate attack bonus, base save bonuses, and hit ties associated with its new form, includ-
Conjuration (Healing) points are unchanged. Strength, Dexter- ing forms of movement and speeds, natu-
Level: Clr 7, Drd 9, Healing 7 ity, and Constitution scores depend partly ral armor, natural attacks, extraordinary
Components: V, S, DF on the new body. First eliminate the sub- abilities, and the like, but it doesn’t auto-
Casting Time: 3 rounds ject’s racial adjustments (since it is no matically speak the language of the new
Range: Touch longer of his previous race) and then form. Refer to the Monster Manual for
Target: Living creature touched apply the adjustments found below to the details.
Duration: Instantaneous its remaining ability scores. The subject’s
Saving Throw: Fortitude negates (harm- level (or Hit Dice) is reduced by 1. If the A wish or a miracle spell can restore a re-
less) subject was 1st level, its new Constitution incarnated character to his or her original
Spell Resistance: Yes (harmless) score is reduced by 2. (If this reduction form.
would put its Con at 0 or lower, it can’t be
The subject’s severed body members (fin- reincarnated). This level/HD loss or Con- Material Component: Rare oils and un-
gers, toes, hands, feet, arms, legs, tails, or stitution loss cannot be repaired by any guents worth a total of least 1,000 gp,
even heads of multiheaded creatures), bro- means. spread over the remains.
ken bones, and ruined organs grow back.
After the spell is cast, the physical regener- It’s possible for the change in the sub- Remove Blindness/Deafness
ation is complete in 1 round if the severed ject’s ability scores to make it difficult for Conjuration (Healing)
members are present and touching the it to pursue its previous character class. If Level: Clr 3, Pal 3
creature. It takes 2d10 rounds otherwise. this is the case, the subject is well advised Components: V, S
to become a multiclass character. Casting Time: 1 standard action
Regenerate also cures 4d8 points of dam- Range: Touch
age +1 point per caster level (maximum For a humanoid creature, the new in- Target: Creature touched
+35), rids the subject of exhaustion carnation is determined using the follow- Duration: Instantaneous
and/or fatigue, and eliminates all non- ing table. For nonhumanoid creatures, Saving Throw: Fortitude negates (harm-
lethal damage the subject has taken. It has the DM should create a similar table of less)
no effect on nonliving creatures (includ- creatures of the same type or simply Spell Resistance: Yes (harmless)
ing undead). choose the new form.
Remove blindness/deafness cures blindness
Reincarnate A creature that has been turned into an or deafness (your choice), whether the ef-
Transmutation undead creature or killed by a death effect fect is normal or magical in nature. The
Level: Drd 4 can’t be returned to life by this spell. Con- spell does not restore ears or eyes that
Components: V, S, M, DF structs, elementals, outsiders, and undead have been lost, but it repairs them if they
Casting Time: 10 minutes creatures can’t be reincarnated. The spell are damaged.
Range: Touch cannot bring back a creature who has died
of old age. Remove blindness/deafness counters and
dispels blindness/deafness.

Remove Curse
Abjuration
Level: Brd 3, Clr 3, Pal 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or item touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

270 Remove curse instantaneously removes all
curses on an object or a creature. Remove

curse does not remove the curse from a You can free one or more creatures from An invisible barrier holds back vermin. A CHAPTER 11:
cursed shield, weapon, or suit of armor, the effects of any temporary paralysis or vermin with Hit Dice of less than one-
although the spell typically enables the related magic, including a ghoul’s touch third your level cannot penetrate the bar- SPELLS
creature afflicted with any such cursed or a slow spell. If the spell is cast on one rier. A vermin with Hit Dice of one-third
item to remove and get rid of it. Certain creature, the paralysis is negated. If cast your level or more can penetrate the bar-
special curses may not be countered by on two creatures, each receives another rier if it succeeds on a Will save. Even so,
this spell or may be countered only by a save with a +4 resistance bonus against crossing the barrier deals the vermin 2d6
caster of a certain level or higher. the effect that afflicts it. If cast on three or points of damage, and pressing against
four creatures, each receives another save the barrier causes pain, which deters most
Remove curse counters and dispels be- with a +2 resistance bonus. vermin.
stow curse.
The spell does not restore ability scores Repel Wood
Remove Disease reduced by penalties, damage, or drain. Transmutation
Conjuration (Healing) Level: Drd 6, Plant 6
Level: Clr 3, Drd 3, Rgr 3 Repel Metal or Stone Components: V, S
Components: V, S Abjuration [Earth] Casting Time: 1 standard action
Casting Time: 1 standard action Level: Drd 8 Range: 60 ft.
Range: Touch Components: V, S Area: 60-ft. line-shaped emanation from
Target: Creature touched Casting Time: 1 standard action you
Duration: Instantaneous Range: 60 ft. Duration: 1 min./level (D)
Saving Throw: Fortitude negates (harm- Area: 60-ft. line from you Saving Throw: None
less) Duration: 1 round/level (D) Spell Resistance: No
Spell Resistance: Yes (harmless) Saving Throw: None
Spell Resistance: No Waves of energy roll forth from you, mov-
Remove disease cures all diseases that the ing in the direction that you determine,
subject is suffering from. The spell also kills Like repel wood, this spell creates waves of causing all wooden objects in the path of
parasites, including green slime and others. invisible and intangible energy that roll the spell to be pushed away from you to
Certain special diseases may not be coun- forth from you. All metal or stone the limit of the range. Wooden objects
tered by this spell or may be countered only objects in the path of the spell are larger than 3 inches in diameter that are
by a caster of a certain level or higher. pushed away from you to the limit of the fixed firmly are not affected, but loose
range. Fixed metal or stone objects larger objects are. Objects 3 inches in diameter
Note: Since the spell’s duration is in- than 3 inches in diameter and loose or smaller that are fixed in place splinter
stantaneous, it does not prevent reinfec- objects weighing more than 500 pounds and break, and the pieces move with the
tion after a new exposure to the same dis- are not affected. Anything else, includ- wave of energy. Objects affected by the
ease at a later date. ing animated objects, small boulders, spell are repelled at the rate of 40 feet per
and creatures in metal armor, moves round.
Remove Fear back. Fixed objects 3 inches in diameter
Abjuration or smaller bend or break, and the pieces Objects such as wooden shields, spears,
Level: Brd 1, Clr 1 move with the wave of energy. Objects wooden weapon shafts and hafts, and
Components: V, S affected by the spell are repelled at the arrows and bolts are pushed back, drag-
Casting Time: 1 standard action rate of 40 feet per round. ging those carrying them along. (A crea-
Range: Close (25 ft. + 5 ft./2 levels) ture being dragged by an item it is carry-
Targets: One creature plus one addi- Objects such as metal armor, swords, ing can let go. A creature being dragged
tional creature/four levels, no two of and the like are pushed back, dragging by a shield can loose it as a move action
which can be more than 30 ft. apart their bearers with them. Even magic and drop it as a free action.) If a spear is
Duration: 10 minutes; see text items with metal components are re- planted (set) to prevent this forced move-
Saving Throw: Will negates (harmless) pelled, although an antimagic field blocks ment, it splinters. Even magic items with
Spell Resistance: Yes (harmless) the effects. wooden sections are repelled, although
an antimagic field blocks the effects.
You instill courage in the subject, grant- The waves of energy continue to sweep
ing it a +4 morale bonus against fear ef- down the set path for the spell’s duration. The waves of energy continue to sweep
fects for 10 minutes. If the subject is After you cast the spell, the path is set, down the set path for the spell’s duration.
under the influence of a fear effect when and you can then do other things or go After you cast the spell, the path is set,
receiving the spell, that effect is sup- elsewhere without affecting the spell’s and you can then do other things or go
pressed for the duration of the spell. power. elsewhere without affecting the spell’s
power.
Remove fear counters and dispels cause fear. Repel Vermin
Abjuration Repulsion
Remove Paralysis Level: Brd 4, Clr 4, Drd 4, Rgr 3 Abjuration
Conjuration (Healing) Components: V, S, DF Level: Clr 7, Protection 7, Sor/Wiz 6
Level: Clr 2, Pal 2 Casting Time: 1 standard action Components: V, S, F/DF
Components: V, S Range: 10 ft. Casting Time: 1 standard action
Casting Time: 1 standard action Area: 10-ft.-radius emanation centered Range: Up to 10 ft./level
Range: Close (25 ft. + 5 ft./2 levels) on you Area: Up to 10-ft.-radius/level emanation
Targets: Up to four creatures, no two of Duration: 10 min./level (D) centered on you
which can be more than 30 ft. apart Saving Throw: None or Will negates; Duration: 1 round/level (D)
Duration: Instantaneous see text Saving Throw: Will negates
Saving Throw: Will negates (harmless) Spell Resistance: Yes Spell Resistance: Yes
Spell Resistance: Yes (harmless)

271

CHAPTER 11: An invisible, mobile field surrounds you Resistance ties, cures all temporary ability damage,
and prevents creatures from approaching Abjuration and restores all points permanently
SPELLS you. You decide how big the field is at the Level: Brd 0, Clr 0, Drd 0, Pal 1, drained from all ability scores. It also
time of casting (to the limit your level al- Sor/Wiz 0 eliminates fatigue and exhaustion, and
lows). Any creature within or entering Components: V, S, M/DF removes all forms of insanity, confusion,
the field must attempt a save. If it fails, it Casting Time: 1 standard action and similar mental effects. Greater restora-
becomes unable to move toward you for Range: Touch tion does not restore levels or Consti-
the duration of the spell. Repelled crea- Target: Creature touched tution points lost due to death.
tures’ actions are not otherwise re- Duration: 1 minute
stricted. They can fight other creatures Saving Throw: Will negates (harmless) XP Cost: 500 XP.
and can cast spells and attack you with Spell Resistance: Yes (harmless)
ranged weapons. If you move closer to an Restoration, Lesser
affected creature, nothing happens. (The You imbue the subject with magical en- Conjuration (Healing)
creature is not forced back.) The creature ergy that protects it from harm, granting Level: Clr 2, Drd 2, Pal 1
is free to make melee attacks against you it a +1 resistance bonus on saves. Components: V, S
if you come within reach. If a repelled Casting Time: 3 rounds
creature moves away from you and then Resistance can be made permanent with Range: Touch
tries to turn back toward you, it cannot a permanency spell. Target: Creature touched
move any closer if it is still within the Duration: Instantaneous
spell’s area. Arcane Material Component: A miniature Saving Throw: Will negates (harmless)
cloak. Spell Resistance: Yes (harmless)
Arcane Focus: A pair of small iron bars
attached to two small canine statuettes, Restoration Lesser restoration dispels any magical ef-
one black and one white, the whole array Conjuration (Healing) fects reducing one of the subject’s ability
worth 50 gp. Level: Clr 4, Pal 4 scores (such as ray of enfeeblement) or cures
Components: V, S, M 1d4 points of temporary ability damage to
one of the subject’s ability scores (such as
Resist Energy This spell functions like lesser restoration, from a shadow’s touch or from poison). It
Abjuration except that it also dispels negative levels also eliminates any fatigue suffered by the
Level: Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, and restores one experience level to a crea- character, and improves an exhausted
Sor/Wiz 2 ture who has had a level drained. The condition to fatigued. It does not restore
Components: V, S, DF drained level is restored only if the time permanent ability drain.
Casting Time: 1 standard action since the creature lost the level is equal to
Range: Touch or less than one day per caster level. Thus, Resurrection
Target: Creature touched if a 10th-level character has been struck by Conjuration (Healing)
Duration: 10 min./level a wight and drained to 9th level, restoration Level: Clr 7
Saving Throw: Fortitude negates (harm- brings the character up to exactly the min- Casting Time: 10 minutes
less) imum number of experience points neces-
Spell Resistance: Yes (harmless) sary to restore him to 10th level (45,000 This spell functions like raise dead, except
XP), gaining him an additional Hit Die that you are able to restore life and com-
This abjuration grants a creature limited and level functions accordingly. plete strength to any deceased creature.
protection from damage of whichever The condition of the remains is not a
one of five energy types you select: acid, Restoration cures all temporary ability factor. So long as some small portion of
cold, electricity, fire, or sonic. The subject damage, and it restores all points perma- the creature’s body still exists, it can be
gains energy resistance 10 against the nently drained from a single ability score resurrected, but the portion receiving the
energy type chosen, meaning that each (your choice if more than one is drained). spell must have been part of the creature’s
time the creature is subjected to such It also eliminates any fatigue or exhaus- body at the time of death. (The remains of
damage (whether from a natural or magi- tion suffered by the target. a creature hit by a disintegrate spell count
cal source), that damage is reduced by 10 as a small portion of its body.) The crea-
points before being applied to the crea- Restoration does not restore levels or ture can have been dead no longer than
ture’s hit points. The value of the energy Constitution points lost due to death. 10 years per caster level.
resistance granted increases to 20 points
at 7th level and to a maximum of 30 Material Component: Diamond dust worth Upon completion of the spell, the
points at 11th level. The spell protects the 100 gp that is sprinkled over the target. creature is immediately restored to full
recipient’s equipment as well. hit points, vigor, and health, with no loss
Restoration, Greater of prepared spells. However, the subject
Resist energy absorbs only damage. The Conjuration (Healing) loses one level, or 2 points of Constitu-
subject could still suffer unfortunate side Level: Clr 7 tion if the subject was 1st level. (If this
effects, such as drowning in acid (since Components: V, S, XP reduction would bring its Con to 0 or
drowning damage comes from lack of Casting Time: 10 minutes lower, it can’t be resurrected). This level
oxygen) or becoming encased in ice. loss or Constitution loss cannot be re-
This spell functions like lesser restoration, paired by any means.
Note: Resist energy overlaps (and does except that it dispels all negative levels
not stack with) protection from energy. If a afflicting the healed creature. This effect You can resurrect someone killed by a
character is warded by protection from en- also reverses level drains by a force or crea- death effect or someone who has been
ergy and resist energy, the protection spell ture, restoring the creature to the highest turned into an undead creature and then
absorbs damage until its power is - level it had previously attained. The destroyed. You cannot resurrect someone
exhausted. drained levels are restored only if the time who has died of old age. Constructs, ele-
since the creature lost the level is no more mentals, outsiders, and undead creatures
272 than one week per caster level. can’t be resurrected.

Greater restoration also dispels all magi-
cal effects penalizing the creature’s abili-

Material Component: A sprinkle of holy Use Table 8–4: Creature Size and Scale sional space can see out of it as if a 3-foot- CHAPTER 11:
water and diamonds worth a total of at to determine your new space and reach. by-5-foot window were centered on the
least 10,000 gp. This spell doesn’t change your speed. rope. The window is present on the Mate- SPELLS
rial Plane, but it’s invisible, and even crea-
Reverse Gravity If insufficient room is available for the tures that can see the window can’t see
Transmutation desired growth, you attain the maximum through it. Anything inside the extradi-
Level: Drd 8, Sor/Wiz 7 possible size and may make a Strength mensional space drops out when the spell
Components: V, S, M/DF check (using your increased Strength) to ends. The rope can be climbed by only
Casting Time: 1 standard action burst any enclosures in the process. If one person at a time. The rope trick spell
Range: Medium (100 ft. + 10 ft./level) you fail, you are constrained without enables climbers to reach a normal place
Area: Up to one 10-ft. cube/two harm by the materials enclosing you— if they do not climb all the way to the
levels (S) the spell cannot crush you by increasing extradimensional space.
Duration: 1 round/level (D) your size.
Saving Throw: None; see text Note: It is hazardous to create an ex-
Spell Resistance: No All equipment you wear or carry is tradimensional space within an existing
similarly enlarged by the spell. Melee extradimensional space or to take an ex-
This spell reverses gravity in an area, caus- and projectile weapons deal more tradimensional space into an existing one.
ing all unattached objects and creatures damage (see Table 2–2 in the Dungeon
within that area to fall upward and reach Master’s Guide.). Other magical properties Material Component: Powdered corn
the top of the area in 1 round. If some are not affected by this spell. Any en- extract and a twisted loop of parchment.
solid object (such as a ceiling) is encoun- larged item that leaves your possession
tered in this fall, falling objects and crea- (including a projectile or thrown weap- Rusting Grasp
tures strike it in the same manner as they on) instantly returns to its normal size. Transmutation
would during a normal downward fall. If This means that thrown weapons deal Level: Drd 4
an object or creature reaches the top of their normal damage (projectiles deal Components: V, S, DF
the area without striking anything, it damage based on the size of the weapon Casting Time: 1 standard action
remains there, oscillating slightly, until that fired them). Range: Touch
the spell ends. At the end of the spell Target: One nonmagical ferrous object
duration, affected objects and creatures Multiple magical effects that increase (or the volume of the object within
fall downward. size do not stack, which means (among 3 ft. of the touched point) or one
other things) that you can’t use a second ferrous creature
Provided it has something to hold onto, casting of this spell to further increase Duration: See text
a creature caught in the area can attempt a your size while you are still under the Saving Throw: None
Reflex save to secure itself when the spell effect of the first casting. Spell Resistance: No
strikes. Creatures who can fly or levitate
can keep themselves from falling. Rope Trick Any iron or iron alloy item you touch be-
Transmutation comes instantaneously rusted, pitted, and
Arcane Material Component: A lodestone Level: Sor/Wiz 2 worthless, effectively destroyed. If the
and iron filings. Components: V, S, M item is so large that it cannot fit within a
Casting Time: 1 standard action 3-foot radius (a large iron door or a wall of
Righteous Might Range: Touch iron), a 3-foot-radius volume of the metal
Transmutation Target: One touched piece of rope from is rusted and destroyed. Magic items
Level: Clr 5, Strength 5 5 ft. to 30 ft. long made of metal are immune to this spell.
Components: V, S, DF Duration: 1 hour/level (D)
Casting Time: 1 standard action Saving Throw: None You may employ rusting grasp in combat
Range: Personal Spell Resistance: No with a successful melee touch attack.
Target: You Rusting grasp used in this way instanta-
Duration: 1 round/level (D) When this spell is cast upon a piece of neously destroys 1d6 points of Armor
rope from 5 to 30 feet long, one end of the Class gained from metal armor (to the
This spell causes you to grow, doubling rope rises into the air until the whole rope maximum amount of protection the
your height and multiplying your weight hangs perpendicular to the ground, as if armor offered) through corrosion. For ex-
by 8. This increase changes your size cate- affixed at the upper end. The upper end is, ample, full plate armor (AC +8) could be
gory to the next larger one, and you gain a in fact, fastened to an extradimensional reduced to +7 or as low as +2 in protec-
+4 size bonus to Strength and a +2 size space that is outside the multiverse of tion, depending on the die roll.
bonus to Constitution. You gain a +2 en- extradimensional spaces (“planes”). Crea-
hancement bonus to your natural armor. tures in the extradimensional space are Weapons in use by an opponent tar-
You gain damage reduction 3/evil (if you hidden, beyond the reach of spells geted by the spell are more difficult to
normally channel positive energy) or (including divinations), unless those grasp. You must succeed on a melee touch
damage reduction 3/good (if you nor- spells work across planes. The space holds attack against the weapon. A metal
mally channel negative energy). At 12th as many as eight creatures (of any size). weapon that is hit is destroyed.
level this damage reduction becomes Creatures in the space can pull the rope
6/evil or 6/good, and at 15th level it be- up into the space, making the rope “disap- Note: Striking at an opponent’s weapon
comes 9/evil or 9/good (the maximum). pear.” In that case, the rope counts as one provokes an attack of opportunity. Also,
Your size modifier for AC and attacks of the eight creatures that can fit in the you must touch the weapon and not the
changes as appropriate to your new size space. The rope can support up to 16,000 other way around.
category (if your original size was pounds. A weight greater than that can
Diminutive, Tiny, Small, Medium, or pull the rope free. Against a ferrous creature, rusting grasp
Large, the modifier decreases by 1; other- instantaneously deals 3d6 points of dam-
wise see Size Modifier, page 134). Spells cannot be cast across the extra- age +1 per caster level (maximum +15) per
dimensional interface, nor can area ef- successful attack. The spell lasts for 1
fects cross it. Those in the extradimen- round per level, and you can make one
melee touch attack per round.

273

CHAPTER 11: Sanctuary fecting creatures within it. The spell make dinner, and then resume their game.
Abjuration affects a total number of Hit Dice of crea- You could have a crossroads appear quiet
SPELLS Level: Clr 1, Protection 1 tures equal to your caster level (maximum and empty even while an army is actually
Components: V, S, DF 20). Creatures with the fewest HD are passing through the area. You could specify
Casting Time: 1 standard action affected first; and, among creatures with that no one be seen (including passing
Range: Touch equal HD, those who are closest to the strangers), that your troops be undetected,
Target: Creature touched spell’s point of origin are affected first. Hit or even that every fifth person or unit
Duration: 1 round/level Dice that are not sufficient to affect a crea- should be visible. Once the conditions are
Saving Throw: Will negates ture are wasted. The spell affects each sub- set, they cannot be changed.
Spell Resistance: No ject according to its Hit Dice.
Attempts to scry the area automatically
Any opponent attempting to strike or oth- 6 or less: Unconscious for 1d4 rounds, detect the image stated by you with no
erwise directly attack the warded crea- then stunned for 1d4 rounds, and then save allowed. Sight and sound are appro-
ture, even with a targeted spell, must confused for 1d4 rounds. (Treat an uncon- priate to the illusion created. A band of
attempt a Will save. If the save succeeds, scious result as stunned for nonliving people standing in a meadow could be
the opponent can attack normally and is creatures.) concealed as an empty meadow with birds
unaffected by that casting of the spell. If chirping, for instance.
the save fails, the opponent can’t follow 7 to 12: Stunned for 1d4 rounds, then
through with the attack, that part of its confused for 1d4 rounds. Direct observation may allow a save (as
action is lost, and it can’t directly attack per a normal illusion), if there is cause to
the warded creature for the duration of 13 or more: Confused for 1d4 rounds. disbelieve what is seen. Certainly onlook-
the spell. Those not attempting to attack Sightless creatures are not affected by ers in the area would become suspicious if
the subject remain unaffected. This spell scintillating pattern. a marching army disappeared at one point
does not prevent the warded creature Material Component: A small crystal to reappear at another. Even entering the
from being attacked or affected by area or prism. area does not cancel the illusion or neces-
effect spells. The subject cannot attack sarily allow a save, assuming that hidden
without breaking the spell but may use Scorching Ray beings take care to stay out of the way of
nonattack spells or otherwise act. This al- Evocation [Fire] those affected by the illusion.
lows a warded cleric to heal wounds, for Level: Sor/Wiz 2
example, or to cast a bless spell, perform an Components: V, S Scrying
augury, summon creatures, and so on. Casting Time: 1 standard action Divination (Scrying)
Range: Close (25 ft. + 5 ft./2 levels) Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4
Scare Effect: One or more rays Components: V, S, M/DF, F
Necromancy [Fear, Mind-Affecting] Duration: Instantaneous Casting Time: 1 hour
Level: Brd 2, Sor/Wiz 2 Saving Throw: None Range: See text
Components: V, S, M Spell Resistance: Yes Effect: Magical sensor
Casting Time: 1 standard action Duration: 1 min./level
Range: Medium (100 ft. + 10 ft./level) You blast your enemies with fiery rays. Saving Throw: Will negates
Targets: One living creature/three You may fire one ray, plus one additional Spell Resistance: Yes
levels, no two of which can be more ray for every four levels beyond 3rd (to a
than 30 ft. apart maximum of three rays at 11th level). You can see and hear some creature,
Duration: 1 round/level or 1 round; see Each ray requires a ranged touch attack to which may be at any distance. If the sub-
text for cause fear hit and deals 4d6 points of fire damage. ject succeeds on a Will save, the scrying
Saving Throw: Will partial The rays may be fired at the same or dif- attempt simply fails. The difficulty of
Spell Resistance: Yes ferent targets, but all bolts must be aimed the save depends on how well you know
at targets within 30 feet of each other and the subject and what sort of physical
This spell functions like cause fear, except fired simultaneously. connection (if any) you have to that
that it causes all targeted creatures of less creature. Furthermore, if the subject is
than 6 HD to become frightened. Screen on another plane, it gets a +5 bonus on
Illusion (Glamer) its Will save.
Material Component: A bit of bone from Level: Sor/Wiz 8, Trickery 7
an undead skeleton, zombie, ghoul, ghast, Components: V, S Knowledge Will Save Modifier
or mummy. Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels) None1 +10
Scintillating Pattern Area: 30-ft. cube/level (S)
Illusion (Pattern) [Mind-Affecting] Duration: 24 hours Secondhand (you have heard +5
Level: Sor/Wiz 8 Saving Throw: None or Will disbelief (if
Components: V, S, M interacted with); see text of the subject)
Casting Time: 1 standard action Spell Resistance: No
Range: Close (25 ft. + 5 ft./2 levels) Firsthand (you have met the subject) +0
Effect: Colorful lights in a 20-ft.-radius This spell combines several elements to
spread create a powerful protection from scrying Familiar (you know the subject well) –5
Duration: Concentration + 2 rounds and direct observation. When casting the
Saving Throw: None spell, you dictate what will and will not be 1 You must have some sort of connection to
Spell Resistance: Yes observed in the spell’s area. The illusion cre-
ated must be stated in general terms. Thus, a creature you have no knowledge of.
A twisting pattern of discordant, coruscat- you could specify the illusion of yourself
ing colors weaves through the air, af- and another character playing chess for the Connection Will Save Modifier
duration of the spell, but you could not
have the illusory chess players take a break, Likeness or picture –2

Possession or garment –4

Body part, lock of hair, bit of nail, etc. –10

274 If the save fails, you can see and hear the
subject and the subject’s immediate sur-
roundings (approximately 10 feet in all
directions of the subject). If the subject

moves, the sensor follows at a speed of up A spellcaster whose voice is changed writings can be destroyed by means of CHAPTER 11:
to 150 feet. dramatically (such as into that of the an erase spell.
aforementioned snorting pig) is unable to SPELLS
As with all divination (scrying) spells, cast spells with verbal components. Material Component: Powdered herring
the sensor has your full visual acuity, in- scales and will-o’-wisp essence. 275
cluding any magical effects. In addition, Searing Light
the following spells have a 5% chance per Evocation See Invisibility
caster level of operating through the Level: Clr 3, Sun 3 Divination
sensor: detect chaos, detect evil, detect good, Components: V, S Level: Brd 3, Sor/Wiz 2
detect law, detect magic, and message. Casting Time: 1 standard action Components: V, S, M
Range: Medium (100 ft. + 10 ft./level) Casting Time: 1 standard action
If the save succeeds, you can’t attempt Effect: Ray Range: Personal
to scry on that subject again for at least 24 Duration: Instantaneous Target: You
hours. Saving Throw: None Duration: 10 min./level (D)
Spell Resistance: Yes
Arcane Material Component: The eye of a You can see any objects or beings that are
hawk, an eagle, or a roc, plus nitric acid, Focusing divine power like a ray of the invisible within your range of vision, as
copper, and zinc. sun, you project a blast of light from your well as any that are ethereal, as if they were
open palm. You must succeed on a ranged normally visible. Such creatures are visible
Wizard, Sorcerer, or Bard Focus: A mirror touch attack to strike your target. A crea- to you as translucent shapes, allowing you
of finely wrought and highly polished ture struck by this ray of light takes 1d8 easily to discern the difference between
silver costing not less than 1,000 gp. The points of damage per two caster levels visible, invisible, and ethereal creatures.
mirror must be at least 2 feet by 4 feet. (maximum 5d8). An undead creature
takes 1d6 points of damage per caster lev- The spell does not reveal the method
Cleric Focus: A holy water font costing el (maximum 10d6), and an undead crea- used to obtain invisibility. It does not re-
not less than 100 gp. ture particularly vulnerable to bright veal illusions or enable you to see through
light, such as a vampire, takes 1d8 points opaque objects. It does not reveal crea-
Druid Focus: A natural pool of water. of damage per caster level (maximum tures who are simply hiding, concealed,
10d8). A construct or inanimate object or otherwise hard to see.
Scrying, Greater takes only 1d6 points of damage per two
Divination (Scrying) caster levels (maximum 5d6). See invisibility can be made permanent
Level: Brd 6, Clr 7, Drd 7, Sor/Wiz 7 with a permanency spell.
Components: V, S Secret Page
Casting Time: 1 standard action Transmutation Material Component: A pinch of talc and
Duration: 1 hour/level Level: Brd 3, Sor/Wiz 3 a small sprinkling of powdered silver.
Components: V, S, M
This spell functions like scrying, except as Casting Time: 10 minutes Seeming
noted above. Additionally, all of the fol- Range: Touch Illusion (Glamer)
lowing spells function reliably through Target: Page touched, up to 3 sq. ft. in Level: Brd 5, Sor/Wiz 5
the sensor: detect chaos, detect evil, detect size Components: V, S
good, detect law, detect magic, message, read Duration: Permanent Casting Time: 1 standard action
magic, and tongues. Saving Throw: None Range: Close (25 ft. + 5 ft./2 levels)
Spell Resistance: No Targets: One creature/two levels, no two
Sculpt Sound of which can be more than 30 ft. apart
Transmutation Secret page alters the contents of a page so Duration: 12 hours (D)
Level: Brd 3 that they appear to be something entirely Saving Throw: Will negates or Will
Components: V, S different. Thus, a map can be changed to disbelief (if interacted with)
Casting Time: 1 standard action become a treatise on burnishing ebony Spell Resistance: Yes or No; see text
Range: Close (25 ft. + 5 ft./2 levels) walking sticks. The text of a spell can be
Targets: One creature or object/level, no changed to show a ledger page or even This spell functions like disguise self, ex-
two of which can be more than 30 ft. another spell. Explosive runes or sepia snake cept that you can change the appearance
apart sigil can be cast upon the secret page. of other people as well. Affected creatures
Duration: 1 hour/level (D) resume their normal appearances if slain.
Saving Throw: Will negates (object) A comprehend languages spell alone
Spell Resistance: Yes (object) cannot reveal a secret page’s contents. You Unwilling targets can negate the spell’s
are able to reveal the original contents effect on them by making Will saves or
You change the sounds that creatures or by speaking a special word. You can then with spell resistance.
objects make. You can create sounds where peruse the actual page, and return it to
none exist (such as making trees sing), its secret page form at will. You can also re- Sending
deaden sounds (such as making a party of move the spell by double repetition of Evocation
adventurers silent), or transform sounds the special word. A detect magic spell re- Level: Clr 4, Sor/Wiz 5
into other sounds (such as making a veals dim magic on the page in question Components: V, S, M/DF
caster’s voice sound like a pig snorting). All but does not reveal its true contents. Casting Time: 10 minutes
affected creatures or objects must be trans- True seeing reveals the presence of the Range: See text
muted in the same way. Once the transmu- hidden material but does not reveal the Target: One creature
tation is made, you cannot change it. contents unless cast in combination Duration: 1 round; see text
with comprehend languages. A secret page Saving Throw: None
You can change the qualities of sounds spell can be dispelled, and the hidden Spell Resistance: No
but cannot create words with which you
are unfamiliar yourself. For instance, you You contact a particular creature with
can’t change your voice so that it sounds which you are familiar and send a short
as though you are giving the command message of twenty-five words or less to
word to activate a magic item unless you
know that command word.

CHAPTER 11: the subject. The subject recognizes you if erase spell destroys the entire page of text. You use material from the Plane of Shad-
it knows you. It can answer in like man- Sepia snake sigil can be cast in combination ow to shape quasi-real illusions of one or
SPELLS ner immediately. A creature with an Intel- with other spells that hide or garble text, more creatures, objects, or forces. Shadow
ligence score as low as 1 can understand such as secret page. conjuration can mimic any sorcerer or wiz-
276 the sending, though the subject’s ability to ard conjuration (summoning) or conjura-
react is limited as normal by its Intelli- Material Component: 500 gp worth of tion (creation) spell of 3rd level or lower.
gence score. Even if the sending is re- powdered amber, a scale from any snake, Shadow conjurations are actually one-fifth
ceived, the subject is not obligated to act and a pinch of mushroom spores. (20%) as strong as the real things, though
upon it in any manner. creatures who believe the shadow conjura-
Sequester tions to be real are affected by them at full
If the creature in question is not on the Abjuration strength.
same plane of existence as you are, there Level: Sor/Wiz 7
is a 5% chance that the sending does not Components: V, S, M Any creature that interacts with the
arrive. (Local conditions on other planes Casting Time: 1 standard action conjured object, force, or creature can
may worsen this chance considerably, at Range: Touch make a Will save to recognize its true
the option of the DM.) Target: One willing creature or object nature.
(up to a 2-ft. cube/level) touched
Arcane Material Component: A short Duration: One day/level (D) Spells that deal damage, such as Melf ’s
piece of fine copper wire. Saving Throw: None or Will negates acid arrow, have normal effects unless the
(object) affected creature succeeds on a Will save.
Sepia Snake Sigil Spell Resistance: No or Yes (object) Each disbelieving creature takes only
Conjuration (Creation) [Force] one-fifth (20%) damage from the attack. If
Level: Brd 3, Sor/Wiz 3 When cast, this spell not only prevents the disbelieved attack has a special effect
Components: V, S, M divination spells from working to detect other than damage, that effect is only 20%
Casting Time: 10 minutes or locate the creature or object affected by likely to occur. Regardless of the result of
Range: Touch sequester, it also renders the affected crea- the save to disbelieve, an affected creature
Target: One touched book or written ture or object invisible to any form of sight is also allowed any save that the spell
work or seeing (as the invisibility spell). Thus, being simulated allows, but the save DC is
Duration: Permanent or until sequester can mask a secret door, a treasure set according to shadow conjuration’s level
discharged; until released or 1d4 days vault, or anything similar. The spell does (4th) rather than the spell’s normal level.
+ one day/level; see text not prevent the subject from being discov- In addition, any effect created by shadow
Saving Throw: Reflex negates ered through tactile means or through the conjuration allows spell resistance, even if
Spell Resistance: No use of devices (such as a robe of eyes or a gem the spell it is simulating does not.
of seeing). Creatures affected by sequester
When you cast sepia snake sigil, a small become comatose and are effectively in a Shadow objects or substances, such as
symbol appears in the text of one written state of suspended animation until the obscuring mist, have normal effects except
work such as a book, scroll, or map. The spell wears off or is dispelled. against those who disbelieve them.
text containing the symbol must be at Against disbelievers, they are 20% likely
least twenty-five words long. When any- Note: The Will save prevents an at- to work.
one reads the text containing the symbol, tended or magical object from being se-
the sepia snake springs into being and questered. There is no save to see the seques- A shadow creature has one-fifth the hit
strikes the reader, provided there is line of tered creature or object or to detect it with points of a normal creature of its kind
effect between the symbol and the reader. a divination spell. (regardless of whether it’s recognized as
Simply seeing the enspelled text is not shadowy). It deals normal damage and has
sufficient to trigger the spell; the subject Material Component: A basilisk eyelash, all normal abilities and weaknesses.
must deliberately read it. The target is gum arabic, and a dram of whitewash. Against a creature that recognizes it as a
entitled to a save to evade the snake’s shadow creature, however, the shadow
strike. If it succeeds, the sepia snake dissi- Shades creature’s damage is one-fifth (20%)
pates in a flash of brown light accompa- Illusion (Shadow) normal, and all special abilities that do
nied by a puff of dun-colored smoke and a Level: Sor/Wiz 9 not deal lethal damage are only 20% likely
loud noise. If the target fails its save, it is to work. (Roll for each use and each
engulfed in a shimmering amber field of This spell functions like shadow conjura- affected character separately.) Further-
force and immobilized until released, tion, except that it mimics sorcerer and more, the shadow creature’s AC bonuses
either at your command or when 1d4 days wizard conjuration spells of 8th level or are one-fifth as large (so a +7 bonus result-
+ one day per caster level have elapsed. lower. The illusory conjurations created ing in AC 17 would change to a +1 total
deal four-fifths (80%) damage to nonbe- bonus for a new AC of 11).
While trapped in the amber field of lievers, and nondamaging effects are 80%
force, the subject does not age, breathe, likely to work against nonbelievers. A creature that succeeds on its save
grow hungry, sleep, or regain spells. It is pre- sees the shadow conjurations as transparent
served in a state of suspended animation, Shadow Conjuration images superimposed on vague, shadowy
unaware of its surroundings. It can be dam- Illusion (Shadow) forms.
aged by outside forces (and perhaps even Level: Brd 4, Sor/Wiz 4
killed), since the field provides no protec- Components: V, S Objects automatically succeed on their
tion against physical injury. However, a Casting Time: 1 standard action Will saves against this spell.
dying subject does not lose hit points or Range: See text
become stable until the spell ends. Effect: See text Shadow Conjuration, Greater
Duration: See text Illusion (Shadow)
The hidden sigil cannot be detected by Saving Throw: Will disbelief (if inter- Level: Sor/Wiz 7
normal observation, and detect magic acted with); varies; see text
reveals only that the entire text is magical. Spell Resistance: Yes; see text This spell functions like shadow conjura-
A dispel magic can remove the sigil. An tion, except that it can duplicate any sor-
cerer or wizard conjuration (summoning)
or conjuration (creation) spell of 6th level

or lower. The illusory conjurations cre- Targets: Up to one touched crea- Shambler CHAPTER 11:
ated deal three-fifths (60%) damage to ture/level Conjuration (Creation)
nonbelievers, and nondamaging effects Level: Drd 9, Plant 9 SPELLS
are 60% likely to work against non- Duration: 1 hour/level (D) Components: V, S
believers. Saving Throw: Will negates Casting Time: 1 standard action
Spell Resistance: Yes Range: Medium (100 ft. + 10 ft./level)
Shadow Evocation Effect: Three or more shambling
Illusion (Shadow) To use the shadow walk spell, you must be mounds, no two of which can be more
Level: Brd 5, Sor/Wiz 5 in an area of shadowy illumination. You than 30 ft. apart; see text
Components: V, S and any creature you touch are then Duration: Seven days or seven months
Casting Time: 1 standard action transported along a coiling path of shad- (D); see text
Range: See text owstuff to the edge of the Material Plane Saving Throw: None
Effect: See text where it borders the Plane of Shadow. The Spell Resistance: No
Duration: See text effect is largely illusory, but the path is
Saving Throw: Will disbelief (if inter- quasi-real. You can take more than one The shambler spell creates 1d4+2 sham-
acted with) creature along with you (subject to your bling mounds with 11 HD each. (See
Spell Resistance: Yes level limit), but all must be touching each the Monster Manual for details about
other. shambling mounds.) The creatures
You tap energy from the Plane of Shadow willingly aid you in combat or battle,
to cast a quasi-real, illusory version of a In the region of shadow, you move at a perform a specific mission, or serve as
sorcerer or wizard evocation spell of 4th rate of 50 miles per hour, moving nor- bodyguards. The creatures remain with
level or lower. (For a spell with more than mally on the borders of the Plane of you for seven days unless you dismiss
one level, use the best one applicable to Shadow but much more rapidly relative to them. If the shamblers are created only
you.) the Material Plane. Thus, you can use this for guard duty, however, the duration of
spell to travel rapidly by stepping onto the spell is seven months. In this case,
Spells that deal damage, such as light- the Plane of Shadow, moving the desired the shamblers can only be ordered to
ning bolt, have normal effects unless an distance, and then stepping back onto the guard a specific site or location. Sham-
affected creature succeeds on a Will save. Material Plane. blers summoned to guard duty cannot
Each disbelieving creature takes only move outside the spell’s range, which is
one-fifth damage from the attack. If the Because of the blurring of real- measured from the point where each
disbelieved attack has a special effect ity between the Plane of Shadow and first appeared.
other than damage, that effect is one-fifth the Material Plane, you can’t make out
as strong (if applicable) or only 20% likely details of the terrain or areas you pass The shamblers have resistance to fire
to occur. If recognized as a shadow evoca- over during transit, nor can you predict as normal shambling mounds do only if
tion, a damaging spell deals only one-fifth perfectly where your travel will end. It’s the terrain is rainy, marshy, or damp.
(20%) damage. Regardless of the result of impossible to judge distances accurately,
the save to disbelieve, an affected creature making the spell virtually useless for Shapechange
is also allowed any save (or spell scouting or spying. Furthermore, when Transmutation (Polymorph)
resistance) that the spell being simulated the spell effect ends, you are shunted Level: Animal 9, Drd 9, Sor/Wiz 9
allows, but the save DC is set according to 1d10=100 feet in a random horizontal Components: V, S, F
shadow evocation’s level (5th) rather than direction from your desired endpoint. Casting Time: 1 standard action
the spell’s normal level. If this would place you within a solid Range: Personal
object, you are shunted 1d10=1,000 feet Target: You
Nondamaging effects, such as gust of in the same direction. If this would still Duration: 10 min./level (D)
wind, have normal effects except against place you within a solid object, you (and
those who disbelieve them. Against dis- any creatures with you) are shunted to This spell functions like polymorph,
believers, they have no effect. the nearest empty space available, but the except that it enables you to assume the
strain of this activity renders each crea- form of any single non-unique creature
Objects automatically succeed on their ture fatigued (no save). (of any type) from Fine to Colossal size.
Will saves against this spell. The assumed form can’t have more than
Shadow walk can also be used to travel your caster level in Hit Dice (to a maxi-
Shadow Evocation, Greater to other planes that border on the Plane mum of 25 HD). Unlike polymorph, this
Illusion (Shadow) of Shadow, but this usage requires the spell allows incorporeal or gaseous forms
Level: Sor/Wiz 8 transit of the Plane of Shadow to arrive at to be assumed.
a border with another plane of reality.
This spell functions like shadow evocation, The transit of the Plane of Shadow You gain all extraordinary and super-
except that it enables you to create par- requires 1d4 hours. natural abilities of the assumed form, but
tially real, illusory versions of sorcerer or you lose your own supernatural abilities.
wizard evocation spells of 7th level or Any creatures touched by you when You also gain the type of the assumed
lower. If recognized as a greater shadow evo- shadow walk is cast also make the transi- form in place of your own. The assumed
cation, a damaging spell deals only three- tion to the borders of the Plane of Shad- form doesn’t disorient you. Parts of your
fifths (60%) damage. ow. They may opt to follow you, wander body or pieces of equipment that are sepa-
off through the plane, or stumble back rated from you don’t revert to their natu-
Shadow Walk into the Material Plane (50% chance for ral forms.
Illusion (Shadow) either of the latter results if they are lost
Level: Brd 5, Sor/Wiz 6 or abandoned by you). Creatures unwill- You can become any creature you’re
Components: V, S ing to accompany you into the Plane of familiar with, changing form up to
Casting Time: 1 standard action Shadow receive a Will saving throw, once each round as a free action. The
Range: Touch negating the effect if successful. change can’t take place during another
action. If you use this spell to create a dis-
277

CHAPTER 11: guise, you gain a +10 bonus on your Dis- shield has no armor check penalty or Shield Other
guise check. arcane spell failure chance. Unlike with Abjuration
SPELLS a normal tower shield, you can’t use the Level: Clr 2, Pal 2, Protection 2
Focus: A jade circlet worth at least 1,500 shield spell for cover. Components: V, S, F
gp, which you must place on your head Casting Time: 1 standard action
when casting the spell. This focus melds Shield of Faith Range: Close (25 ft. + 5 ft./2 levels)
into your assumed form. Abjuration Target: One creature
Level: Clr 1 Duration: 1 hour/level (D)
Shatter Components: V, S, M Saving Throw: Will negates (harmless)
Evocation [Sonic] Casting Time: 1 standard action Spell Resistance: Yes (harmless)
Level: Brd 2, Chaos 2, Clr 2, Destruction Range: Touch
2, Sor/Wiz 2 Target: Creature touched This spell wards the subject and creates a
Components: V, S, M/DF Duration: 1 min./level mystic connection between you and the
Casting Time: 1 standard action Saving Throw: Will negates (harmless) subject so that some of its wounds are
Range: Close (25 ft. + 5 ft./2 levels) Spell Resistance: Yes (harmless) transferred to you. The subject gains a +1
Target or Area: One solid object, one deflection bonus to AC and a +1 resis-
crystalline creature, or one 5-ft.-radius This spell creates a shimmering, magical tance bonus on saves. Additionally, the
spread field around the touched creature that subject takes only half damage from all
Duration: Instantaneous averts attacks. The spell grants the subject wounds and attacks (including that dealt
Saving Throw: Will negates (object); a +2 deflection bonus to AC, with an addi- by special abilities) that deal hit point
Will negates (object) or Fortitude half; tional +1 to the bonus for every six levels damage. The amount of damage not
see text you have (maximum +5 deflection bonus taken by the warded creature is taken by
Spell Resistance: Yes (object) at 18th level). you. Forms of harm that do not involve
hit points, such as charm effects, tempo-
Shatter creates a loud, ringing noise that Material Component: A small parchment rary ability damage, level draining, and
breaks brittle, nonmagical objects; sun- with a bit of holy text written upon it. death effects, are not affected. If the sub-
ders a single solid, nonmagical object; or ject suffers a reduction of hit points
damages a crystalline creature. Shield of Law from a lowered Constitution score, the
Abjuration [Lawful] reduction is not split with you because it
Used as an area attack, shatter destroys Level: Clr 8, Law 8 is not hit point damage. When the spell
nonmagical objects of crystal, glass, Components: V, S, F ends, subsequent damage is no longer
ceramic, or porcelain, such as vials, bot- Casting Time: 1 standard action divided between the subject and you,
tles, flasks, jugs, windows, mirrors, and Range: 20 ft. but damage already split is not reas-
so forth. All such objects within a 5-foot Targets: One creature/level in a 20-ft.- signed to the subject.
radius of the point of origin are smashed radius burst centered on you
into dozens of pieces by the spell. Objects Duration: 1 round/level (D) If you and the subject of the spell move
weighing more than 1 pound per your Saving Throw: See text out of range of each other, the spell ends.
level are not affected, but all other objects Spell Resistance: Yes (harmless)
of the appropriate composition are Focus: A pair of platinum rings (worth
shattered. A dim, blue glow surrounds the subjects, at least 50 gp each) worn by both you and
protecting them from attacks, granting the warded creature.
Alternatively, you can target shatter them resistance to spells cast by chaotic
against a single solid object, regardless of creatures, and slowing chaotic creatures Shillelagh
composition, weighing up to 10 pounds when they strike the subjects. This abju- Transmutation
per caster level. ration has four effects. Level: Drd 1
Components: V, S, DF
Targeted against a crystalline creature First, each warded creature gains a +4 Casting Time: 1 standard action
(of any weight), shatter deals 1d6 points of deflection bonus to AC and a +4 resis- Range: Touch
sonic damage per caster level (maximum tance bonus on saves. Unlike protection Target: One touched nonmagical oak
10d6), with a Fortitude save for half from chaos, this benefit applies against all club or quarterstaff
damage. attacks, not just against attacks by cha- Duration: 1 min./level
otic creatures. Saving Throw: Will negates (object)
Arcane Material Component: A chip of Spell Resistance: Yes (object)
mica. Second, a warded creature gains spell
resistance 25 against chaotic spells and Your own nonmagical club or quarterstaff
Shield spells cast by chaotic creatures. becomes a weapon with a +1 enhance-
Abjuration [Force] ment bonus on attack and damage rolls.
Level: Sor/Wiz 1 Third, the abjuration blocks posses- (A quarterstaff gains this enhancement
Components: V, S sion and mental influence, just as protec- for both ends of the weapon.) It deals
Casting Time: 1 standard action tion from chaos does. damage as if it were two size categories
Range: Personal larger (a Small club or quarterstaff so
Target: You Finally, if a chaotic creature succeeds transmuted deals 1d8 points of damage, a
Duration: 1 min./level (D) on a melee attack against a warded crea- Medium 2d6, and a Large 3d6), +1 for its
ture, the attacker is slowed (Will save enhancement bonus. These effects only
Shield creates an invisible, tower shield- negates, as the slow spell, but against occur when the weapon is wielded by
sized mobile disk of force that hovers in shield of law’s save DC). you. If you do not wield it, the weapon
front of you. It negates magic missile behaves as if unaffected by this spell.
attacks directed at you. The disk also Focus: A tiny reliquary containing
provides a +4 shield bonus to AC. This some sacred relic, such as a scrap of
bonus applies against incorporeal touch parchment from a lawful text. The reli-
attacks, since it is a force effect. The quary costs at least 500 gp.

278

Shocking Grasp itude save. A creature holding vulnerable a Will save to negate the spell and can use CHAPTER 11:
Evocation [Electricity] objects can attempt a Reflex save to spell resistance, if any. Items in a creature’s
Level: Sor/Wiz 1 negate the damage to those objects. possession or magic items that emit sound SPELLS
Components: V, S receive the benefits of saves and spell
Casting Time: 1 standard action Arcane Focus: A small metal or ivory resistance, but unattended objects and 279
Range: Touch horn. points in space do not. This spell provides
Target: Creature or object touched a defense against sonic or language-based
Duration: Instantaneous Shrink Item attacks, such as command, a harpy’s capti-
Saving Throw: None Transmutation vating song, a horn of blasting, and the like.
Spell Resistance: Yes Level: Sor/Wiz 3
Components: V, S Silent Image
Your successful melee touch attack deals Casting Time: 1 standard action Illusion (Figment)
1d6 points of electricity damage per caster Range: Touch Level: Brd 1, Sor/Wiz 1
level (maximum 5d6). When delivering Target: One touched object of up to 2 cu. Components: V, S, F
the jolt, you gain a +3 bonus on attack ft./level Casting Time: 1 standard action
rolls if the opponent is wearing metal Duration: One day/level; see text Range: Long (400 ft. + 40 ft./level)
armor (or made out of metal, carrying a Saving Throw: Will negates (object) Effect: Visual figment that cannot
lot of metal, or the like). Spell Resistance: Yes (object) extend beyond four 10-ft. cubes + one
10-ft. cube/level (S)
Shout You are able to shrink one nonmagical Duration: Concentration
Evocation [Sonic] item (if it is within the size limit) to 1/16 Saving Throw: Will disbelief (if inter-
Level: Brd 4, Sor/Wiz 4 of its normal size in each dimension (to acted with)
Components: V about 1/4,000 the original volume and Spell Resistance: No
Casting Time: 1 standard action mass). This change effectively reduces the
Range: 30 ft. object’s size by four categories (for in- This spell creates the visual illusion of an
Area: Cone-shaped burst stance, from Large to Diminutive). Op- object, creature, or force, as visualized by
Duration: Instantaneous tionally, you can also change its now- you. The illusion does not create sound,
Saving Throw: Fortitude partial or shrunken composition to a clothlike one. smell, texture, or temperature. You can
Reflex negates (object); see text Objects changed by a shrink item spell can move the image within the limits of the
Spell Resistance: Yes (object) be returned to normal composition and size of the effect.
size merely by tossing them onto any solid
You emit an ear-splitting yell that deafens surface or by a word of command from the Focus: A bit of fleece.
and damages creatures in its path. Any original caster. Even a burning fire and its
creature within the area is deafened for fuel can be shrunk by this spell. Restoring Simulacrum
2d6 rounds and takes 5d6 points of sonic the shrunken object to its normal size and Illusion (Shadow)
damage. A successful save negates the composition ends the spell. Level: Sor/Wiz 7
deafness and reduces the damage by half. Components: V, S, M, XP
Any exposed brittle or crystalline object Shrink item can be made permanent Casting Time: 12 hours
or crystalline creature takes 1d6 points of with a permanency spell, in which case the Range: 0 ft.
sonic damage per caster level (maximum affected object can be shrunk and ex- Effect: One duplicate creature
15d6). An affected creature is allowed a panded an indefinite number of times, Duration: Instantaneous
Fortitude save to reduce the damage by but only by the original caster. Saving Throw: None
half, and a creature holding fragile objects Spell Resistance: No
can negate damage to them with a suc- Silence
cessful Reflex save. Illusion (Glamer) Simulacrum creates an illusory duplicate
Level: Brd 2, Clr 2 of any creature. The duplicate creature is
A shout spell cannot penetrate a silence Components: V, S partially real and formed from ice or
spell. Casting Time: 1 standard action snow. It appears to be the same as the orig-
Range: Long (400 ft. + 40 ft./level) inal, but it has only one-half of the real
Shout, Greater Area: 20-ft.-radius emanation centered creature’s levels or Hit Dice (and the
Evocation [Sonic] on a creature, object, or point in space appropriate hit points, feats, skill ranks,
Level: Brd 6, Sor/Wiz 8 Duration: 1 min./level (D) and special abilities for a creature of that
Components: V, S, F Saving Throw: Will negates; see text or level or HD). You can’t create a simu-
Range: 60 ft. none (object) lacrum of a creature whose Hit Dice or
Saving Throw: Fortitude partial or Spell Resistance: Yes; see text or no levels exceed twice your caster level. You
Reflex negates (object); see text (object) must make a Disguise check when you
cast the spell to determine how good the
This spell functions like shout, except that Upon the casting of this spell, complete likeness is. A creature familiar with the
the cone deals 10d6 points of sonic dam- silence prevails in the affected area. All original might detect the ruse with a suc-
age (or 1d6 points of sonic damage per sound is stopped: Conversation is impos- cessful Spot check (opposed by the
caster level, maximum 20d6, against ex- sible, spells with verbal components can- caster’s Disguise check) or a DC 20 Sense
posed brittle or crystalline objects or crys- not be cast, and no noise whatsoever is- Motive check.
talline creatures). It also causes creatures sues from, enters, or passes through the
to be stunned for 1 round and deafened area. The spell can be cast on a point in At all times the simulacrum remains
for 4d6 rounds. A creature in the area of space, but the effect is stationary unless under your absolute command. No spe-
the cone can negate the stunning and cast on a mobile object. The spell can be cial telepathic link exists, so command
halve both the damage and the duration centered on a creature, and the effect then must be exercised in some other manner.
of the deafness with a successful Fort- radiates from the creature and moves as it A simulacrum has no ability to become
moves. An unwilling creature can attempt more powerful. It cannot increase its level

CHAPTER 11: or abilities. If reduced to 0 hit points or ping or wounding awakens an affected Target: Touched nonmagical circle of
otherwise destroyed, it reverts to snow creature, but normal noise does not. vine, rope, or thong with a 2 ft. diame-
SPELLS and melts instantly into nothingness. A Awakening a creature is a standard action ter + 2 ft./level
complex process requiring at least 24 (an application of the aid another action).
280 hours, 100 gp per hit point, and a fully Duration: Until triggered or broken
equipped magical laboratory can repair Sleep does not target unconscious crea- Saving Throw: None
damage to a simulacrum. tures, constructs, or undead creatures. Spell Resistance: No

Material Component: The spell is cast Material Component: A pinch of fine This spell enables you to make a snare
over the rough snow or ice form, and sand, rose petals, or a live cricket. that functions as a magic trap. The snare
some piece of the creature to be dupli- can be made from any supple vine, a
cated (hair, nail, or the like) must be Sleet Storm thong, or a rope. When you cast snare
placed inside the snow or ice. Addi- Conjuration (Creation) [Cold] upon it, the cordlike object blends with
tionally, the spell requires powdered ruby Level: Drd 3, Sor/Wiz 3 its surroundings (Search DC 23 for a
worth 100 gp per HD of the simulacrum Components: V, S, M/DF character with the trapfinding ability to
to be created. Casting Time: 1 standard action locate). One end of the snare is tied in a
Range: Long (400 ft. + 40 ft./level) loop that contracts around one or more
XP Cost: 100 XP per HD of the simu- Area: Cylinder (40-ft. radius, 20 ft. high) of the limbs of any creature stepping
lacrum to be created (minimum 1,000 XP). Duration: 1 round/level inside the circle. (The head of a worm or
Saving Throw: None a snake could be thus ensnared, for
Slay Living Spell Resistance: No example.)
Necromancy [Death]
Level: Clr 5, Death 5 Driving sleet blocks all sight (even dark- If a strong and supple tree is nearby, the
Components: V, S vision) within it and causes the ground in snare can be fastened to it. The spell
Casting Time: 1 standard action the area to be icy. A creature can walk causes the tree to bend and then
Range: Touch within or through the area of sleet at half straighten when the loop is triggered,
Target: Living creature touched normal speed with a DC 10 Balance dealing 1d6 points of damage to the crea-
Duration: Instantaneous check. Failure means it can’t move in that ture trapped and lifting it off the ground
Saving Throw: Fortitude partial round, while failure by 5 or more means it by the trapped limb or limbs. If no such
Spell Resistance: Yes falls (see the Balance skill for details). tree is available, the cordlike object tight-
ens around the creature, dealing no dam-
You can slay any one living creature. You The sleet extinguishes torches and age but causing it to be entangled.
must succeed on a melee touch attack to small fires.
touch the subject, and it can avoid death The snare is magical. To escape, a
with a successful Fortitude save. If it suc- Arcane Material Component: A pinch of trapped creature must make a DC 23 Es-
ceeds, it instead takes 3d6 points of dam- dust and a few drops of water. cape Artist check or a DC 23 Strength
age +1 point per caster level. (Of course, check that is a full-round action. The
the subject might die from damage even Slow snare has AC 7 and 5 hit points. A suc-
if it succeeds on its save.) Transmutation cessful escape from the snare breaks the
Level: Brd 3, Sor/Wiz 3 loop and ends the spell.
Sleep Components: V, S, M
Enchantment (Compulsion) [Mind- Casting Time: 1 standard action Soften Earth and Stone
Affecting] Range: Close (25 ft. + 5 ft./2 levels) Transmutation [Earth]
Level: Brd 1, Sor/Wiz 1 Targets: One creature/level, no two of Level: Drd 2, Earth 2
Components: V, S, M which can be more than 30 ft. apart Components: V, S, DF
Casting Time: 1 round Duration: 1 round/level Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) Saving Throw: Will negates Range: Close (25 ft. + 5 ft./2 levels)
Area: One or more living creatures Spell Resistance: Yes Area: 10-ft. square/level; see text
within a 10-ft.-radius burst Duration: Instantaneous
Duration: 1 min./level An affected creature moves and attacks at Saving Throw: None
Saving Throw: Will negates a drastically slowed rate. A slowed creature Spell Resistance: No
Spell Resistance: Yes can take only a single move action or stan-
dard action each turn, but not both (nor When this spell is cast, all natural, un-
A sleep spell causes a magical slumber to may it take full-round actions). Ad- dressed earth or stone in the spell’s area is
come upon 4 Hit Dice of creatures. Crea- ditionally, it takes a –1 penalty on attack softened. Wet earth becomes thick mud,
tures with the fewest HD are affected first. rolls, AC, and Reflex saves. A slowed crea- dry earth becomes loose sand or dirt, and
Among creatures with equal HD, those ture moves at half its normal speed stone becomes soft clay that is easily
who are closest to the spell’s point of origin (round down to the next 5-foot incre- molded or chopped. You affect a 10-foot-
are affected first. Hit Dice that are not suf- ment), which affects the creature’s jump- square area to a depth of 1 to 4 feet, de-
ficient to affect a creature are wasted. ing distance as normal for decreased pending on the toughness or resilience of
speed. the ground at that spot (DM’s option).
For example, Mialee casts sleep at one Magical, enchanted, dressed, or worked
rat (1/4 HD), one kobold (1 HD), two Multiple slow effects don’t stack. Slow stone cannot be affected. Earth or stone
gnolls (2 HD), and an ogre (4 HD). The counters and dispels haste. creatures are not affected.
rat, the kobold, and one gnoll are affected
(1/4 + 1 + 2 = 3-1/4 HD). The remaining Material Component: A drop of molasses. A creature in mud must succeed on a
3/4 HD is not enough to affect the last Reflex save or be caught for 1d2 rounds
gnoll or the ogre. Mialee can’t choose to Snare and unable to move, attack, or cast spells.
have sleep affect the ogre or the two gnolls. Transmutation A creature that succeeds on its save can
Level: Rgr 2, Drd 3 move through the mud at half speed, and
Sleeping creatures are helpless. Slap- Components: V, S, DF it can’t run or charge.
Casting Time: 3 rounds
Range: Touch

Loose dirt is not as troublesome as This spell causes those within the area to Speak with Animals CHAPTER 11:
mud, but all creatures in the area can turn on each other rather than attack Divination
move at only half their normal speed and their foes. Each affected creature has a Level: Brd 3, Drd 1, Rgr 1 SPELLS
can’t run or charge over the surface. 50% chance to attack the nearest target Components: V, S
each round. (Roll to determine each crea- Casting Time: 1 standard action
Stone softened into clay does not ture’s behavior every round at the begin- Range: Personal
hinder movement, but it does allow char- ning of its turn.) A creature that does not Target: You
acters to cut, shape, or excavate areas they attack its nearest neighbor is free to act Duration: 1 min./level
may not have been able to affect before. normally for that round.
For example, a party of adventurers trying You can comprehend and communicate
to break out of a cavern might use this Creatures forced by a song of discord to with animals. You are able to ask ques-
spell to soften a wall. While soften earth and attack their fellows employ all methods at tions of and receive answers from ani-
stone does not affect dressed or worked their disposal, choosing their deadliest mals, although the spell doesn’t make
stone, cavern ceilings or vertical surfaces spells and most advantageous combat tac- them any more friendly or cooperative
such as cliff faces can be affected. Usually, tics. They do not, however, harm targets than normal. Furthermore, wary and cun-
this causes a moderate collapse or land- that have fallen unconscious. ning animals are likely to be terse and eva-
slide as the loosened material peels away sive, while the more stupid ones make
from the face of the wall or roof and falls. Soul Bind inane comments. If an animal is friendly
Necromancy toward you, it may do some favor or ser-
A moderate amount of structural dam- Level: Clr 9, Sor/Wiz 9 vice for you (as determined by the DM).
age can be dealt to a manufactured struc- Components: V, S, F
ture (such as a wall or a tower) by soften- Casting Time: 1 standard action Speak with Dead
ing the ground beneath it, causing it to Range: Close (25 ft. + 5 ft./2 levels) Necromancy [Language-Dependent]
settle. However, most well-built struc- Target: Corpse Level: Clr 3
tures will only be damaged by this spell, Duration: Permanent Components: V, S, DF
not destroyed. Saving Throw: Will negates Casting Time: 10 minutes
Spell Resistance: No Range: 10 ft.
Solid Fog Target: One dead creature
Conjuration (Creation) You draw the soul from a newly dead body Duration: 1 min./level
Level: Sor/Wiz 4 and imprison it in a black sapphire gem. Saving Throw: Will negates; see text
Components: V, S, M The subject must have been dead no more Spell Resistance: No
Duration: 1 min./level than 1 round per caster level. The soul,
Spell Resistance: No once trapped in the gem, cannot be You grant the semblance of life and intel-
returned through clone, raise dead, reincar- lect to a corpse, allowing it to answer sev-
This spell functions like fog cloud, but in nation, resurrection, true resurrection, or even eral questions that you put to it. You may
addition to obscuring sight, the solid fog is so a miracle or a wish. Only by destroying the ask one question per two caster levels.
thick that any creature attempting to move gem or dispelling the spell on the gem can Unasked questions are wasted if the dura-
through it progresses at a speed of 5 feet, one free the soul (which is then still dead). tion expires. The corpse’s knowledge is lim-
regardless of its normal speed, and it takes a ited to what the creature knew during life,
–2 penalty on all melee attack and melee Focus: A black sapphire of at least 1,000 including the languages it spoke (if any).
damage rolls. The vapors prevent effective gp value for every Hit Die possessed by Answers are usually brief, cryptic, or repet-
ranged weapon attacks (except for magic the creature whose soul is to be bound. If itive. If the creature’s alignment was differ-
rays and the like). A creature or object that the gem is not valuable enough, it shatters ent from yours, the corpse gets a Will save
falls into solid fog is slowed, so that each 10 when the binding is attempted. (While to resist the spell as if it were alive.
feet of vapor that it passes through reduces creatures have no concept of level or Hit
falling damage by 1d6. A creature can’t take Dice as such, the value of the gem needed If the corpse has been subject to speak
a 5-foot step while in solid fog. to trap an individual can be researched. with dead within the past week, the new
Remember that this value can change over spell fails. You can cast this spell on a
However, unlike normal fog, only a se- time as creatures gain more Hit Dice.) corpse that has been deceased for any
vere wind (31+ mph) disperses these va- amount of time, but the body must be
pors, and it does so in 1 round. Sound Burst mostly intact to be able to respond. A
Evocation [Sonic] damaged corpse may be able to give par-
Solid fog can be made permanent with a Level: Brd 2, Clr 2 tial answers or partially correct answers,
permanency spell. A permanent solid fog Components: V, S, F/DF but it must at least have a mouth in order
dispersed by wind reforms in 10 minutes. Casting Time: 1 standard action to speak at all.
Range: Close (25 ft. + 5 ft./2 levels)
Material Component: A pinch of dried, Area: 10-ft.-radius spread This spell does not let you actually
powdered peas combined with powdered Duration: Instantaneous speak to the person (whose soul has de-
animal hoof. Saving Throw: Fortitude partial parted). It instead draws on the imprinted
Spell Resistance: Yes knowledge stored in the corpse. The par-
Song of Discord tially animated body retains the imprint
Enchantment (Compulsion) [Mind- You blast an area with a tremendous ca- of the soul that once inhabited it, and thus
Affecting, Sonic] cophony. Every creature in the area takes it can speak with all the knowledge that
Level: Brd 5 1d8 points of sonic damage and must suc- the creature had while alive. The corpse,
Components: V, S ceed on a Fortitude save to avoid being however, cannot learn new information.
Casting Time: 1 standard action stunned for 1 round. Indeed, it can’t even remember being
Range: Medium (100 ft. + 10 ft./level) questioned.
Area: 20-ft.-radius spread Creatures that cannot hear are not
Duration: 1 round/level stunned but are still damaged. This spell does not affect a corpse that
Saving Throw: Will negates has been turned into an undead creature.
Spell Resistance: Yes Arcane Focus: A musical instrument.

281

Speak with Plants Spell Immunity Duration: Until expended or 10 min./
Divination Abjuration level
Level: Brd 4, Drd 3, Rgr 2 Level: Clr 4, Protection 4, Strength 4
CHAPTER 11: Components: V, S Components: V, S, DF Spells and spell-like effects targeted on
Casting Time: 1 standard action Casting Time: 1 standard action you are turned back upon the original
SPELLS Range: Personal Range: Touch caster. The abjuration turns only spells
Target: You Target: Creature touched that have you as a target. Effect and area
Duration: 1 min./level Duration: 10 min./level spells are not affected. Spell turning also
Saving Throw: Will negates (harmless) fails to stop touch range spells. Thus, a
You can comprehend and communicate Spell Resistance: Yes (harmless) charm person spell cast at you could be
with plants, including both normal plants turned back upon the caster and possibly
and plant creatures. You are able to ask The warded creature is immune to the ef- enable you to use the charm effect on that
questions of and receive answers from fects of one specified spell for every four individual, but a fireball could not be
plants. A regular plant’s sense of its sur- levels you have. The spells must be of 4th turned back, and neither could inflict criti-
roundings is limited, so it won’t be able to level or lower. The warded creature effec- cal wounds.
give (or recognize) detailed descriptions tively has unbeatable spell resistance re-
of creatures or answer questions about garding the specified spell or spells. Natu- From seven to ten (1d4+6) spell levels
events outside its immediate vicinity. rally, that immunity doesn’t protect a are affected by the turning. The DM se-
creature from spells for which spell resist- cretly rolls the exact number. When a
The spell doesn’t make plant creatures ance doesn’t apply. Spell immunity protects spell is turned, the DM subtracts its level
any more friendly or cooperative than nor- against spells, spell-like effects of magic from the amount of spell turning left.
mal. Furthermore, wary and cunning plant items, and innate spell-like abilities of
creatures are likely to be terse and evasive, creatures. It does not protect against When you are targeted by a spell of
while the more stupid ones may make supernatural or extraordinary abilities, higher level than the amount of spell
inane comments. If a plant creature is such as breath weapons or gaze attacks. turning you have left, that spell is par-
friendly toward you, it may do some favor or Only a particular spell can be protected tially turned. The DM subtracts the
service for you (as determined by the DM). against, not a certain domain or school of amount of spell turning left from the
spells or a group of spells that are similar spell level of the incoming spell, then
Spectral Hand in effect. Thus, a creature given immunity divides the result by the spell level of the
Necromancy to lightning bolt is still vulnerable to shock- incoming spell to see what fraction of the
Level: Sor/Wiz 2 ing grasp or chain lightning. effect gets through. For damaging spells,
Components: V, S you and the caster each take a fraction of
Casting Time: 1 standard action A creature can have only one spell im- the damage. For nondamaging spells,
Range: Medium (100 ft. + 10 ft./level) munity or greater spell immunity spell in each of you has a proportional chance to
Effect: One spectral hand effect on it at a time. be affected.
Duration: 1 min./level (D)
Saving Throw: None Spell Immunity, Greater For example, if you had three levels of
Spell Resistance: No Abjuration spell turning left and were targeted by a
Level: Clr 8 magic missile spell heightened to 4th level,
A ghostly, glowing hand shaped from your you would turn three-fourths of the spell
life force materializes and moves as you This spell functions like spell immunity, back at the caster. You would take one-
desire, allowing you to deliver low-level, except the immunity applies to spells of fourth of the damage, while the caster
touch range spells at a distance. On casting 8th level or lower. takes three-fourths of the damage. If you
the spell, you lose 1d4 hit points that return were targeted by a wizard’s fear spell (also
when the spell ends (even if it is dispelled), A creature can have only one spell im- a 4th-level spell) in the same situation,
but not if the hand is destroyed. (The hit munity or greater spell immunity spell in you would have a one in four (25%)
points can be healed as normal.) For as long effect on it at a time. chance to be affected by the spell, while
as the spell lasts, any touch range spell of the caster would have a three in four
4th level or lower that you cast can be deliv- Spell Resistance (75%) chance to be affected.
ered by the spectral hand. The spell gives you Abjuration
a +2 bonus on your melee touch attack roll, Level: Clr 5, Magic 5, Protection 5 If you and a spellcasting attacker are
and attacking with the hand counts nor- Components: V, S, DF both warded by spell turning effects in
mally as an attack. The hand always strikes Casting Time: 1 standard action operation, a resonating field is created.
from your direction. The hand cannot flank Range: Touch Roll randomly to determine the result.
targets like a creature can. After it delivers a Target: Creature touched
spell, or if the hand goes beyond the spell Duration: 1 min./level d% Effect
range, goes out of your sight, the hand Saving Throw: Will negates (harmless) 01–70 Spell drains away without effect.
returns to you and hovers. Spell Resistance: Yes (harmless) 71–80 Spell affects both of you equally at
full effect.
The hand is incorporeal and thus can- The creature gains spell resistance equal 81–97 Both turning effects are rendered
not be harmed by normal weapons. It has to 12 + your caster level. nonfunctional for 1d4 minutes.
improved evasion (half damage on a failed 98–100 Both of you go through a rift into
Reflex save and no damage on a success- Spell Turning another plane.
ful save), your save bonuses, and an AC of Abjuration
at least 22. Your Intelligence modifier Level: Luck 7, Magic 7, Sor/Wiz 7 Arcane Material Component: A small sil-
applies to the hand’s AC as if it were the Components: V, S, M/DF ver mirror.
hand’s Dexterity modifier. The hand has 1 Casting Time: 1 standard action
282 to 4 hit points, the same number that you Range: Personal Spellstaff
lost in creating it. Target: You Transmutation
Level: Drd 6
Components: V, S, F

Casting Time: 10 minutes can be cast in any outdoor setting except Spiritual Weapon CHAPTER 11:
Range: Touch open water, ice, heavy snow, sandy desert, Evocation [Force]
Target: Wooden quarterstaff touched or bare stone. Any creature moving on Level: Clr 2, War 2 SPELLS
Duration: Permanent until discharged foot into or through the spell’s area takes Components: V, S, DF
1d4 points of piercing damage for each 5 Casting Time: 1 standard action 283
(D) feet of movement through the spiked Range: Medium (100 ft. + 10 ft./level)
Saving Throw: Will negates (object) area. Effect: Magic weapon of force
Spell Resistance: Yes (object) Duration: 1 round/level (D)
Any creature that takes damage from Saving Throw: None
You store one spell that you can normally this spell must also succeed on a Reflex Spell Resistance: Yes
cast in a wooden quarterstaff. Only one save or suffer injuries to its feet and legs
such spell can be stored in a staff at a that slow its land speed by one-half. This A weapon made of pure force springs into
given time, and you cannot have more speed penalty lasts for 24 hours or until existence and attacks opponents at a dis-
than one spellstaff at any given time. You the injured creature receives a cure spell tance, as you direct it, dealing 1d8 force
can cast a spell stored within a staff just as (which also restores lost hit points). An- damage per hit, +1 point per three caster
though it were among those you had pre- other character can remove the penalty by levels (maximum +5 at 15th level). The
pared, but it does not count against your taking 10 minutes to dress the injuries weapon takes the shape of a weapon fa-
normal allotment for a given day. You use and succeeding on a Heal check against vored by your deity or a weapon with
up any applicable material components the spell’s save DC. some spiritual significance or symbolism
required to cast the spell when you store it to you (see below) and has the same threat
in the spellstaff. Spike growth can’t be disabled with the range and critical multipliers as a real
Disable Device skill. weapon of its form. It strikes the opponent
Focus: The staff that stores the spell. you designate, starting with one attack in
Note: Magic traps such as spike growth the round the spell is cast and continuing
Spider Climb are hard to detect. A rogue (only) can use each round thereafter on your turn. It uses
Transmutation the Search skill to find a spike growth. The your base attack bonus (possibly allowing
Level: Drd 2, Sor/Wiz 2 DC is 25 + spell level, or DC 28 for spike it multiple attacks per round in subse-
Components: V, S, M growth (or DC 27 for spike growth cast by a quent rounds) plus your Wisdom modifier
Casting Time: 1 standard action ranger). as its attack bonus. It strikes as a spell, not
Range: Touch as a weapon, so, for example, it can damage
Target: Creature touched Spike Stones creatures that have damage reduction. As a
Duration: 10 min./level Transmutation [Earth] force effect, it can strike incorporeal crea-
Saving Throw: Will negates (harmless) Level: Drd 4, Earth 4 tures without the normal miss chance
Spell Resistance: Yes (harmless) Components: V, S, DF associated with incorporeality. The
Casting Time: 1 standard action weapon always strikes from your direc-
The subject can climb and travel on verti- Range: Medium (100 ft. + 10 ft./level) tion. It does not get a flanking bonus or
cal surfaces or even traverse ceilings as Area: One 20-ft. square/level help a combatant get one. Your feats (such
well as a spider does. The affected crea- Duration: 1 hour/level (D) as Weapon Focus) or combat actions (such
ture must have its hands free to climb in Saving Throw: Reflex partial as charge) do not affect the weapon. If the
this manner. The subject gains a climb Spell Resistance: Yes weapon goes beyond the spell range, if it
speed of 20 feet; furthermore, it need not goes out of your sight, or if you have not
make Climb checks to traverse a vertical Rocky ground, stone floors, and similar designated an opponent, the weapon
or horizontal surface (even upside down). surfaces shape themselves into long, returns to you and hovers.
A spider climbing creature retains its Dex- sharp points that blend into the back-
terity bonus to Armor Class (if any) while ground. Spike stones impede progress Each round after the first, you can use a
climbing, and opponents get no special through an area and deal damage. Any move action to redirect the weapon to a
bonus to their attacks against it. It can- creature moving on foot into or through new target. If you do not, the weapon con-
not, however, use the run action while the spell’s area moves at half speed. tinues to attack the previous round’s
climbing. target. On any round that the weapon
In addition, each creature moving switches targets, it gets one attack. Sub-
Material Component: A drop of bitumen through the area takes 1d8 points of pierc- sequent rounds of attacking that target
and a live spider, both of which must be ing damage for each 5 feet of movement allow the weapon to make multiple at-
eaten by the subject. through the spiked area. tacks if your base attack bonus would al-
low it to. Even if the spiritual weapon is a
Spike Growth Any creature that takes damage from ranged weapon, use the spell’s range, not
Transmutation this spell must also succeed on a Reflex the weapon’s normal range increment, and
Level: Drd 3, Rgr 2 save to avoid injuries to its feet and legs. A switching targets still is a move action.
Components: V, S, DF failed save causes the creature’s speed to
Casting Time: 1 standard action be reduced to half normal for 24 hours or A spiritual weapon cannot be attacked or
Range: Medium (100 ft. + 10 ft./level) until the injured creature receives a cure harmed by physical attacks, but dispel
Area: One 20-ft. square/level spell (which also restores lost hit points). magic, disintegrate, a sphere of annihilation,
Duration: 1 hour/level (D) Another character can remove the or a rod of cancellation affects it. A spiritual
Saving Throw: Reflex partial penalty by taking 10 minutes to dress the weapon’s AC against touch attacks is 12 (10
Spell Resistance: Yes injuries and succeeding on a Heal check + size bonus for Tiny object).
against the spell’s save DC.
Any ground-covering vegetation in the If an attacked creature has spell resist-
spell’s area becomes very hard and sharply Spike stones is a magic trap that can’t be ance, you make a caster level check (1d20
pointed without changing its appearance. disabled with the Disable Device skill. + caster level) against that spell resistance
In areas of bare earth, roots and rootlets the first time the spiritual weapon strikes it.
act in the same way. Typically, spike growth Note: Magic traps such as spike stones If the weapon is successfully resisted, the
are hard to detect. A rogue (only) can use
the Search skill to find spike stones. The
DC is 25 + spell level, or DC 29 for spike
stones.

CHAPTER 11: spell is dispelled. If not, the weapon has The subject of a statue spell can return Stone Shape
its normal full effect on that creature for to its normal state, act, and then return in- Transmutation [Earth]
SPELLS the duration of the spell. stantly to the statue state (a free action) if Level: Clr 3, Drd 3, Earth 3, Sor/Wiz 4
it so desires, as long as the spell duration Components: V, S, M/DF
284 The weapon that you get is often a is in effect. Casting Time: 1 standard action
force replica of your deity’s own personal Range: Touch
weapon, many of which have individual Material Component: Lime, sand, and a Target: Stone or stone object touched,
names. A cleric without a deity gets a drop of water stirred by an iron bar, such up to 10 cu. ft. + 1 cu. ft./level
weapon based on his alignment. A neutral as a nail or spike. Duration: Instantaneous
cleric without a deity can create a spiritual Saving Throw: None
weapon of any alignment, provided he is Status Spell Resistance: No
acting at least generally in accord with Divination
that alignment at the time. The weapons Level: Clr 2 You can form an existing piece of stone
associated with each deity or alignment Components: V, S into any shape that suits your purpose.
are as follows. Casting Time: 1 standard action For example, you can make a stone weap-
Range: Touch on, a special trapdoor, or a crude idol.
Boccob: Quarterstaff, “Staff of Boccob” Targets: One living creature touched/ Stone shape also permits you to reshape a
Corellon Larethian: Longsword, “Sahan- three levels stone door to make an exit where one
drian” Duration: 1 hour/level didn’t exist or to seal a door shut. While
Ehlonna: Longbow, “Jenevier” Saving Throw: Will negates (harmless) it’s possible to make crude coffers, doors,
Erythnul: Morningstar, “Agony” Spell Resistance: Yes (harmless) and so forth with stone shape, fine detail
Fharlanghn: Quarterstaff, “ Traveler’s isn’t possible. There is a 30% chance that
Friend” When you need to keep track of com- any shape including moving parts simply
Garl Glittergold: Battleaxe, “Arumdina” rades who may get separated, status allows doesn’t work.
Gruumsh: Spear, “Bloodspear” you to mentally monitor their relative
Heironeous: Longsword, “Justice- positions and general condition. You are Arcane Material Component: Soft clay,
bringer” aware of direction and distance to the which must be worked into roughly the
Hextor: Flail, “Executioner” creatures and any conditions affecting desired shape of the stone object and then
Kord: Greatsword, “Kelmar” them: unharmed, wounded, disabled, touched to the stone while the verbal
Moradin: Warhammer, “Soulhammer” staggered, unconscious, dying, nauseated, component is uttered.
Nerull: Scythe, “Lifecutter” panicked, stunned, poisoned, diseased,
Obad-Hai: Quarterstaff, “Stormstouch” confused, or the like. Once the spell has Stone Tell
Olidammara: Rapier, “Swiftstrike” been cast upon the subjects, the distance Divination
Pelor: Heavy mace, “Sunscepter” between them and the caster does not Level: Drd 6
St. Cuthbert: Heavy mace, “The Mace of affect the spell as long as they are on the Components: V, S, DF
Cuthbert” same plane of existence. If a subject leaves Casting Time: 10 minutes
Vecna: Dagger, “Afterthought” the plane, or if it dies, the spell ceases to Range: Personal
Wee Jas: Dagger, “Discretion” function for it. Target: You
Yondalla: Short sword or longsword, Duration: 1 min./level
“Hornblade” Stinking Cloud
Chaos: Battleaxe, “The Blade of Change” Conjuration (Creation) You gain the ability to speak with stones,
Evil: Light flail, “The Scourge of Souls” Level: Sor/Wiz 3 which relate to you who or what has
Good: Warhammer, “ The Hammer of Components: V, S, M touched them as well as revealing what is
Justice” Casting Time: 1 standard action covered or concealed behind or under
Law: Longsword, “The Sword of Truth” Range: Medium (100 ft. + 10 ft./level) them. The stones relate complete descrip-
Effect: Cloud spreads in 20-ft. radius, tions if asked. A stone’s perspective, per-
Statue 20 ft. high ception, and knowledge may prevent the
Transmutation Duration: 1 round/level stone from providing the details you are
Level: Sor/Wiz 7 Saving Throw: Fortitude negates; see looking for (as determined by the DM).
Components: V, S, M text You can speak with natural or worked
Casting Time: 1 round Spell Resistance: No stone.
Range: Touch
Target: Creature touched Stinking cloud creates a bank of fog like Stone to Flesh
Duration: 1 hour/level (D) that created by fog cloud, except that the Transmutation
Saving Throw: Will negates (harmless) vapors are nauseating. Living creatures in Level: Sor/Wiz 6
Spell Resistance: Yes (harmless) the cloud become nauseated. This condi- Components: V, S, M
tion lasts as long as the creature is in the Casting Time: 1 standard action
A statue spell turns the subject to solid cloud and for 1d4+1 rounds after it leaves. Range: Medium (100 ft. + 10 ft./level)
stone, along with any garments and (Roll separately for each nauseated char- Target: One petrified creature or a cylin-
equipment worn or carried. In statue acter.) Any creature that succeeds on its der of stone from 1 ft. to 3 ft. in diame-
form, the subject gains hardness 8. The save but remains in the cloud must con- ter and up to 10 ft. long
subject retains its own hit points. tinue to save each round on your turn. Duration: Instantaneous
Saving Throw: Fortitude negates
The subject can see, hear, and smell nor- Stinking cloud can be made permanent (object); see text
mally, but it does not need to eat or breathe. with a permanency spell. A permanent Spell Resistance: Yes
Feeling is limited to those sensations that stinking cloud dispersed by wind reforms
can affect the granite-hard substance of the in 10 minutes. This spell restores a petrified creature to
individual’s body. Chipping is equal to a its normal state, restoring life and goods.
mere scratch, but breaking off one of the Material Component: A rotten egg or
statue’s arms constitutes serious damage. several skunk cabbage leaves.

The creature must make a DC 15 Forti- lowing round, as noted below. Each effect ends when the subject finishes what it CHAPTER 11:
tude save to survive the process. Any pet- occurs during your turn. was asked to do. You can instead specify
rified creature, regardless of size, can be conditions that will trigger a special ac- SPELLS
restored. 2nd Round: Acid rains down in the area, tivity during the duration. For example,
dealing 1d6 points of acid damage (no you might suggest that a noble knight 285
The spell also can convert a mass of save). give her warhorse to the first beggar she
stone into a fleshy substance. Such flesh meets. If the condition is not met before
is inert and lacking a vital life force un- 3rd Round: You call six bolts of light- the spell duration expires, the activity is
less a life force or magical energy is ning down from the cloud. You decide not performed.
available. (For example, this spell would where the bolts strike. No two bolts may
turn a stone golem into a flesh golem, be directed at the same target. Each bolt A very reasonable suggestion causes the
but an ordinary statue would become a deals 10d6 points of electricity damage. A save to be made with a penalty (such as –1
corpse.) You can affect an object that fits creature struck can attempt a Reflex save or –2) at the discretion of the DM.
within a cylinder from 1 foot to 3 feet in for half damage.
diameter and up to 10 feet long or a Material Component: A snake’s tongue
cylinder of up to those dimensions in a 4th Round: Hailstones rain down in the and either a bit of honeycomb or a drop of
larger mass of stone. area, dealing 5d6 points of bludgeoning sweet oil.
damage (no save).
Material Component: A pinch of earth Suggestion, Mass
and a drop of blood. 5th through 10th Rounds: Violent rain Enchantment (Compulsion) [Language-
and wind gusts reduce visibility. The rain Dependent, Mind-Affecting]
Stoneskin obscures all sight, including darkvision, Level: Brd 5, Sor/Wiz 6
Abjuration beyond 5 feet. A creature 5 feet away has Range: Medium (100 ft. + 10 ft./level)
Level: Drd 5, Earth 6, Sor/Wiz 4, concealment (attacks have a 20% miss Targets: One creature/level, no two of
Strength 6 chance). Creatures farther away have total which can be more than 30 ft. apart
Components: V, S, M concealment (50% miss chance, and the
Casting Time: 1 standard action attacker cannot use sight to locate the This spell functions like suggestion, except
Range: Touch target). Speed is reduced by three-quar- that it can affect more creatures. The same
Target: Creature touched ters. Ranged attacks within the area of the suggestion applies to all these creatures.
Duration: 10 min./level or until storm are impossible. Spells cast within
discharged the area are disrupted unless the caster Summon Instrument
Saving Throw: Will negates (harmless) succeeds on a Concentration check Conjuration (Summoning)
Spell Resistance: Yes (harmless) against a DC equal to the storm of ven- Level: Brd 0
geance’s save DC + the level of the spell the Components: V, S
The warded creature gains resistance to caster is trying to cast. Casting Time: 1 round
blows, cuts, stabs, and slashes. The subject Range: 0 ft.
gains damage reduction 10/adamantine. (It Suggestion Effect: One summoned handheld musi-
ignores the first 10 points of damage each Enchantment (Compulsion) [Language- cal instrument
time it takes damage from a weapon, Dependent, Mind-Affecting] Duration: 1 min./level (D)
though an adamantine weapon bypasses the Level: Brd 2, Sor/Wiz 3 Saving Throw: None
reduction.) Once the spell has prevented a Components: V, M Spell Resistance: No
total of 10 points of damage per caster level Casting Time: 1 standard action
(maximum 150 points), it is discharged. Range: Close (25 ft. + 5 ft./2 levels) This spell summons one handheld musi-
Target: One living creature cal instrument of your choice. This in-
Material Component: Granite and 250 gp Duration: 1 hour/level or until strument appears in your hands or at your
worth of diamond dust sprinkled on the completed feet (your choice). The instrument is typi-
target’s skin. Saving Throw: Will negates cal for its type. Only one instrument
Spell Resistance: Yes appears per casting, and it will play only
Storm of Vengeance for you. You can’t summon an instrument
Conjuration (Summoning) You influence the actions of the target too large to be held in two hands (such as
Level: Drd 9, Clr 9 creature by suggesting a course of activity a harp, piano, harpsichord, alphorn, or
Components: V, S (limited to a sentence or two). The sug- pipe organ).
Casting Time: 1 round gestion must be worded in such a manner
Range: Long (400 ft. + 40 ft./level) as to make the activity sound reasonable. Summon Monster I
Effect: 360-ft.-radius storm cloud Asking the creature to stab itself, throw Conjuration (Summoning) [see text]
Duration: Concentration (maximum 10 itself onto a spear, immolate itself, or do Level: Brd 1, Clr 1, Sor/Wiz 1
rounds) (D) some other obviously harmful act auto- Components: V, S, F/DF
Saving Throw: See text matically negates the effect of the spell. Casting Time: 1 round
Spell Resistance: Yes However, a suggestion that a pool of acid is Range: Close (25 ft. + 5 ft./2 levels)
actually pure water and that a quick dip Effect: One summoned creature
This spell creates an enormous black would be refreshing is another matter. Duration: 1 round/level (D)
storm cloud. Lightning and crashing Urging a red dragon to stop attacking Saving Throw: None
claps of thunder appear within the storm. your party so that the dragon and party Spell Resistance: No
Each creature beneath the cloud must could jointly loot a rich treasure else-
succeed on a Fortitude save or be deaf- where is likewise a reasonable use of the This spell summons an extraplanar crea-
ened for 1d4×10 minutes. spell’s power. ture (typically an outsider, elemental, or
magical beast native to another plane). It
If you do not maintain concentration The suggested course of activity can appears where you designate and acts
on the spell after casting it, the spell ends. continue for the entire duration, such as immediately, on your turn. It attacks
If you continue to concentrate, the spell in the case of the red dragon mentioned
generates additional effects in each fol- above. If the suggested activity can be
completed in a shorter time, the spell

CHAPTER 11:

SPELLS

Mialee summons a couatl.

your opponents to the best of its ability. Summon Monster II Summon Monster IV
If you can communicate with the crea- Conjuration (Summoning) [see text for Conjuration (Summoning) [see text for
ture, you can direct it not to attack, to summon monster I] summon monster I]
attack particular enemies, or to perform Level: Brd 2, Clr 2, Sor/Wiz 2 Level: Brd 4, Clr 4, Sor/Wiz 4
other actions. Effect: One or more summoned crea- Effect: One or more summoned crea-
tures, no two of which can be more tures, no two of which can be more
The spell conjures one of the creatures than 30 ft. apart than 30 ft. apart
from the 1st-level list on the accompany-
ing Summon Monster table. You choose This spell functions like summon monster This spell functions like summon monster
which kind of creature to summon, and I, except that you can summon one crea- I, except that you can summon one crea-
you can change that choice each time you ture from the 2nd-level list or 1d3 crea- ture from the 4th-level list, 1d3 creatures
cast the spell. Information on these crea- tures of the same kind from the 1st-level of the same kind from the 3rd-level list, or
tures can be found in the Monster Manual. list. 1d4+1 creatures of the same kind from a
lower-level list.
A summoned monster cannot sum- Summon Monster III
mon or otherwise conjure another crea- Conjuration (Summoning) [see text for Summon Monster V
ture, nor can it use any teleportation or summon monster I] Conjuration (Summoning) [see text for
planar travel abilities. Creatures cannot be Level: Brd 3, Clr 3, Sor/Wiz 3 summon monster I]
summoned into an environment that Effect: One or more summoned crea- Level: Brd 5, Clr 5, Sor/Wiz 5
cannot support them. For instance, a ce- tures, no two of which can be more Effect: One or more summoned crea-
lestial porpoise may only be summoned than 30 ft. apart tures, no two of which can be more
in an aquatic environment. than 30 ft. apart
This spell functions like summon monster
When you use a summoning spell to I, except that you can summon one crea- This spell functions like summon monster
summon an air, chaotic, earth, evil, fire, ture from the 3rd-level list, 1d3 creatures I, except that you can summon one crea-
good, lawful, or water creature, it is a spell of the same kind from the 2nd-level list, ture from the 5th-level list, 1d3 creatures
of that type. For example, summon monster or 1d4+1 creatures of the same kind from of the same kind from the 4th-level list, or
I is a lawful and evil spell when cast to the 1st-level list. 1d4+1 creatures of the same kind from a
summon a fiendish dire rat. lower-level list.

Arcane Focus: A tiny bag and a small (not
necessarily lit) candle.

286

Summon Monster VI Summon Monster VII Summon Monster VIII
Conjuration (Summoning) [see text for Conjuration (Summoning) [see text for Conjuration (Summoning) [see text for
summon monster I] summon monster I] summon monster I]
Level: Brd 6, Clr 6, Sor/Wiz 6 Level: Clr 7, Sor/Wiz 7 Level: Clr 8, Sor/Wiz 8
Effect: One or more summoned crea- Effect: One or more summoned crea- Effect: One or more summoned crea-
tures, no two of which can be more tures, no two of which can be more tures, no two of which can be more
than 30 ft. apart than 30 ft. apart than 30 ft. apart

This spell functions like summon monster This spell functions like summon monster This spell functions like summon monster CHAPTER 11:
I, except you can summon one creature I, except that you can summon one crea- I, except that you can summon one crea-
from the 6th-level list, 1d3 creatures of ture from the 7th-level list, 1d3 creatures ture from the 8th-level list, 1d3 creatures SPELLS
the same kind from the 5th-level list, or of the same kind from the 6th-level list, or of the same kind from the 7th-level list, or
1d4+1 creatures of the same kind from a 1d4+1 creatures of the same kind from a 1d4+1 creatures of the same kind from a
lower-level list. lower-level list. lower-level list.

Summon Monster

1st Level Fiendish snake, Large viper CE Fiendish monstrous spider, Huge CE
Celestial dog Fiendish wolverine CE Fiendish snake, giant constrictor CE
Celestial owl
Celestial giant fire beetle LG 4th Level LG 7th Level LG
Celestial porpoise1 LG Archon, lantern LG Celestial elephant NG
Celestial badger NG Celestial giant owl CG Avoral (guardinal) NG
Celestial monkey NG Celestial giant eagle CG Celestial baleen whale1 CG
Fiendish dire rat CG Celestial lion N Djinni (genie)
Fiendish raven CG Mephit (any) LE Elemental, Huge (any) N
Fiendish monstrous centipede, NE LE Fiendish dire wolf LE Invisible stalker N
LE Fiendish giant wasp NE Slaad, red CN
Medium Fiendish giant praying mantis NE Devil, bone LE
Fiendish monstrous scorpion, NE Fiendish shark, Large1 NE Fiendish megaraptor LE
Yeth hound CE Fiendish monstrous scorpion, Huge NE
Small CE Fiendish monstrous spider, Large CE Babau (demon) CE
Fiendish hawk CE Fiendish snake, Huge viper CE Fiendish giant octopus1 CE
Fiendish monstrous spider, Small CE Howler Fiendish girallon CE
Fiendish octopus1 CE
Fiendish snake, Small viper

2nd Level LG 5th Level LG 8th Level LG
Celestial giant bee NG Archon, hound LG Celestial dire bear NG
Celestial giant bombardier beetle NG Celestial brown bear NG Celestial cachalot whale1 NG
Celestial riding dog CG Celestial giant stag beetle NG Celestial triceratops CG
Celestial eagle LE Celestial sea cat1 CG Lillend
Lemure (devil) LE Celestial griffon N Elemental, greater (any) N
Fiendish squid1 LE Elemental, Medium (any) LE Slaad, blue CN
Fiendish wolf NE Achaierai LE Fiendish giant squid1 LE
Fiendish monstrous centipede, Devil, bearded LE Hellcat LE
NE Fiendish deinonychus LE Fiendish monstrous centipede, NE
Large Fiendish dire ape NE
Fiendish monstrous scorpion, NE Fiendish dire boar NE Colossal CE
CE Fiendish shark, Huge NE Fiendish dire tiger CE
Medium Fiendish monstrous scorpion, Fiendish monstrous spider,
Fiendish shark, Medium1 CE NE CE
Fiendish monstrous spider, Large CE Gargantuan CE
Shadow mastiff CE Fiendish tyrannosaurus
Medium Fiendish dire wolverine CE Vrock (demon)
Fiendish snake, Medium viper Fiendish giant crocodile
Fiendish tiger
3rd Level 9th Level LG
Celestial black bear LG 6th Level LG Couatl NG
Celestial bison NG Celestial polar bear NG Leonal (guardinal) CG
Celestial dire badger CG Celestial orca whale1 CG Celestial roc
Celestial hippogriff CG Bralani (eladrin) CG Elemental, elder (any) N
Elemental, Small (any) Celestial dire lion Slaad, green CN
Fiendish ape N Elemental, Large (any) N Devil, barbed LE
Fiendish dire weasel LE Janni (genie) N Fiendish dire shark1 NE
Hell hound LE Chaos beast CN Fiendish monstrous scorpion, NE
Fiendish snake, constrictor LE Devil, chain LE
Fiendish boar LE Xill LE Gargantuan NE
Fiendish dire bat NE Fiendish monstrous centipede, NE Night hag CE
Fiendish monstrous centipede, NE Bebilith (demon) CE
NE Gargantuan NE Fiendish monstrous spider, Colossal CE
Huge Fiendish rhinoceros CE Hezrou (demon)
Fiendish crocodile CE Fiendish elasmosaurus1
Dretch (demon) CE 1 May be summoned only into an aquatic or 287
watery environment.

Summon Monster IX 3rd-level creature, 1d3 2nd-level creatures Summon Nature’s Ally IV
Conjuration (Summoning) [see text for of the same kind, or 1d4+1 1st-level crea- Conjuration (Summoning) [see text]
summon monster I] tures of the same kind. Level: Animal 4, Drd 4, Rgr 4
Level: Chaos 9, Clr 9, Evil 9, Good 9, Effect: One or more creatures, no two of
Law 9, Sor/Wiz 9 When you use a summoning spell to which can be more than 30 ft. apart
Effect: One or more summoned crea- summon an air, chaotic, earth, evil, fire,
tures, no two of which can be more good, lawful, or water creature, it is a spell This spell functions like summon nature’s
than 30 ft. apart of that type. For example, summon nature’s ally I, except that you can summon one
ally III is an evil and fire spell when you 4th-level creature, 1d3 3rd-level creatures
This spell functions like summon monster cast it to summon a salamander.
I, except that you can summon one crea-
CHAPTER 11: ture from the 9th-level list, 1d3 creatures Summon Nature’s Ally 5th Level
of the same kind from the 8th-level list, or Arrowhawk, adult
SPELLS 1d4+1 creatures of the same kind from a 1st Level Bear, polar (animal)
lower-level list. Dire rat Dire lion
Eagle (animal) Elasmosaurus1 (dinosaur)
Summon Nature’s Ally I Monkey (animal) Elemental, Large (any)
Conjuration (Summoning) Octopus1 (animal) Griffon
Level: Drd 1, Rgr 1 Owl (animal) Janni (genie)
Components: V, S, DF Porpoise1 (animal) Rhinoceros (animal)
Casting Time: 1 round Snake, Small viper (animal) Satyr [CN; with pipes]
Range: Close (25 ft. + 5 ft./2 levels) Wolf (animal) Snake, giant constrictor (animal)
Effect: One summoned creature Nixie (sprite)
Duration: 1 round/level (D) 2nd Level Tojanida, adult1
Saving Throw: None Bear, black (animal) Whale, orca1 (animal)
Spell Resistance: No Crocodile (animal)
Dire badger 6th Level
This spell summons a natural creature. It Dire bat Dire bear
appears where you designate and acts Elemental, Small (any) Elemental, Huge (any)
immediately, on your turn. It attacks your Hippogriff Elephant (animal)
opponents to the best of its ability. If you Shark, Medium1 (animal) Girallon
can communicate with the creature, you Snake, Medium viper (animal) Megaraptor (dinosaur)
can direct it to perform other actions. Squid1 (animal) Octopus, giant1 (animal)
Wolverine (animal) Pixie* (sprite) [NG; no special arrows]
A summoned monster cannot summon Salamander, average [NE]
or otherwise conjure another creature, nor 3rd Level Whale, baleen1
can it use any teleportation or planar travel Ape (animal) Xorn, average
abilities. Creatures cannot be summoned Dire weasel *Can’t cast Otto’s irresistible dance
into an environment that cannot support Dire wolf
them. For instance, a porpoise may only be Eagle, giant [NG] 7th Level
summoned in an aquatic environment. Lion Arrowhawk, elder
Owl, giant [NG] Dire tiger
The spell conjures one of the creatures Satyr [CN; without pipes] Elemental, greater (any)
from the 1st-level list on the accompanying Shark, Large1 (animal) Djinni (genie) [NG]
Summon Nature’s Ally table. You choose Snake, constrictor (animal) Invisible stalker
which kind of creature to summon, and Snake, Large viper (animal) Pixie* (sprite) [NG; with sleep arrows]
you can change that choice each time you Thoqqua Squid, giant1 (animal)
cast the spell. All the creatures on the table Triceratops (dinosaur)
are neutral unless otherwise noted. 4th Level Tyrannosaurus (dinosaur)
Arrowhawk, juvenile Whale, cachalot1 (animal)
Summon Nature’s Ally II Bear, brown (animal) Xorn, elder
Conjuration (Summoning) Crocodile, giant (animal) *Can’t cast Otto’s irresistible dance
Level: Drd 2, Rgr 2 Deinonychus (dinosaur)
Effect: One or more creatures, no two of Dire ape 8th Level
which can be more than 30 ft. apart Dire boar Dire shark1
Dire wolverine Roc
This spell functions like summon nature’s Elemental, Medium (any) Salamander, noble [NE]
ally I, except that you can summon one Salamander, flamebrother [NE] Tojanida, elder
2nd-level creature or 1d3 1st-level crea- Sea cat1
tures of the same kind. Shark, Huge1 (animal) 9th Level
Snake, Huge viper (animal) Elemental, elder
Summon Nature’s Ally III Tiger (animal) Grig [NG; with fiddle] (sprite)
Conjuration (Summoning) [see text] Tojanida, juvenile1 Pixie* (sprite) [NG; with sleep and memory
Level: Drd 3, Rgr 3 Unicorn [CG]
Effect: One or more creatures, no two of Xorn, minor loss arrows]
which can be more than 30 ft. apart Unicorn, celestial charger
*Can cast Otto’s irresistible dance
This spell functions like summon nature’s
288 ally I, except that you can summon one 1 May be summoned only into an aquatic or watery environment.

of the same kind, or 1d4+1 lower-level summon an air, chaotic, earth, evil, fire, and takes 4d6 points of damage. Any crea- CHAPTER 11:
creatures of the same kind. good, lawful, or water creature, it is a spell tures to which sunlight is harmful or
of that type. unnatural take double damage. A success- SPELLS
When you use a summoning spell to ful Reflex save negates the blindness and
summon an air, chaotic, earth, evil, fire, Summon Nature’s Ally IX reduces the damage by half. 289
good, lawful, or water creature, it is a spell Conjuration (Summoning) [see text]
of that type. Level: Drd 9 An undead creature caught within the
Effect: One or more creatures, no two of beam takes 1d6 points of damage per cast-
Summon Nature’s Ally V which can be more than 30 ft. apart er level (maximum 20d6), or half damage
Conjuration (Summoning) [see text] if a Reflex save is successful. In addition,
Level: Drd 5 This spell functions like summon nature’s the beam results in the destruction of any
Effect: One or more creatures, no two of ally I, except that you can summon one undead creature specifically harmed by
which can be more than 30 ft. apart 9th-level creature, 1d3 8th-level creatures bright light (such as a vampire) if it fails
of the same kind, or 1d4+1 lower-level its save.
This spell functions like summon nature’s creatures of the same kind.
ally I, except that you can summon one The ultraviolet light generated by the
5th-level creature, 1d3 4th-level creatures When you use a summoning spell to spell deals damage to fungi, mold, oozes,
of the same kind, or 1d4+1 lower-level summon an air, chaotic, earth, evil, fire, and slimes just as if they were undead
creatures of the same kind. good, lawful, or water creature, it is a spell creatures.
of that type.
When you use a summoning spell to Sunburst
summon an air, chaotic, earth, evil, fire, Summon Swarm Evocation [Light]
good, lawful, or water creature, it is a spell Conjuration (Summoning) Level: Drd 8, Sor/Wiz 8, Sun 8
of that type. Level: Brd 2, Drd 2, Sor/Wiz 2 Components: V, S, M/DF
Components: V, S, M/DF Casting Time: 1 standard action
Summon Nature’s Ally VI Casting Time: 1 round Range: Long (400 ft. + 40 ft./level)
Conjuration (Summoning) [see text] Range: Close (25 ft. + 5 ft./2 levels) Area: 80-ft.-radius burst
Level: Drd 6 Effect: One swarm of bats, rats, or Duration: Instantaneous
Effect: One or more creatures, no two of spiders Saving Throw: Reflex partial; see text
which can be more than 30 ft. apart Duration: Concentration + 2 rounds Spell Resistance: Yes
Saving Throw: None
This spell functions like summon nature’s Spell Resistance: No Sunburst causes a globe of searing radi-
ally I, except that you can summon one ance to explode silently from a point you
6th-level creature, 1d3 5th-level creatures You summon a swarm of bats, rats, or spi- select. All creatures in the globe are
of the same kind, or 1d4+1 lower-level ders (your choice), which attacks all other blinded and take 6d6 points of damage. A
creatures of the same kind. creatures within its area. (You may creature to which sunlight is harmful or
summon the swarm so that it shares the unnatural takes double damage. A suc-
When you use a summoning spell to area of other creatures.) If no living crea- cessful Reflex save negates the blindness
summon an air, chaotic, earth, evil, fire, tures are within its area, the swarm at- and reduces the damage by half.
good, lawful, or water creature, it is a spell tacks or pursues the nearest creature as
of that type. best it can. The caster has no control over An undead creature caught within the
its target or direction of travel. globe takes 1d6 points of damage per
Summon Nature’s Ally VII caster level (maximum 25d6), or half
Conjuration (Summoning) [see text] See the Monster Manual for details of damage if a Reflex save is successful. In
Level: Drd 7 bat, rat, and spider swarms. addition, the burst results in the destruc-
Effect: One or more creatures, no two of tion of any undead creature specifically
which can be more than 30 ft. apart Arcane Material Component: A square of harmed by bright light (such as a vam-
red cloth. pire) if it fail its save.
This spell functions like summon nature’s
ally I, except that you can summon one Sunbeam The ultraviolet light generated by the
7th-level creature, 1d3 6th-level creatures Evocation [Light] spell deals damage to fungi, mold, oozes,
of the same kind, or 1d4+1 lower-level Level: Drd 7, Sun 7 and slimes just as if they were undead
creatures of the same kind. Components: V, S, DF creatures.
Casting Time: 1 standard action
When you use a summoning spell to Range: 60 ft. Sunburst dispels any darkness spells of
summon an air, chaotic, earth, evil, fire, Area: Line from your hand lower than 9th level within its area.
good, lawful, or water creature, it is a spell Duration: 1 round/level or until all
of that type. beams are exhausted Arcane Material Component: A piece of
Saving Throw: Reflex negates and sunstone and a naked flame.
Summon Nature’s Ally VIII Reflex half; see text
Conjuration (Summoning) [see text] Spell Resistance: Yes Symbol of Death
Level: Animal 8, Drd 8 Necromancy [Death]
Effect: One or more creatures, no two of For the duration of this spell, you can use Level: Clr 8, Sor/Wiz 8
which can be more than 30 ft. apart a standard action to evoke a dazzling Components: V, S, M
beam of intense light each round. You can Casting Time: 10 minutes
This spell functions like summon nature’s call forth one beam per three caster levels Range: 0 ft.; see text
ally I, except that you can summon one (maximum six beams at 18th level). The Effect: One symbol
8th-level creature, 1d3 7th-level creatures spell ends when its duration runs out or Duration: See text
of the same kind, or 1d4+1 lower-level your allotment of beams is exhausted. Saving Throw: Fortitude negates
creatures of the same kind. Spell Resistance: Yes
Each creature in the beam is blinded
When you use a summoning spell to This spell allows you to scribe a potent
rune of power upon a surface. When trig-

CHAPTER 11: gered, a symbol of death slays one or more When scribing a symbol of death, you Material Component: Mercury and phos-
creatures within 60 feet of the symbol can specify a password or phrase that pre- phorus, plus powdered diamond and opal
SPELLS (treat as a burst) whose combined total vents a creature using it from triggering with a total value of at least 1,000 gp.
current hit points do not exceed 150. The the effect. Anyone using the password re-
290 symbol of death affects the closest crea- mains immune to that particular rune’s Symbol of Insanity
tures first, skipping creatures with too effects so long as the creature remains Enchantment (Compulsion) [Mind-
many hit points to affect. Once triggered, within 60 feet of the rune. If the creature Affecting]
the symbol becomes active and glows, last- leaves the radius and returns later, it must Level: Clr 8, Sor/Wiz 8
ing for 10 minutes per caster level or use the password again. Saving Throw: Will negates
until it has affected 150 hit points’ worth
of creatures, whichever comes first. Any You also can attune any number of crea- This spell functions like symbol of death,
creature that enters the area while the tures to the symbol of death, but doing this can except that all creatures within the radius
symbol of death is active is subject to its extend the casting time. Attuning one or of the symbol of insanity instead become
effect, whether or not that creature was two creatures takes negligible time, and permanently insane (as the insanity spell).
in the area when it was triggered. A crea- attuning a small group (as many as ten crea-
ture need save against the symbol only tures) extends the casting time to 1 hour. Unlike symbol of death, symbol of insan-
once as long as it remains within the area, Attuning a large group (as many as twenty- ity has no hit point limit; once triggered, a
though if it leaves the area and returns five creatures) takes 24 hours. Attuning symbol of insanity simply remains active
while the symbol is still active, it must larger groups takes proportionately longer, for 10 minutes per caster level.
save again. as the DM sees fit. Any creature attuned to a
symbol of death cannot trigger it and is Note: Magic traps such as symbol of
Until it is triggered, the symbol of death immune to its effects, even if within its insanity are hard to detect and disable. A
is inactive (though visible and legible at a radius when triggered. You are automatically rogue (only) can use the Search skill to
distance of 60 feet). To be effective, a sym- considered attuned to your own symbols of find a symbol of insanity and Disable
bol of death must always be placed in plain death, and thus always ignore the effects and Device to thwart it. The DC in each case is
sight and in a prominent location. Cover- cannot inadvertently trigger them. 25 + spell level, or 33 for symbol of insanity.
ing or hiding the rune renders the symbol
of death ineffective, unless a creature re- Read magic allows you to identify a sym- Material Component: Mercury and phos-
moves the covering, in which case the bol of death with a DC 19 Spellcraft check. phorus, plus powdered diamond and opal
symbol of death works normally. Of course, if the symbol of death is set to be with a total value of at least 5,000 gp.
triggered by reading it, this will trigger
As a default, a symbol of death is trig- the symbol. Symbol of Pain
gered whenever a creature does one or Necromancy [Evil]
more of the following, as you select: looks A symbol of death can be removed by a Level: Clr 5, Sor/Wiz 5
at the rune; reads the rune; touches the successful dispel magic targeted solely on
rune; passes over the rune; or passes the rune. An erase spell has no effect on a This spell functions like symbol of death,
through a portal bearing the rune. Re- symbol of death. Destruction of the surface except that each creature within the radius
gardless of the trigger method or methods where a symbol of death is inscribed de- of a symbol of pain instead suffers wracking
chosen, a creature more than 60 feet from stroys the symbol but also triggers it. pains that impose a –4 penalty on attack
a symbol of death can’t trigger it (even if it rolls, skill checks, and ability checks. These
meets one or more of the triggering con- Symbol of death can be made permanent effects last for 1 hour after the creature
ditions, such as reading the rune). Once with a permanency spell. A permanent moves farther than 60 feet from the symbol.
the spell is cast, a symbol of death’s trigger- symbol of death that is disabled or that has
ing conditions cannot be changed. affected its maximum number of hit Unlike symbol of death, symbol of pain has
points becomes inactive for 10 minutes, no hit point limit; once triggered, a symbol
In this case, “reading” the rune means then can be triggered again as normal. of pain simply remains active for 10 min-
any attempt to study it, identify it, or utes per caster level.
fathom its meaning. Throwing a cover Note: Magic traps such as symbol of death
over a symbol of death to render it inopera- are hard to detect and disable. A rogue Note: Magic traps such as symbol of pain
tive triggers it if the symbol reacts to (only) can use the Search skill to find a are hard to detect and disable. A rogue
touch. You can’t use a symbol of death symbol of death and Disable Device to (only) can use the Search skill to find a
offensively; for instance, a touch-trig- thwart it. The DC in each case is 25 + spell symbol of pain and Disable Device to
gered symbol of death remains untrig- level, or 33 for symbol of death. thwart it. The DC in each case is 25 + spell
gered if an item bearing the symbol of level, or 30 for symbol of pain.
death is used to touch a creature. Like- Material Component: Mercury and phos-
wise, a symbol of death cannot be placed on phorus, plus powdered diamond and opal Material Component: Mercury and phos-
a weapon and set to activate when the with a total value of at least 5,000 gp. phorus, plus powdered diamond and opal
weapon strikes a foe. with a total value of at least 1,000 gp.
Symbol of Fear
You can also set special triggering limi- Necromancy [Fear, Mind-Affecting] Symbol of Persuasion
tations of your own. These can be as sim- Level: Clr 6, Sor/Wiz 6 Enchantment (Charm) [Mind-Affecting]
ple or elaborate as you desire. Special con- Saving Throw: Will negates Level: Clr 6, Sor/Wiz 6
ditions for triggering a symbol of death can Saving Throw: Will negates
be based on a creature’s name, identity, or This spell functions like symbol of death,
alignment, but otherwise must be based except that all creatures within 60 feet of This spell functions like symbol of death,
on observable actions or qualities. Intan- the symbol of fear instead become panicked except that all creatures within the radius
gibles such as level, class, Hit Dice, and for 1 round per caster level. of a symbol of persuasion instead become
hit points don’t qualify. For example, a charmed by the caster (as the charm mon-
symbol of death can be set to activate when Note: Magic traps such as symbol of fear ster spell) for 1 hour per caster level.
a lawful good creature approaches, but are hard to detect and disable. A rogue
not when a paladin approaches. (only) can use the Search skill to find a Unlike symbol of death, symbol of persua-
symbol of fear and Disable Device to thwart sion has no hit point limit; once triggered,
it. The DC in each case is 25 + spell level, a symbol of persuasion simply remains ac-
or 31 for symbol of fear. tive for 10 minutes per caster level.

Note: Magic traps such as symbol of per- 25 + spell level, or 32 for symbol of stunning. CHAPTER 11:
suasion are hard to detect and disable. A Material Component: Mercury and phos-
rogue (only) can use the Search skill to find SPELLS
a symbol of persuasion and Disable Device to phorus, plus powdered diamond and opal
thwart it. The DC in each case is 25 + spell with a total value of at least 5,000 gp.
level, or 31 for symbol of persuasion.
Symbol of Weakness
Material Component: Mercury and phos- Necromancy
phorus, plus powdered diamond and opal Level: Clr 7, Sor/Wiz 7
with a total value of at least 5,000 gp.
This spell functions like symbol of death,
Symbol of Sleep except that every creature within 60 feet
Enchantment (Compulsion) [Mind- of a symbol of weakness instead suffers crip-
Affecting] pling weakness that deals 3d6 points of
Level: Clr 5, Sor/Wiz 5 Strength damage.
Saving Throw: Will negates
Unlike symbol of death, symbol of weakness
This spell functions like symbol of has no hit point limit; once triggered, a
death, except that all creatures of 10 symbol of weakness simply remains active for
HD or less within 60 feet of the symbol of 10 minutes per caster level.
sleep instead fall into a catatonic slumber
for 3d6×10 minutes. Unlike with the Note: Magic traps such as symbol of
sleep spell, sleeping creatures cannot be weakness are hard to detect and disable. A
awakened by nonmagical
means before this time rogue (only) can use the Search skill to
expires. find a symbol of weakness and Disable

Unlike symbol of death, Device to thwart it. The DC in each
symbol of sleep has no hit case is 25 + spell level, or 32 for
point limit; once triggered, symbol of weakness.
a symbol of sleep simply
remains active for 10 min- Material Component: Mercury
utes per caster level. and phosphorus, plus powdered

Note: Magic traps such as diamond and opal with a total
symbol of sleep are hard to value of at least 5,000 gp.
detect and disable. A rogue
(only) can use the Search skill to Sympathetic
find a symbol of sleep and Disable Vibration
Device to thwart it. The DC in Evocation [Sonic]
each case is 25 + spell level, or 30
for symbol of sleep. Level: Brd 6
Components: V, S, F
Material Component: Mercury Casting Time: 10 minutes
and phosphorus, plus pow- Range: Touch
dered diamond and opal Target: One freestanding structure
with a total value of at Duration: Up to 1 round/level
least 1,000 gp. Saving Throw: None; see text
Spell Resistance: Yes
Symbol of Stunning
Enchantment By attuning yourself to a freestanding
(Compulsion) structure such as a building, bridge,
[Mind-Affecting] or dam, you can create a damaging
Level: Clr 7, Sor/Wiz 7
Saving Throw: Will vibration within it. Once it begins,
negates the vibration deals 2d10 points of
damage per round to the target
This spell functions like structure. (Hardness has no effect
symbol of death, except that on the spell’s damage.) You can
all creatures within 60 choose at the time of casting to
feet of a symbol of stun-
ning instead become limit the duration of the spell;
stunned for 1d6 rounds. otherwise it lasts for 1 round/
level. If the spell is cast upon a
Note: Magic traps such as
symbol of stunning are hard to target that is not freestanding,
detect and disable. A rogue such as a hillside, the sur-
(only) can use the Search skill to rounding stone dissipates the
find a symbol of stunning and Disable effect and no damage occurs.
Device to thwart it. The DC in each case is Sympathetic vibration cannot
affect creatures (including con-
Jozan casts symbol of pain. structs). Since a structure is an
unattended object, it gets no
saving throw to resist the
effect.
Focus: A tuning fork.

291

CHAPTER 11: Sympathy Telekinesis level (maximum 15) that are within range
Enchantment (Compulsion) [Mind- Transmutation and all within 10 feet of each other toward
SPELLS Affecting] Level: Sor/Wiz 5 any target within 10 feet per level of all
Level: Drd 9, Sor/Wiz 8 Components: V, S the objects. You can hurl up to a total
Components: V, S, M Casting Time: 1 standard action weight of 25 pounds per caster level (max-
Casting Time: 1 hour Range: Long (400 ft. + 40 ft./level) imum 375 pounds at 15th level).
Range: Close (25 ft. + 5 ft./2 levels) Target or Targets: See text
Target: One location (up to a 10-ft. Duration: Concentration (up to 1 You must succeed on attack rolls (one
cube/level) or one object round/ level) or instantaneous; per creature or object thrown) to hit the
Duration: 2 hours/level (D) see text target with the items, using your base
Saving Throw: Will negates; see text Saving Throw: Will negates (object) or attack bonus + your Intelligence modifier
Spell Resistance: Yes None; see text (if a wizard) or Charisma modifier (if a
Spell Resistance: Yes (object); see text sorcerer). Weapons cause standard dam-
You cause an object or location to emanate age (with no Strength bonus; note that
magical vibrations that attract either a spe- You move objects or creatures by concen- arrows or bolts deal damage as daggers of
cific kind of intelligent creature or crea- trating on them. Depending on the ver- their size when used in this manner).
tures of a particular alignment, as defined sion selected, the spell can provide a Other objects cause damage ranging from
by you. The particular kind of creature to gentle, sustained force, perform a variety 1 point per 25 pounds (for less dangerous
be affected must be named specifically— of combat maneuvers, or exert a single objects such as a barrel) to 1d6 points of
for example, red dragons, hill giants, wer- short, violent thrust. damage per 25 pounds (for hard, dense
erats, lammasus, or vampires. A creature objects such as a boulder).
subtype (such as goblinoid) is not specific Sustained Force: A sustained force moves
enough. Likewise, the specific alignment an object weighing no more than 25 Creatures who fall within the weight
must be named—for example, chaotic evil, pounds per caster level (maximum 375 capacity of the spell can be hurled, but
chaotic good, lawful neutral, or neutral. pounds at 15th level) up to 20 feet per they are allowed Will saves (and spell re-
round. A creature can negate the effect on sistance) to negate the effect, as are those
Creatures of the specified kind or align- an object it possesses with a successful whose held possessions are targeted by the
ment feel elated and pleased to be in the Will save or with spell resistance. spell. If a telekinesed creature is hurled
area or desire to touch or to possess the against a solid surface, it takes damage as if
object. The compulsion to stay in the area This version of the spell can last 1 it had fallen 10 feet (1d6 points).
or touch the object is overpowering. If the round per caster level, but it ends if you
save is successful, the creature is released cease concentration. The weight can be Teleport
from the enchantment, but a subsequent moved vertically, horizontally, or in both Conjuration (Teleportation)
save must be made 1d6×10 minutes later. directions. An object cannot be moved Level: Sor/Wiz 5, Travel 5
If this save fails, the affected creature beyond your range. The spell ends if the Components: V
attempts to return to the area or object. object is forced beyond the range. If you Casting Time: 1 standard action
cease concentration for any reason, the Range: Personal and touch
Sympathy counters and dispels antipathy. object falls or stops. Target: You and touched objects or other
Material Component: 1,500 gp worth of touched willing creatures
crushed pearls and a drop of honey. An object can be telekinetically man- Duration: Instantaneous
ipulated as if with one hand. For example, Saving Throw: None and Will negates
Tasha’s Hideous Laughter a lever or rope can be pulled, a key can be (object)
Enchantment (Compulsion) [Mind- turned, an object rotated, and so on, if the Spell Resistance: No and Yes (object)
Affecting] force required is within the weight limita-
Level: Brd 1, Sor/Wiz 2 tion. You might even be able to untie This spell instantly transports you to a
Components: V, S, M simple knots, though delicate activities designated destination, which may be as
Casting Time: 1 standard action such as these require Intelligence checks distant as 100 miles per caster level. Inter-
Range: Close (25 ft. + 5 ft./2 levels) against a DC set by the DM. planar travel is not possible. You can bring
Target: One creature; see text along objects as long as their weight
Duration: 1 round/level Combat Maneuver: Alternatively, once doesn’t exceed your maximum load. You
Saving Throw: Will negates per round, you can use telekinesis to per- may also bring one additional willing
Spell Resistance: Yes form a bull rush, disarm, grapple (includ- Medium or smaller creature (carrying
ing pin), or trip. Resolve these attempts as gear or objects up to its maximum load) or
This spell afflicts the subject with uncon- normal, except that they don’t provoke at- its equivalent (see below) per three caster
trollable laughter. It collapses into gales of tacks of opportunity, you use your caster levels. A Large creature counts as two Me-
manic laughter, falling prone. The subject level in place of your base attack bonus dium creatures, a Huge creature counts as
can take no actions while laughing, but is (for disarm and grapple), you use your In- two Large creatures, and so forth. All crea-
not considered helpless. After the spell telligence modifier (if a wizard) or Cha- tures to be transported must be in contact
ends, it can act normally. risma modifier (if a sorcerer) in place of with one another, and at least one of those
your Strength or Dexterity modifier, and creatures must be in contact with you. As
A creature with an Intelligence score of a failed attempt doesn’t allow a reactive with all spells where the range is personal
2 or lower is not affected. A creature attempt by the target (such as for disarm and the target is you, you need not make a
whose type (such as humanoid or dragon) or trip). No save is allowed against these saving throw, nor is spell resistance appli-
is different from the caster’s receives a +4 attempts, but spell resistance applies nor- cable to you. Only objects held or in use
bonus on its saving throw, because humor mally. This version of the spell can last 1 (attended) by another person receive
doesn’t “translate” well. round per caster level, but it ends if you saving throws and spell resistance.
cease concentration.
Material Component: Tiny tarts that are You must have some clear idea of the
thrown at the target and a feather that is Violent Thrust: Alternatively, the spell location and layout of the destination.
waved in the air. energy can be spent in a single round. You
can hurl one object or creature per caster

292

You can’t simply teleport to the warlord’s the target area. A wizard heading for her Teleportation Circle CHAPTER 11:
tent if you don’t know where that tent is, home laboratory might wind up in an- Conjuration (Teleportation)
what it looks like, or what’s in it. The other wizard’s laboratory or in an alchemy Level: Sor/Wiz 9 SPELLS
clearer your mental image, the more like- supply shop that has many of the same Components: V, M
ly the teleportation works. Areas of tools and implements as in her laboratory. Casting Time: 10 minutes
strong physical or magical energy may Generally, you appear in the closest simi- Range: 0 ft.
make teleportation more hazardous or lar place within range. If the DM deter- Effect: 5-ft.-radius circle that teleports
even impossible. mines no such area exists within the those who activate it
spell’s range, the spell simply fails instead. Duration: 10 min./level (D)
To see how well the teleportation Saving Throw: None
works, roll d% and consult the Teleport Mishap: You and anyone else teleport- Spell Resistance: Yes
table. Refer to the following information ing with you have gotten “scrambled.” You
for definitions of the terms on the table. each take 1d10 points of damage, and you You create a circle on the floor or other
reroll on the chart to see where you wind horizontal surface that teleports, as greater
Familiarity: “Very familiar” is a place up. For these rerolls, roll 1d20+80. Each teleport, any creature who stands on it to a
where you have been very often and time “Mishap” comes up, the characters designated spot. Once you designate the
where you feel at home. “Studied care- take more damage and must reroll. destination for the circle, you can’t
fully” is a place you know well, either be- change it. The spell fails if you attempt to
cause you can currently see it, you’ve been Teleport Object set the circle to teleport creatures into a
there often, or you have used other means Conjuration (Teleportation) solid object, to a place with which you are
(such as scrying) to study the place for at Level: Sor/Wiz 7 not familiar and have no clear descrip-
least one hour. “Seen casually” is a place Range: Touch tion, or to another plane.
that you have seen more than once but Target: One touched object of up to
with which you are not very familiar. 50 lb./level and 3 cu. ft./level The circle itself is subtle and nearly
“Viewed once” is a place that you have Saving Throw: Will negates (object) impossible to notice. If you intend to
seen once, possibly using magic. Spell Resistance: Yes (object) keep creatures from activating it acci-
dentally, you need to mark the circle in
“False destination” is a place that does This spell functions like teleport, except some way, such as by placing it on a
not truly exist, such as if you scryed on an that it teleports an object, not you. Crea- raised platform.
enemy’s sanctum but instead viewed a tures and magical forces (such as a delayed
false vision, or if you are teleporting to an blast fireball bead) cannot be teleported. Teleportation circle can be made perma-
otherwise familiar location that no long- nent with a permanency spell. A perma-
er exists as such or has been so com- If desired, the target object can be sent nent teleportation circle that is disabled be-
pletely altered as to no longer be familiar to a distant location on the Ethereal Plane. comes inactive for 10 minutes, then can
to you (for instance, a home that has In this case, the point from which the be triggered again as normal.
burned to the ground). When traveling object was teleported remains faintly
to a false destination, roll 1d20+80 to magical until the item is retrieved. A suc- Note: Magic traps such as teleportation
obtain results on the table, rather than cessful targeted dispel magic spell cast on circle are hard to detect and disable. A
rolling d%, since there is no real destina- that point brings the vanished item back rogue (only) can use the Search skill to
tion for you to hope to arrive at or even from the Ethereal Plane. find the circle and Disable Device to
be off target from. thwart it. The DC in each case is 25 +
Teleport, Greater spell level, or 34 in the case of teleporta-
On Target: You appear where you want Conjuration (Teleportation) tion circle.
to be. Level: Sor/Wiz 7, Travel 7
Material Component: Amber dust to
Off Target: You appear safely a random This spell functions like teleport, except cover the area of the circle (cost 1,000 gp).
distance away from the destination in a that there is no range limit and there is no
random direction. Distance off target is chance you arrive off target. In addition, Temporal Stasis
1d10×1d10% of the distance that was to be you need not have seen the destination, Transmutation
traveled. For example, if you tried to travel but in that case you must have at least a Level: Sor/Wiz 8
120 miles, landed off target, and rolled 5 reliable description of the place to which Components: V, S, M
and 3 on the two d10s, then you would be you are teleporting (such as a detailed Casting Time: 1 standard action
15% off target. That’s 18 miles, in this case. description from someone else or a partic- Range: Touch
The DM determines the direction off ularly precise map). If you attempt to tele- Target: Creature touched
target randomly, such as by rolling 1d8 port with insufficient information (or Duration: Permanent
and designating 1 as north, 2 as northeast, with misleading information), you disap- Saving Throw: Fortitude negates
and so forth. If you were teleporting to a pear and simply reappear in your original Spell Resistance: Yes
coastal city and wound up 18 miles out at location. Interplanar travel is not possible.
sea, you could be in trouble. You must succeed on a melee touch attack.
You place the subject into a state of sus-
Similar Area: You wind up in an area pended animation. For the creature, time
that’s visually or thematically similar to ceases to flow and its condition becomes
fixed. The creature does not grow older. Its
Teleport On Off Similar Mishap body functions virtually cease, and no force
Target Target Area — or effect can harm it. This state persists until
Familiarity 01–97 98–99 100 100 the magic is removed (such as by a success-
Very familiar 01–94 95–97 98–99 ful dispel magic spell or a freedom spell).
Studied carefully 01–88 89–94 95–98 99–100
Seen casually 01–76 77–88 89–96 97–100 Material Component: A powder composed
Viewed once 81–92 93–100 of diamond, emerald, ruby, and sapphire
False destination (1d20+80) — — dust with a total value of at least 5,000 gp.

293

CHAPTER 11: Tenser’s Floating Disk Time Stop Touch of Fatigue
Evocation [Force] Transmutation Necromancy
SPELLS Level: Sor/Wiz 1 Level: Sor/Wiz 9, Trickery 9 Level: Sor/Wiz 0
Components: V, S, M Components: V Components: V, S, M
Casting Time: 1 standard action Casting Time: 1 standard action Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) Range: Personal Range: Touch
Effect: 3-ft.-diameter disk of force Target: You Target: Creature touched
Duration: 1 hour/level Duration: 1d4+1 rounds (apparent Duration: 1 round/level
Saving Throw: None time); see text Saving Throw: Fortitude negates
Spell Resistance: No Spell Resistance: Yes
This spell seems to make time cease to
You create a slightly concave, circular flow for everyone but you. In fact, you You channel negative energy through
plane of force that follows you about and speed up so greatly that all other creatures your touch, fatiguing the target. You must
carries loads for you. The disk is 3 feet in seem frozen, though they are actually still succeed on a touch attack to strike a tar-
diameter and 1 inch deep at its center. It moving at their normal speeds. You are get. The subject is immediately fatigued
can hold 100 pounds of weight per caster free to act for 1d4+1 rounds of apparent for the spell’s duration.
level. (If used to transport a liquid, its time. Fire, cold, gas, and the like can still
capacity is 2 gallons.) The disk floats ap- harm you. While the time stop is in effect, This spell has no effect on a creature
proximately 3 feet above the ground at all other creatures are invulnerable to your that is already fatigued. Unlike with nor-
times and remains level. It floats along attacks and spells; you cannot target such mal fatigue, the effect ends as soon as the
horizontally within spell range and will creatures with any attack or spell. A spell spell’s duration expires.
accompany you at a rate of no more than that affects an area and has a duration
your normal speed each round. If not longer than the remaining duration of the Material Component: A drop of sweat.
otherwise directed, it maintains a con- time stop (such as cloudkill) have their
stant interval of 5 feet between itself and normal effects on other creatures once the Touch of Idiocy
you. The disk winks out of existence time stop ends. Most spellcasters use the Enchantment (Compulsion) [Mind-
when the spell duration expires. The disk additional time to improve their defenses, Affecting]
also winks out if you move beyond range summon allies, or flee from combat. Level: Sor/Wiz 2
(by moving too fast or by such means as a Components: V, S
teleport spell) or try to take the disk more You cannot move or harm items held, Casting Time: 1 standard action
than 3 feet away from the surface carried, or worn by a creature stuck in nor- Range: Touch
beneath it. When the disk winks out, mal time, but you can affect any item that Target: Living creature touched
whatever it was supporting falls to the is not in another creature’s possession. Duration: 10 min./level
surface beneath it. Saving Throw: None
You are undetectable while time stop Spell Resistance: Yes
Material Component: A drop of mercury. lasts. You cannot enter an area protected
by an antimagic field while under the With a touch, you reduce the target’s men-
Tenser’s Transformation effect of time stop. tal faculties. Your successful melee touch
Transmutation attack applies a 1d6 penalty to the target’s
Level: Sor/Wiz 6 Tongues Intelligence, Wisdom, and Charisma
Components: V, S, M Divination scores. This penalty can’t reduce any of
Casting Time: 1 standard action Level: Brd 2, Clr 4, Sor/Wiz 3 these scores below 1.
Range: Personal Components: V, M/DF
Target: You Casting Time: 1 standard action This spell’s effect may make it impos-
Duration: 1 round/level Range: Touch sible for the target to cast some or all of its
Target: Creature touched spells, if the requisite ability score drops
You become a virtual fighting machine— Duration: 10 min./level below the minimum required to cast
stronger, tougher, faster, and more skilled Saving Throw: Will negates (harmless) spells of that level.
in combat. Your mind-set changes so that Spell Resistance: No
you relish combat and you can’t cast Transmute Metal to Wood
spells, even from magic items. This spell grants the creature touched the Transmutation
ability to speak and understand the lan- Level: Drd 7
You gain a +4 enhancement bonus to guage of any intelligent creature, whether Components: V, S, DF
Strength, Dexterity, and Constitution, a it is a racial tongue or a regional dialect. Casting Time: 1 standard action
+4 natural armor bonus to AC, a +5 com- The subject can speak only one language Range: Long (400 ft. + 40 ft./level)
petence bonus on Fortitude saves, and at a time, although it may be able to Area: All metal objects within a 40-ft.-
proficiency with all simple and martial understand several languages. Tongues radius burst
weapons. Your base attack bonus equals does not enable the subject to speak with Duration: Instantaneous
your character level (max +20; this effect creatures who don’t speak. The subject Saving Throw: None
may give you additional attacks). can make itself understood as far as its Spell Resistance: Yes (object); see text
voice carries. This spell does not predis-
You lose your spellcasting ability, in- pose any creature addressed toward the This spell enables you to change all metal
cluding your ability to use spell activa- subject in any way. objects within its area to wood. Weapons,
tion or spell completion magic items, just armor, and other metal objects carried by
as if the spells were no longer on your Tongues can be made permanent with a creatures are affected as well. A magic
class list. permanency spell. object made of metal effectively has spell
resistance equal to 20 + its caster level
Material Component: A potion of bull’s Arcane Material Component: A small clay against this spell. Artifacts cannot be
strength, which you drink (and whose ef- model of a ziggurat, which shatters when transmuted. Weapons converted from
fects are subsumed by the spell effects). the verbal component is pronounced.

294

metal to wood take a –2 penalty on attack falls to the floor and spreads out in a pool caster levels. Use the following equiva- CHAPTER 11:
and damage rolls. The armor bonus of any at a depth of 5 feet. For example, a 10th- lents to determine the maximum number
armor converted from metal to wood is level caster could convert twenty 10-foot of larger creatures you can bring along: A SPELLS
reduced by 2. Weapons changed by this cubes into mud. Pooling on the floor, this Large creature counts as two Medium
spell splinter and break on any natural mud would cover an area of forty 10-foot creatures, a Huge creature counts as two
attack roll of 1 or 2, and armor changed by squares to a depth of 5 feet. The falling Large creatures, and so forth. All creatures
this spell loses an additional point of mud and the ensuing cave-in deal 8d6 to be transported must be in contact with
armor bonus every time it is struck with a points of bludgeoning damage to anyone one another, and at least one of those crea-
natural attack roll of 19 or 20. caught directly beneath the area, or half tures must be in contact with you.
damage to those who succeed on Reflex
Only limited wish, miracle, wish, or simi- saves. You can’t use this spell to travel
lar magic can restore a transmuted object through plant creatures such as sham-
to its metallic state. Otherwise, for Castles and large stone buildings are bling mounds and treants.
example, a metal door changed to wood is generally immune to the effect of the
forevermore a wooden door. spell, since transmute rock to mud can’t af- The destruction of an occupied plant
fect worked stone and doesn’t reach deep slays you and any creatures you have
Transmute Mud to Rock enough to undermine such buildings’ brought along, and ejects the bodies and
Transmutation [Earth] foundations. However, small buildings or all carried objects from the tree.
Level: Drd 5, Sor/Wiz 5 structures often rest upon foundations
Components: V, S, M/DF shallow enough to be damaged or even Trap the Soul
Casting Time: 1 standard action partially toppled by this spell. Conjuration (Summoning)
Range: Medium (100 ft. + 10 ft./level) Level: Sor/Wiz 8
Area: Up to two 10-ft. cubes/level (S) The mud remains until a successful Components: V, S, M, (F); see text
Duration: Permanent dispel magic or transmute mud to rock spell Casting Time: 1 standard action or
Saving Throw: See text restores its substance—but not necessar- see text
Spell Resistance: No ily its form. Evaporation turns the mud to Range: Close (25 ft. + 5 ft./2 levels)
normal dirt over a period of days. The Target: One creature
This spell transforms normal mud or exact time depends on exposure to the Duration: Permanent; see text
quicksand of any depth into soft stone sun, wind, and normal drainage. Saving Throw: See text
(sandstone or a similar mineral) perma- Spell Resistance: Yes; see text
nently. Any creature in the mud is al- Arcane Material Component: Clay and
lowed a Reflex save to escape before the water. Trap the soul forces a creature’s life force
area is hardened to stone. (and its material body) into a gem.
Transport via Plants
Transmute mud to rock counters and dis- Conjuration (Teleportation) The gem holds the trapped entity in-
pels transmute rock to mud. Level: Drd 6 definitely or until the gem is broken and
Components: V, S the life force is released, which allows
Arcane Material Component: Sand, lime, Casting Time: 1 standard action the material body to reform. If the
and water. Range: Unlimited trapped creature is a powerful creature
Target: You and touched objects or other from another plane (which could mean a
Transmute Rock to Mud touched willing creatures character trapped by an inhabitant of
Transmutation [Earth] Duration: 1 round another plane when the character is not
Level: Drd 5, Sor/Wiz 5 Saving Throw: None on the Material Plane), it can be required
Components: V, S, M/DF Spell Resistance: No to perform a service immediately upon
Casting Time: 1 standard action being freed. Otherwise, the creature can
Range: Medium (100 ft. + 10 ft./level) You can enter any normal plant (Medium go free once the gem imprisoning it is
Area: Up to two 10-ft. cubes/level (S) or larger) and pass any distance to a plant broken.
Duration: Permanent; see text of the same kind in a single round, re-
Saving Throw: See text gardless of the distance separating the Depending on the version selected, the
Spell Resistance: No two. The entry plant must be alive. The spell can be triggered in one of two ways.
destination plant need not be familiar to
This spell turns natural, uncut or un- you, but it also must be alive. If you are Spell Completion: First, the spell can be
worked rock of any sort into an equal uncertain of the location of a particular completed by speaking its final word as a
volume of mud. If the spell is cast upon a kind of destination plant, you need mere- standard action as if you were casting a
boulder, for example, the boulder col- ly designate direction and distance (“an regular spell at the subject. This allows
lapses into mud. Magical stone is not oak tree one hundred miles due north of spell resistance (if any) and a Will save to
affected by the spell. The depth of the here”), and the transport via plants spell avoid the effect. If the creature’s name is
mud created cannot exceed 10 feet. A moves you as close as possible to the spoken as well, any spell resistance is
creature unable to levitate, fly, or other- desired location. If a particular destina- ignored and the save DC increases by 2. If
wise free itself from the mud sinks until tion plant is desired (the oak tree outside the save or spell resistance is successful,
hip- or chest-deep, reducing its speed to 5 your druid grove, for instance), but the the gem shatters.
feet and causing a –2 penalty on attack plant is not living, the spell fails and you
rolls and AC. Brush thrown atop the mud are ejected from the entry plant. Trigger Object: The second method is
can support creatures able to climb on top far more insidious, for it tricks the sub-
of it. Creatures large enough to walk on You can bring along objects as long as ject into accepting a trigger object
the bottom can wade through the area at a their weight doesn’t exceed your maxi- inscribed with the final spell word, auto-
speed of 5 feet. mum load. You may also bring one addi- matically placing the creature’s soul in
tional willing Medium or smaller creature the trap. To use this method, both the
If transmute rock to mud is cast upon the (carrying gear or objects up to its maxi- creature’s name and the trigger word
ceiling of a cavern or tunnel, the mud mum load) or its equivalent per three must be inscribed on the trigger object
when the gem is enspelled. A sympathy
spell can also be placed on the trigger

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CHAPTER 11: object. As soon as the subject picks up or You gain the ability to enter trees and move Material Component: A sprinkle of holy
accepts the trigger object, its life force is from inside one tree to inside another tree. water and diamonds worth a total of at
SPELLS automatically transferred to the gem The first tree you enter and all others you least 25,000 gp.
without the benefit of spell resistance or enter must be of the same kind, must be
a save. living, and must have girth at least equal to True Seeing
yours. By moving into an oak tree (for Divination
Material Component: Before the actual example), you instantly know the location Level: Clr 5, Drd 7, Knowledge 5,
casting of trap the soul, you must procure a of all other oak trees within transport Sor/Wiz 6
gem of at least 1,000 gp value for every range (see below) and may choose whether Components: V, S, M
Hit Die possessed by the creature to be you want to pass into one or simply step Casting Time: 1 standard action
trapped (for example, it requires a gem of back out of the tree you moved into. You Range: Touch
10,000 gp value to trap a 10 HD creature). may choose to pass to any tree of the Target: Creature touched
If the gem is not valuable enough, it shat- appropriate kind within the transport Duration: 1 min./level
ters when the entrapment is attempted. range as shown on the following table. Saving Throw: Will negates (harmless)
(While creatures have no concept of level Spell Resistance: Yes (harmless)
or Hit Dice as such, the value of the gem Type of Tree Transport Range
needed to trap an individual can be Oak, ash, yew 3,000 feet You confer on the subject the ability to see
researched. Remember that this value can Elm, linden 2,000 feet all things as they actually are. The subject
change over time as creatures gain more Other deciduous 1,500 feet sees through normal and magical darkness,
Hit Dice.) Any coniferous 1,000 feet notices secret doors hidden by magic, sees
All other trees 500 feet the exact locations of creatures or objects
Focus (Trigger Object Only): If the trigger under blur or displacement effects, sees invis-
object method is used, a special trigger You may move into a tree up to one time ible creatures or objects normally, sees
object, prepared as described above, is per caster level (passing from one tree to through illusions, and sees the true form of
needed. another counts only as moving into one polymorphed, changed, or transmuted
tree). The spell lasts until the duration things. Further, the subject can focus its
Tree Shape expires or you exit a tree. This means that vision to see into the Ethereal Plane (but
Transmutation in a thick oak forest, a 10th-level druid not into extradimensional spaces). The
Level: Drd 2, Rgr 3 could make ten transports over the course range of true seeing conferred is 120 feet.
Components: V, S, DF of 10 rounds, traveling as far as 30,000 feet
Casting Time: 1 standard action (about 6 miles) in doing so. Each trans- True seeing, however, does not penetrate
Range: Personal port is a full-round action. solid objects. It in no way confers X-ray
Target: You vision or its equivalent. It does not negate
Duration: 1 hour/level (D) You can, at your option, remain within a concealment, including that caused by
tree without transporting yourself, but you fog and the like. True seeing does not help
By means of this spell, you are able to as- are forced out when the spell ends. If the the viewer see through mundane dis-
sume the form of a Large living tree or tree in which you are concealed is chopped guises, spot creatures who are simply
shrub or a Large dead tree trunk with a down or burned, you are slain if you do not hiding, or notice secret doors hidden by
small number of limbs. The closest in- exit before the process is complete. mundane means. In addition, the spell
spection cannot reveal that the tree in effects cannot be further enhanced with
question is actually a magically concealed True Resurrection known magic, so one cannot use true
creature. To all normal tests you are, in Conjuration (Healing) seeing through a crystal ball or in conjunc-
fact, a tree or shrub, although a detect Level: Clr 9 tion with clairaudience/clairvoyance.
magic spell reveals a faint transmutation Casting Time: 10 minutes
on the tree. While in tree form, you can Material Component: An ointment for
observe all that transpires around you just This spell functions like raise dead, except the eyes that costs 250 gp and is made
as if you were in your normal form, and that you can resurrect a creature that has from mushroom powder, saffron, and fat.
your hit points and save bonuses remain been dead for as long as 10 years per caster
unaffected. You gain a +10 natural armor level. This spell can even bring back crea- True Strike
bonus to AC but have an effective Dexter- tures whose bodies have been destroyed, Divination
ity score of 0 and a speed of 0 feet. You are provided that you unambiguously identify Level: Sor/Wiz 1
immune to critical hits while in tree form. the deceased in some fashion (reciting the Components: V, F
All clothing and gear carried or worn deceased’s time and place of birth or death Casting Time: 1 standard action
changes with you. is the most common method). Range: Personal
Target: You
You can dismiss tree shape as a free ac- Upon completion of the spell, the crea- Duration: See text
tion (instead of as a standard action). ture is immediately restored to full hit
points, vigor, and health, with no loss of You gain temporary, intuitive insight into
Tree Stride level (or Constitution points) or prepared the immediate future during your next
Conjuration (Teleportation) spells. attack. Your next single attack roll (if it is
Level: Drd 5, Rgr 4 made before the end of the next round)
Components: V, S, DF You can revive someone killed by a gains a +20 insight bonus. Additionally,
Casting Time: 1 standard action death effect or someone who has been you are not affected by the miss chance
Range: Personal turned into an undead creature and then that applies to attackers trying to strike a
Target: You destroyed. This spell can also resurrect ele- concealed target.
Duration: 1 hour/level or until mentals or outsiders, but it can’t resurrect
expended; see text constructs or undead creatures. Focus: A small wooden replica of an
archery target.
Even true resurrection can’t restore to life
a creature who has died of old age.

296

Undeath to Death alignment or an enemy faith. At the end Unholy Blight CHAPTER 11:
Necromancy of the year, the chosen effect lapses, but it Evocation [Evil]
Level: Clr 6, Sor/Wiz 6 can be renewed or replaced simply by Level: Evil 4 SPELLS
Components: V, S, M/DF casting unhallow again. Components: V, S
Area: Several undead creatures within a Casting Time: 1 standard action
40-ft.-radius burst Spell effects that may be tied to an Range: Medium (100 ft. + 10 ft./level)
Saving Throw: Will negates unhallowed site include aid, bane, bless, cause Area: 20-ft.-radius spread
fear, darkness, daylight, death ward, deeper Duration: Instantaneous (1d4 rounds);
This spell functions like circle of death, ex- darkness, detect magic, detect good, dimensional see text
cept that it destroys undead creatures as anchor, discern lies, dispel magic, endure ele- Saving Throw: Will partial
noted above. ments, freedom of movement, invisibility purge, Spell Resistance: Yes
protection from energy, remove fear, resist
Material Component: The powder of a energy, silence, tongues, and zone of truth. You call up unholy power to smite your
crushed diamond worth at least 500 gp. Saving throws and spell resistance might enemies. The power takes the form of a
apply to these spells’ effects. (See the indi- cold, cloying miasma of greasy darkness.
Undetectable Alignment vidual spell descriptions for details.) Only good and neutral (not evil) creatures
Abjuration are harmed by the spell.
Level: Brd 1, Clr 2, Pal 2 An area can receive only one unhallow
Components: V, S spell (and its associated spell effect) at a The spell deals 1d8 points of damage
Casting Time: 1 standard action time. per two caster levels (maximum 5d8) to a
Range: Close (25 ft. + 5 ft./2 levels) good creature (or 1d6 per caster level,
Target: One creature or object Unhallow counters but does not dispel maximum 10d6, to a good outsider) and
Duration: 24 hours hallow. causes it to be sickened for 1d4 rounds. A
Saving Throw: Will negates (harmless, successful Will save reduces damage to
object) Material Component: Herbs, oils, and half and negates the sickened effect. The
Spell Resistance: Yes (harmless, object) incense worth at least 1,000 gp, plus 1,000 effects cannot be negated by remove disease
gp per level of the spell to be tied to the or heal, but remove curse is effective.
An undetectable alignment spell conceals unhallowed area.
the alignment of an object or a creature The spell deals only half damage to
from all forms of divination. Unholy Aura creatures who are neither evil nor good,
Abjuration [Evil] and they are not sickened. Such a creature
Unhallow Level: Clr 8, Evil 8 can reduce the damage in half again
Evocation [Evil] Components: V, S, F (down to one-quarter) with a successful
Level: Clr 5, Drd 5 Casting Time: 1 standard action Will save.
Components: V, S, M Range: 20 ft.
Casting Time: 24 hours Targets: One creature/level in a 20-ft.- Unseen Servant
Range: Touch radius burst centered on you Conjuration (Creation)
Area: 40-ft. radius emanating from the Duration: 1 round/level (D) Level: Brd 1, Sor/Wiz 1
touched point Saving Throw: See text Components: V, S, M
Duration: Instantaneous Spell Resistance: Yes (harmless) Casting Time: 1 standard action
Saving Throw: See text Range: Close (25 ft. + 5 ft./2 levels)
Spell Resistance: See text A malevolent darkness surrounds the sub- Effect: One invisible, mindless, shape-
jects, protecting them from attacks, grant- less servant
Unhallow makes a particular site, build- ing them resistance to spells cast by good Duration: 1 hour/level
ing, or structure an unholy site. This has creatures, and weakening good creatures Saving Throw: None
three major effects. when they strike the subjects. This abjura- Spell Resistance: No
tion has four effects.
First, the site or structure is guarded by An unseen servant is an invisible, mind-
a magic circle against good effect. First, each warded creature gains a +4 less, shapeless force that performs simple
deflection bonus to AC and a +4 resist- tasks at your command. It can run and
Second, all turning checks made to turn ance bonus on saves. Unlike the effect of fetch things, open unstuck doors, and
undead take a –4 penalty, and turning protection from good, this benefit applies hold chairs, as well as clean and mend.
checks to rebuke undead gain a +4 profane against all attacks, not just against attacks The servant can perform only one activ-
bonus. Spell resistance does not apply to by good creatures. ity at a time, but it repeats the same activ-
this effect. (This provision does not apply ity over and over again if told to do so,
to the druid version of the spell.) Second, a warded creature gains spell thus allowing you to command it to clean
resistance 25 against good spells and the floor and then turn your attention
Finally, you may choose to fix a single spells cast by good creatures. elsewhere as long as you remain within
spell effect to the unhallowed site. The range. It can open only normal doors,
spell effect lasts for one year and func- Third, the abjuration blocks possession drawers, lids, and the like. It has an effec-
tions throughout the entire site, regard- and mental influence, just as protection tive Strength score of 2 (so it can lift 20
less of its normal duration and area or ef- from good does. pounds or drag 100 pounds). It can trig-
fect. You may designate whether the ger traps and such, but it can exert only
effect applies to all creatures, creatures Finally, if a good creature succeeds on a 20 pounds of force, which is not enough
that share your faith or alignment, or crea- melee attack against a warded creature, to activate certain pressure plates and
tures that adhere to another faith or align- the offending attacker takes 1d6 points of other devices. It can’t perform any task
ment. For example, you may create a bless temporary Strength damage (Fortitude that requires a skill check with a DC
effect that aids all creatures of like align- negates). higher than 10 or that requires a check
ment or faith in the area, or a bane effect
that hinders creatures of the opposite Focus: A tiny reliquary containing some
sacred relic, such as a piece of parchment
from an unholy text. The reliquary costs at
least 500 gp.

297

CHAPTER 11: using a skill that can’t be used untrained. Ventriloquism Area: One living creature/level within a
Its speed is 15 feet. Illusion (Figment) 40-ft.-radius spread
SPELLS Level: Brd 1, Sor/Wiz 1
The servant cannot attack in any way; it Components: V, F Duration: Instantaneous
is never allowed an attack roll. It cannot be Casting Time: 1 standard action Saving Throw: Fortitude negates
killed, but it dissipates if it takes 6 points Range: Close (25 ft. + 5 ft./2 levels) Spell Resistance: Yes
of damage from area attacks. (It gets no Effect: Intelligible sound, usually speech
saves against attacks.) If you attempt to Duration: 1 min./level (D) You emit a terrible scream that kills crea-
send it beyond the spell’s range (measured Saving Throw: Will disbelief (if inter- tures that hear it (except for yourself ).
from your current position), the servant acted with) Creatures closest to the point of origin are
ceases to exist. Spell Resistance: No affected first.

Material Component: A piece of string You can make your voice (or any sound Wall of Fire
and a bit of wood. that you can normally make vocally) seem Evocation [Fire]
to issue from someplace else, such as from Level: Drd 5, Fire 4, Sor/Wiz 4
Vampiric Touch another creature, a statue, from behind a Components: V, S, M/DF
Necromancy door, down a passage, etc. You can speak in Casting Time: 1 standard action
Level: Sor/Wiz 3 any language you know. With respect to Range: Medium (100 ft. + 10 ft./level)
Components: V, S such voices and sounds, anyone who hears Effect: Opaque sheet of flame up to 20 ft.
Casting Time: 1 standard action the sound and rolls a successful save rec- long/level or a ring of fire with a
Range: Touch ognizes it as illusory (but still hears it). radius of up to 5 ft./two levels; either
Target: Living creature touched form 20 ft. high
Duration: Instantaneous/1 hour; Focus: A parchment rolled up into a Duration: Concentration + 1
see text small cone. round/level
Saving Throw: None Saving Throw: None
Spell Resistance: Yes Virtue Spell Resistance: Yes
Transmutation
You must succeed on a melee touch at- Level: Clr 0, Drd 0, Pal 1 An immobile, blazing curtain of shimmer-
tack. Your touch deals 1d6 points of dam- Components: V, S, DF ing violet fire springs into existence. One
age per two caster levels (maximum Casting Time: 1 standard action side of the wall, selected by you, sends
10d6). You gain temporary hit points Range: Touch forth waves of heat, dealing 2d4 points of
equal to the damage you deal. However, Target: Creature touched fire damage to creatures within 10 feet and
you can’t gain more than the subject’s cur- Duration: 1 min. 1d4 points of fire damage to those past 10
rent hit points +10, which is enough to Saving Throw: Fortitude negates (harm- feet but within 20 feet. The wall deals this
kill the subject. The temporary hit points less) damage when it appears and on your turn
disappear 1 hour later. Spell Resistance: Yes (harmless) each round to all creatures in the area. In
addition, the wall deals 2d6 points of fire
Veil The subject gains 1 temporary hit point. damage +1 point of fire damage per caster
Illusion (Glamer) level (maximum +20) to any creature pass-
Level: Brd 6, Sor/Wiz 6 Vision ing through it. The wall deals double
Components: V, S Divination damage to undead creatures.
Casting Time: 1 standard action Level: Sor/Wiz 7
Range: Long (400 ft. + 40 ft./level) Components: V, S, M, XP If you evoke the wall so that it appears
Targets: One or more creatures, no two Casting Time: 1 standard action where creatures are, each creature takes
of which can be more than 30 ft. apart damage as if passing through the wall.
Duration: Concentration + 1 hour/level This spell functions like legend lore, except
(D) that it works more quickly but produces If any 5-foot length of wall takes 20
Saving Throw: Will negates; see text some strain on you. You pose a question points of cold damage or more in 1 round,
Spell Resistance: Yes; see text about some person, place, or object, then that length goes out. (Do not divide cold
cast the spell. If the person or object is at damage by 4, as normal for objects.)
You instantly change the appearance of the hand or if you are in the place in question,
subjects and then maintain that appearance you receive a vision about it by succeed- Wall of fire can be made permanent with
for the spell’s duration. You can make the ing on a caster level check (1d20 +1 per a permanency spell. A permanent wall of fire
subjects appear to be anything you wish. A caster level; maximum +25) against DC that is extinguished by cold damage
party might be made to resemble a mixed 20. If only detailed information on the becomes inactive for 10 minutes, then
band of sprites led by a treant. The subjects person, place, or object is known, the DC reforms at normal strength.
look, feel, and smell just like the creatures is 25, and the information gained is
the spell makes them resemble. Affected incomplete. If only rumors are known, Arcane Material Component: A small
creatures resume their normal appearances the DC is 30, and the information gained piece of phosphorus.
if slain. You must succeed on a Disguise is vague.
check to duplicate the appearance of a spe- Wall of Force
cific individual. This spell gives you a +10 XP Cost: 100 XP. Evocation [Force]
bonus on the check. Level: Sor/Wiz 5
Wail of the Banshee Components: V, S, M
Unwilling targets can negate the spell’s Necromancy [Death, Sonic] Casting Time: 1 standard action
effect on them by making Will saves or Level: Death 9, Sor/Wiz 9 Range: Close (25 ft. + 5 ft./2 levels)
with spell resistance. Those who interact Components: V Effect: Wall whose area is up to one
with the subjects can attempt Will disbe- Casting Time: 1 standard action 10-ft. square/level
lief saves to see through the glamer, but Range: Close (25 ft. + 5 ft./2 levels) Duration: 1 round /level (D)
spell resistance doesn’t help. Saving Throw: None
Spell Resistance: No

298

A wall of force spell creates an invisible length and height that does not exceed If you desire, the wall can be created CHAPTER 11:
wall of force. The wall cannot move, it is 1,000 square feet). The plane can be ori- vertically resting on a flat surface but not
immune to damage of all kinds, and it is ented in any fashion as long as it is attached to the surface, so that it can be SPELLS
unaffected by most spells, including anchored. A vertical wall need only be an- tipped over to fall on and crush creatures
dispel magic. However, disintegrate imme- chored on the floor, while a horizontal or beneath it. The wall is 50% likely to tip in
diately destroys it, as does a rod of cancel- slanting wall must be anchored on two either direction if left unpushed. Crea-
lation, a sphere of annihilation, or a Morden- opposite sides. tures can push the wall in one direction
kainen’s disjunction spell. Breath weapons rather than letting it fall randomly. A crea-
and spells cannot pass through the wall The wall is primarily defensive in ture must make a DC 40 Strength check
in either direction, although dimension nature and is used to stop pursuers from to push the wall over. Creatures with
door, teleport, and similar effects can by- following you and the like. Each 10-foot room to flee the falling wall may do so by
pass the barrier. It blocks ethereal crea- square of wall has 3 hit points per inch of making successful Reflex saves. Any
tures as well as material ones (though thickness. Creatures can hit the wall auto- Large or smaller creature that fails takes
ethereal creatures can usually get around matically. A section of wall whose hit 10d6 points of damage. The wall cannot
the wall by floating under or over it points drop to 0 is breached. If a creature crush Huge and larger creatures.
through material floors and ceilings). tries to break through the wall with a
Gaze attacks can operate through a wall single attack, the DC for the Strength Like any iron wall, this wall is subject
of force. check is 15 + caster level. to rust, perforation, and other natural
phenomena.
The caster can form the wall into a flat, Even when the ice has been broken
vertical plane whose area is up to one 10- through, a sheet of frigid air remains. Any Material Component: A small piece of
foot square per level. The wall must be creature stepping through it (including sheet iron plus gold dust worth 50 gp (1
continuous and unbroken when formed. the one who broke through the wall) pound of gold dust).
If its surface is broken by any object or takes 1d6 points of cold damage +1 point
creature, the spell fails. per caster level (no save). Wall of Stone
Conjuration (Creation) [Earth]
Wall of force can be made permanent Hemisphere: The wall takes the form of a Level: Clr 5, Drd 6, Earth 5, Sor/Wiz 5
with a permanency spell. hemisphere whose maximum radius is 3 Components: V, S, M/DF
feet + 1 foot per caster level. Thus, a 7th- Casting Time: 1 standard action
Material Component: A pinch of powder level caster can create a hemisphere 10 Range: Medium (100 ft. + 10 ft./level)
made from a clear gem. feet in radius. The hemisphere is as hard to Effect: Stone wall whose area is up to
break through as the ice plane form, but it one 5-ft. square/level (S)
Wall of Ice does not deal damage to those who go Duration: Instantaneous
Evocation [Cold] through a breach. Saving Throw: See text
Level: Sor/Wiz 4 Spell Resistance: No
Components: V, S, M Material Component: A small piece of
Casting Time: 1 standard action quartz or similar rock crystal. This spell creates a wall of rock that
Range: Medium (100 ft. + 10 ft./level) merges into adjoining rock surfaces. It is
Effect: Anchored plane of ice, up to one Wall of Iron typically employed to close passages, por-
10-ft. square/level, or hemisphere of Conjuration (Creation) tals, and breaches against opponents. A
ice with a radius of up to 3 ft. + Level: Sor/Wiz 6 wall of stone is 1 inch thick per four caster
1 ft./level Components: V, S, M levels and composed of up to one 5-foot
Duration: 1 min./level Casting Time: 1 standard action square per level. You can double the wall’s
Saving Throw: Reflex negates; see text Range: Medium (100 ft. + 10 ft./level)
Spell Resistance: Yes Effect: Iron wall whose area is up to one 299
5-ft. square/level; see text
This spell creates an anchored plane of ice Duration: Instantaneous
or a hemisphere of ice, depending on the Saving Throw: See text
version selected. A wall of ice cannot form Spell Resistance: No
in an area occupied by physical objects or
creatures. Its surface must be smooth and You cause a flat, vertical iron wall to
unbroken when created. Any creature spring into being. This wall can be used to
adjacent to the wall when it is created may seal off a passage or close a breach, for the
attempt a Reflex save to disrupt the wall wall inserts itself into any surrounding
as it is being formed. A successful save nonliving material if its area is sufficient
indicates that the spell automatically fails. to do so. The wall cannot be conjured so
Fire, including a fireball spell and red that it occupies the same space as a crea-
dragon breath, can melt a wall of ice, and it ture or another object. It must always be a
deals full damage to the wall (instead of flat plane, though you can shape its
the normal half damage taken by objects). edges to fit the available space.
Suddenly melting a wall of ice creates a
great cloud of steamy fog that lasts for 10 A wall of iron is 1 inch thick per four
minutes. caster levels. You can double the wall’s
area by halving its thickness. Each 5-
Ice Plane: A sheet of strong, hard ice ap- foot square of the wall has 30 hit points
pears. The wall is 1 inch thick per caster per inch of thickness and hard-
level. It covers up to a 10-foot-square area ness 10. A section of wall whose
per caster level (so a 10th-level wizard can hit points drop to 0 is breached. If
create a wall of ice 100 feet long and 10 a creature tries to break through
feet high, a wall 50 feet long and 20 feet the wall with a single attack, the DC for
high, or some other combination of the Strength check is 25 + 2 per inch of
thickness.


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