CHAPTER 11: any form of dimensional travel (astral This spell functions like magic circle against To cast the spell, the magic jar must be
projection, blink, dimension door, etherealness, evil, except that it is similar to protection within spell range and you must know
SPELLS gate, plane shift, shadow walk, teleport, and from law instead of protection from evil, and where it is, though you do not need line of
similar abilities) can simply leave the circle it can imprison a nonchaotic called crea- sight or line of effect to it. When you
through that means. You can prevent the ture. transfer your soul upon casting, your body
creature’s extradimensional escape by cast- is, as near as anyone can tell, dead.
ing a dimensional anchor spell on it, but you Magic Fang
must cast the spell before the creature acts. While in the magic jar, you can sense
If you are successful, the anchor effect lasts Transmutation and attack any life force within 10 feet per
as long as the magic circle does. The creature Level: Drd 1, Rgr 1 caster level (and on the same plane of
cannot reach across the magic circle, but its Components: V, S, DF existence). You do need line of effect from
ranged attacks (ranged weapons, spells, Casting Time: 1 standard action the jar to the creatures. You cannot deter-
magical abilities, and the like) can. The Range: Touch mine the exact creature types or positions
creature can attack any target it can reach Target: Living creature touched of these creatures. In a group of life forces,
with its ranged attacks except for the circle Duration: 1 min./level you can sense a difference of 4 or more Hit
itself. Saving Throw: Will negates (harmless) Dice between one creature and another
Spell Resistance: Yes (harmless) and can determine whether a life force is
You can add a special diagram (a two- powered by positive or negative energy.
dimensional bounded figure with no gaps Magic fang gives one natural weapon of the (Undead creatures are powered by
along its circumference, augmented with subject a +1 enhancement bonus on attack negative energy. Only sentient undead
various magical sigils) to make the magic and damage rolls. The spell can affect a creatures have, or are, souls.)
circle more secure. Drawing the diagram by slam attack, fist, bite, or other natural
hand takes 10 minutes and requires a DC weapon. (The spell does not change an For example, if two 10th-level characters
20 Spellcraft check. The DM makes this unarmed strike’s damage from nonlethal are attacking a hill giant (12 HD) and four
check secretly. If the check fails, the damage to lethal damage.) ogres (4 HD), you could determine that
diagram is ineffective. You can take 10 (see there are three stronger and four weaker
page 65) when drawing the diagram if you Magic fang can be made permanent with life forces within the range, all powered by
are under no particular time pressure to a permanency spell. positive energy. You could choose to take
complete the task. This task also takes 10 over either a stronger or a weaker creature,
full minutes. If time is no factor at all, and Magic Fang, Greater but which particular stronger or weaker
you devote 3 hours and 20 minutes to the creature you attempt to possess is
task, you can take 20. Transmutation determined randomly.
Level: Drd 3, Rgr 3
A successful diagram allows you to cast a Range: Close (25 ft. + 5 ft./2 levels) Attempting to possess a body is a full-
dimensional anchor spell on the magic circle Target: One living creature round action. It is blocked by protection
during the round before casting any Duration: 1 hour/level from evil or a similar ward. You possess the
summoning spell. The anchor holds any body and force the creature’s soul into the
called creatures in the magic circle for 24 This spell functions like magic fang, except magic jar unless the subject succeeds on a
hours per caster level. A creature cannot that the enhancement bonus on attack and Will save. Failure to take over the host
use its spell resistance against a magic circle damage rolls is +1 per four caster levels leaves your life force in the magic jar, and
prepared with a diagram, and none of its (maximum +5). the target automatically succeeds on fur-
abilities or attacks can cross the diagram. If ther saving throws if you attempt to pos-
the creature tries a Charisma check to Alternatively, you may imbue all of the sess its body again.
break free of the trap (see the lesser planar creature’s natural weapons with a +1 en-
binding spell), the DC increases by 5. The hancement bonus (regardless of your cast- If you are successful, your life force oc-
creature is immediately released if any- er level). cupies the host body, and the host’s life
thing disturbs the diagram—even a straw force is imprisoned in the magic jar. You
laid across it. However, the creature itself Greater magic fang can be made perma- keep your Intelligence, Wisdom, Cha-
cannot disturb the diagram either directly nent with a permanency spell. risma, level, class, base attack bonus, base
or indirectly, as noted above. save bonuses, alignment, and mental abili-
Magic Jar ties. The body retains its Strength, Dex-
This spell is not cumulative with protec- terity, Constitution, hit points, natural abi-
tion from evil and vice versa. Necromancy lities, and automatic abilities. For example,
Level: Sor/Wiz 5 a fish’s body breathes water and a troll’s
Arcane Material Component: A little pow- Components: V, S, F body regenerates. A body with extra limbs
dered silver with which you trace a 3-foot- Casting Time: 1 standard action does not allow you to make more attacks
diameter circle on the floor (or ground) Range: Medium (100 ft. + 10 ft./level) (or more advantageous two-weapon at-
around the creature to be warded. Target: One creature tacks) than normal. You can’t choose to
Duration: 1 hour/level or until you return activate the body’s extraordinary or super-
Magic Circle against Good natural abilities. The creature’s spells and
to your body spell-like abilities do not stay with the
Abjuration [Evil] Saving Throw: Will negates; see text body.
Level: Clr 3, Evil 3, Sor/Wiz 3 Spell Resistance: Yes
As a standard action, you can shift freely
This spell functions like magic circle against By casting magic jar, you place your soul in
evil, except that it is similar to protection a gem or large crystal (known as the magic from a host to the magic jar if within range,
from good instead of protection from evil, and jar), leaving your body lifeless. Then you
it can imprison a nonevil called creature. can attempt to take control of a nearby sending the trapped soul back to its body.
body, forcing its soul into the magic jar.
Magic Circle against Law You may move back to the jar (thereby The spell ends when you shift from the jar
returning the trapped soul to its body) and
Abjuration [Chaotic] attempt to possess another body. The spell to your own body.
ends when you send your soul back to
250 Level: Chaos 3, Clr 3, Sor/Wiz 3 your own body, leaving the receptacle If the host body is slain, you return to
empty.
the magic jar, if within range, and the life
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 slain. utter verbal components, use command The user of the stones makes a normal
If the spell ends while you are in the words, or activate magical effects. It does, ranged attack. Each stone that hits deals
however, move according to the words 1d6+1 points of damage (including the
magic jar, you return to your body (or die if articulated; if it were placed upon a statue, spell’s enhancement bonus), or 2d6+2
your body is out of range or destroyed). If the mouth of the statue would move and points against undead.
the spell ends while you are in a host, you appear to speak. Of course, magic mouth
return to your body (or die, if it is out of can be placed upon a tree, rock, or any Magic Vestment CHAPTER 11:
range of your current position), and the other object or creature.
soul in the magic jar returns to its body (or Transmutation SPELLS
dies if it is out of range). Destroying the The spell functions when specific con- Level: Clr 3, Strength 3, War 3
receptacle ends the spell, and the spell can ditions are fulfilled according to your Components: V, S, DF
be dispelled at either the magic jar or at the command as set in the spell. Commands Casting Time: 1 standard action
host’s location. can be as general or as detailed as desired, Range: Touch
although only visual and audible triggers Target: Armor or shield touched
Focus: A gem or crystal worth at least 100 can be used, such as the following: “Speak Duration: 1 hour/level
gp. only when a venerable female human car- Saving Throw: Will negates (harmless,
rying a sack sits cross-legged within a dis-
Magic Missile tance of one foot.” Triggers react to what object)
appears to be the case. Disguises and illu- Spell Resistance: Yes (harmless, object)
Evocation [Force] sions can fool them. Normal darkness does
Level: Sor/Wiz 1 not defeat a visual trigger, but magical You imbue a suit of armor or a shield with
Components: V, S darkness or invisibility does. Silent an enhancement bonus of +1 per four
Casting Time: 1 standard action movement or magical silence defeats audi- caster levels (maximum +5 at 20th level).
Range: Medium (100 ft. + 10 ft./level) ble triggers. Audible triggers can be keyed An outfit of regular clothing counts as ar-
Targets: Up to five creatures, no two of to general types of noises (footsteps, metal mor that grants no AC bonus for the pur-
clanking) or to a specific noise or spoken pose of this spell.
which can be more than 15 ft. apart word (when a pin drops, or when anyone
Duration: Instantaneous says “Boo”). Actions can serve as triggers if Magic Weapon
Saving Throw: None they are visible or audible. For example,
Spell Resistance: Yes “Speak when any creature touches the Transmutation
statue” is an acceptable command if the Level: Clr 1, Pal 1, Sor/Wiz 1, War 1
A missile of magical energy darts forth creature is visible. A magic mouth cannot Components: V, S, DF
from your fingertip and strikes its target, distinguish alignment, level, Hit Dice, or Casting Time: 1 standard action
dealing 1d4+1 points of force damage. class except by external garb. Range: Touch
Target: Weapon touched
The missile strikes unerringly, even if The range limit of a trigger is 15 feet per Duration: 1 min./level
the target is in melee combat or has less caster level, so a 6th-level caster can Saving Throw: Will negates (harmless,
than total cover or total concealment. Spe- command a magic mouth to respond to
cific parts of a creature can’t be singled out. triggers as far as 90 feet away. Regardless of object)
Inanimate objects are not damaged by the range, the mouth can respond only to Spell Resistance: Yes (harmless, object)
spell. visible or audible triggers and actions in
line of sight or within hearing distance. Magic weapon gives a weapon a +1 en-
For every two caster levels beyond 1st, hancement bonus on attack and damage
you gain an additional missile—two at 3rd Magic mouth can be made permanent rolls. (An enhancement bonus does not
level, three at 5th, four at 7th, and the with a permanency spell. stack with a masterwork weapon’s +1
maximum of five missiles at 9th level or bonus on attack rolls.)
higher. If you shoot multiple missiles, you Material Component: A small bit of
can have them strike a single creature or honeycomb and jade dust worth 10 gp. You can’t cast this spell on a natural
several creatures. A single missile can weapon, such as an unarmed strike (in-
strike only one creature. You must desig- Magic Stone stead, see magic fang). A monk’s unarmed
nate targets before you check for spell strike is considered a weapon, and thus it
resistance or roll damage. Transmutation can be enhanced by this spell.
Level: Clr 1, Drd 1, Earth 1
Magic Mouth Components: V, S, DF Magic Weapon, Greater
Casting Time: 1 standard action
Illusion (Glamer) Range: Touch Transmutation
Level: Brd 1, Sor/Wiz 2 Targets: Up to three pebbles touched Level: Clr 4, Pal 3, Sor/Wiz 3
Components: V, S, M Duration: 30 minutes or until discharged Components: V, S, M/DF
Casting Time: 1 standard action Saving Throw: Will negates (harmless, Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object object) Target: One weapon or fifty projectiles (all
Duration: Permanent until discharged Spell Resistance: Yes (harmless, object)
Saving Throw: Will negates (object) of which must be in contact with each
Spell Resistance: Yes (object) You transmute as many as three pebbles, other at the time of casting)
which can be no larger than sling bullets, Duration: 1 hour/level
This spell imbues the chosen object or so that they strike with great force when Saving Throw: Will negates (harmless,
creature with an enchanted mouth that thrown or slung. If hurled, they have a object)
suddenly appears and speaks its message range increment of 20 feet. If slung, treat Spell Resistance: Yes (harmless, object)
the next time a specified event occurs. The them as sling bullets (range increment 50
message, which must be twenty-five or feet). The spell gives them a +1 enhance- This spell functions like magic weapon, 251
fewer words long, can be in any language ment bonus on attack and damage rolls. except that it gives a weapon an enhance-
known by you and can be delivered over a ment bonus on attack and damage rolls of
period of 10 minutes. The mouth cannot +1 per four caster levels (maximum +5).
Alternatively, you can affect as many as
CHAPTER 11: fifty arrows, bolts, or bullets. The projec- repair items that have been warped, Target: One creature
tiles must be of the same kind, and they burned, disintegrated, ground to powder, Duration: See text
SPELLS have to be together (in the same quiver or melted, or vaporized, nor does it affect Saving Throw: None
other container). Projectiles, but not creatures (including constructs). Spell Resistance: Yes
thrown weapons, lose their transmutation
when used. (Treat shuriken as projectiles, Mark of Justice You banish the subject into an extradi-
rather than as thrown weapons, for the mensional labyrinth of force planes. Each
purpose of this spell.) Necromancy round on its turn, it may attempt a DC 20
Level: Clr 5, Pal 4 Intelligence check to escape the labyrinth
Arcane Material Component: Powdered Components: V, S, DF as a full-round action. If the subject doesn’t
lime and carbon. Casting Time: 10 minutes escape, the maze disappears after 10
Range: Touch minutes, forcing the subject to leave.
Major Creation Target: Creature touched
Duration: Permanent; see text On escaping or leaving the maze, the
Conjuration (Creation) Saving Throw: None subject reappears where it had been when
Level: Sor/Wiz 5 Spell Resistance: Yes the maze spell was cast. If this location is
Casting Time: 10 minutes filled with a solid object, the subject
Range: Close (25 ft. + 5 ft./2 levels) When moral persuasion fails to win a appears in the nearest open space.
Duration: See text criminal over to right conduct, you can use
mark of justice to encourage the miscreant Spells and abilities that move a creature
This spell functions like minor creation, ex- to walk the straight and narrow path. within a plane, such as teleport and di-
cept that you can also create an object of mension door, do not help a creature escape
mineral nature: stone, crystal, metal, or the You draw an indelible mark on the sub- a maze spell, although a plane shift spell
like. The duration of the created item ject and state some behavior on the part of allows it to exit to whatever plane is desig-
varies with its relative hardness and rarity, the subject that will activate the mark. nated in that spell. Minotaurs are not
as indicated on the following table. When activated, the mark curses the sub- affected by this spell.
ject. Typically, you designate some sort of
Hardness and criminal behavior that activates the mark, Meld into Stone
but you can pick any act you please. The
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 can Range: Personal
cast it only on a creature that is willing or Target: You
Precious metals 20 min./level 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 dim-
1 Includes adamantine, alchemical silver, and Remove curse works only if its caster level is ensions. When the casting is complete,
equal to or higher than your mark of justice you and not more than 100 pounds of
mithral. You can’t use major creation to caster level. These restrictions apply regar- nonliving gear merge with the stone. If
dless of whether the mark has activated. either condition is violated, the spell fails
create a cold iron item. See the Dungeon and is wasted.
Mass (Spell Name)
Master’s Guide for details. While in the stone, you remain in con-
Any spell whose name begins with mass is tact, however tenuous, with the face of the
Major Image alphabetized in this chapter according to stone through which you melded. You
the second word of the spell name. Thus, remain aware of the passage of time and
Illusion (Figment) the description of a mass spell appears near can cast spells on yourself while hiding in
Level: Brd 3, Sor/Wiz 3 the description of the spell on which it is the stone. Nothing that goes on outside
Duration: Concentration + 3 rounds based. Spell chains that have mass spells in the stone can be seen, but you can still
them include those based on the spells hear what happens around you. Minor
This spell functions like silent image, except bear’s endurance, bull’s strength, cat’s grace, physical damage to the stone does not
that sound, smell, and thermal illusions are charm monster, cure critical wounds, cure light harm you, but its partial destruction (to the
included in the spell effect. While con- wounds, cure moderate wounds, cure serious extent that you no longer fit within it)
centrating, you can move the image within wounds, eagle’s splendor, enlarge person, fox’s expels you and deals you 5d6 points of
the range. cunning, heal, hold monster, hold person, inflict damage. The stone’s complete destruction
critical wounds, inflict light wounds, inflict expels you and slays you instantly unless
The image disappears when struck by an moderate wounds, inflict serious wounds, you make a DC 18 Fortitude save.
opponent unless you cause the illusion to invisibility, owl’s wisdom, reduce person, and
react appropriately. suggestion. Any time before the duration expires,
you can step out of the stone through the
Make Whole Maze surface that you entered. If the spell’s
duration expires or the effect is dispelled
Transmutation Conjuration (Teleportation) before you voluntarily exit the stone, you
Level: Sor/Wiz 8 are violently expelled and take 5d6 points
Level: Clr 2 Components: V, S of damage.
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) Range: Close (25 ft. + 5 ft./2 levels) The following spells harm you if cast
Target: One object of up to 10 cu. ft./ upon the stone that you are occupying:
Stone to flesh expels you and deals you 5d6
level
252 This spell functions like mending, except
that make whole completely repairs an ob-
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
points of damage. Stone shape deals you 3d6 Components: V, S, F rately against each. (Fire resistance applies
points of damage but does not expel you. Casting Time: 1 standard action to each sphere’s damage individually.)
Transmute rock to mud expels you and then Range: Medium (100 ft. + 10 ft./level)
slays you instantly unless you make a DC Targets: One creature/level Mind Blank CHAPTER 11:
18 Fortitude save, in which case you are Duration: 10 min./level
merely expelled. Finally, passwall expels Saving Throw: None Abjuration SPELLS
you without damage. Spell Resistance: No Level: Protection 8, Sor/Wiz 8
Components: V, S
Melf’s Acid Arrow You can whisper messages and receive Casting Time: 1 standard action
whispered replies with little chance of be- Range: Close (25 ft. + 5 ft./2 levels)
Conjuration (Creation) [Acid] ing overheard. You point your finger at Target: One creature
Level: Sor/Wiz 2 each creature you want to receive the Duration: 24 hours
Components: V, S, M, F message. When you whisper, the whis- Saving Throw: Will negates (harmless)
Casting Time: 1 standard action pered message is audible to all targeted Spell Resistance: Yes (harmless)
Range: Long (400 ft. + 40 ft./level) creatures within range. Magical silence, 1
Effect: One arrow of acid foot of stone, 1 inch of common metal (or a The subject is protected from all devices
Duration: 1 round + 1 round per three thin sheet of lead), or 3 feet of wood or dirt and spells that detect, influence, or read
blocks the spell. The message does not emotions or thoughts. This spell protects
levels have to travel in a straight line. It can against all mind-affecting spells and effects
Saving Throw: None circumvent a barrier if there is an open as well as information gathering by
Spell Resistance: No path between you and the subject, and the divination spells or effects. Mind blank
path’s entire length lies within the spell’s even foils limited wish, miracle, and wish
A magical arrow of acid springs from your range. The creatures that receive the mes- spells when they are used in such a way as
hand and speeds to its target. You must sage can whisper a reply that you hear. The to affect the subject’s mind or to gain in-
succeed on a ranged touch attack to hit spell transmits sound, not meaning. It formation about it. In the case of scrying
your target. The arrow deals 2d4 points of doesn’t transcend language barriers. that scans an area the creature is in, such as
acid damage with no splash damage. For arcane eye, the spell works but the creature
every three caster levels (to a maximum of Note: To speak a message, you must simply isn’t detected. Scrying attempts that
18th), the acid, unless somehow neutra- mouth the words and whisper, possibly al- are targeted specifically at the subject do
lized, lasts for another round, dealing ano- lowing observers the opportunity to read not work at all.
ther 2d4 points of damage in that round. your lips.
Mind Fog
Material Component: Powdered rhubarb Focus: A short piece of copper wire.
leaf and an adder’s stomach. Enchantment (Compulsion) [Mind-
Meteor Swarm Affecting]
Focus: A dart.
Evocation [Fire] Level: Brd 5, Sor/Wiz 5
Mending Level: Sor/Wiz 9 Components: V, S
Components: V, S Casting Time: 1 standard action
Transmutation Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level)
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Range: Long (400 ft. + 40 ft./level) Effect: Fog spreads in 20-ft. radius, 20 ft.
Components: V, S Area: Four 40-ft.-radius spreads; see text
Casting Time: 1 standard action Duration: Instantaneous high
Range: 10 ft. Saving Throw: None or Reflex half; see Duration: 30 minutes and 2d6 rounds; see
Target: One object of up to 1 lb.
Duration: Instantaneous text text
Saving Throw: Will negates (harmless, Spell Resistance: Yes Saving Throw: Will negates
Spell Resistance: Yes
object) Meteor swarm is a very powerful and spec-
Spell Resistance: Yes (harmless, object) tacular spell that is similar to fireball in Mind fog produces a bank of thin mist that
many aspects. When you cast it, four 2- weakens the mental resistance of those
Mending repairs small breaks or tears in foot-diameter spheres spring from your caught in it. Creatures in the mind fog take
objects (but not warps, such as might be outstretched hand and streak in straight a –10 competence penalty on Wisdom
caused by a warp wood spell). It will weld lines to the spots you select. The meteor checks and Will saves. (A creature that suc-
broken metallic objects such as a ring, a spheres leave a fiery trail of sparks. cessfully saves against the fog is not
chain link, a medallion, or a slender affected and need not make further saves
dagger, providing but one break exists. If you aim a sphere at a specific creature, even if it remains in the fog.) Affected
Ceramic or wooden objects with multiple you may make a ranged touch attack to creatures take the penalty as long as they
breaks can be invisibly rejoined to be as strike the target with the meteor. Any remain in the fog and for 2d6 rounds
strong as new. A hole in a leather sack or a creature struck by one of these spheres thereafter. The fog is stationary and lasts
wineskin is completely healed over by takes 2d6 points of bludgeoning damage for 30 minutes (or until dispersed by
mending. The spell can repair a magic item, (no save) and receives no saving throw wind).
but the item’s magical abilities are not against the sphere’s fire damage (see
restored. (For restoring a broken magic below). If a targeted sphere misses its tar- A moderate wind (11+ mph) disperses
item’s abilities, see the item creation feats get, it simply explodes at the nearest the fog in four rounds; a strong wind (21+
in Chapter 5: Feats.) The spell cannot corner of the target’s space. You may aim mph) disperses the fog in 1 round.
mend broken magic rods, staffs, or wands, more than one meteor at the same target.
nor does it affect creatures (including The fog is thin and does not signifi-
constructs). Once a sphere reaches its destination, it cantly hamper vision.
explodes in a 40-foot-radius spread, dealing
Message 6d6 points of fire damage to each creature Minor Creation 253
in the area. If a creature is within the area
Transmutation [Language-Dependent] of more than one sphere, it must save sepa- Conjuration (Creation)
Level: Brd 0, Sor/Wiz 0
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 minute
CHAPTER 11: Range: 0 ft. Alternatively, a cleric can make a very Mirror image creates 1d4 images plus one
Effect: Unattended, nonmagical object of powerful request. Casting such a miracle image per three caster levels (maximum
SPELLS costs the cleric 5,000 XP because of the eight images total). These figments
nonliving plant matter, up to 1 cu. powerful divine energies involved. Ex- separate from you and remain in a cluster,
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
favor by raising fallen allies to continue vision or hearing to tell which one is you
You create a nonmagical, unattended ob- fighting. and which the image. The figments may
ject of nonliving, vegetable matter—linen Moving you and your allies, with all also move through each other. The fig-
clothes, a hemp rope, a wooden ladder, and your and their gear, from one plane to ments mimic your actions, pretending to
so forth. The volume of the item created another through planar barriers to a cast spells when you cast a spell, drink
cannot exceed 1 cubic foot per caster level. specific locale with no chance of error. potions when you drink a potion, levitate
You must succeed on an appropriate skill Protecting a city from an earthquake, when you levitate, and so on.
check to make a complex item, such as volcanic eruption, flood, or other major
Craft (bowmaking) check to make straight natural disaster. Enemies attempting to attack you or
arrow shafts. cast spells at you must select from among
In any event, a request that is out of line indistinguishable targets. Generally, roll
Attempting to use any created object as with the deity’s (or alignment’s) nature is randomly to see whether the selected
a material component causes the spell to refused. target is real or a figment. Any successful
fail. attack against an image destroys it. An
A duplicated spell allows saving throws image’s AC is 10 + your size modifier +
Material Component: A tiny piece of and spell resistance as normal, but the save your Dex modifier. Figments seem to react
matter of the same sort of item you plan to DCs are as for a 9th-level spell. When a normally to area spells (such as looking
create with minor creation—a bit of twisted miracle duplicates a spell that has an XP like they’re burned or dead after being hit
hemp to create rope, and so forth. cost, you must pay that cost. When a mir- by a fireball).
acle spell duplicates a spell with a material
Minor Image component that costs more than 100 gp, While moving, you can merge with and
you must provide that component. split off from figments so that enemies
Illusion (Figment) who have learned which image is real are
Level: Brd 2, Sor/Wiz 2 XP Cost: 5,000 XP (for some uses of the again confounded.
Duration: Concentration +2 rounds miracle spell; see above).
An attacker must be able to see the
This spell functions like silent image, except Mirage Arcana images to be fooled. If you are invisible or
that minor image includes some minor an attacker shuts his or her eyes, the spell
sounds but not understandable speech. Illusion (Glamer) has no effect. (Being unable to see carries
Level: Brd 5, Sor/Wiz 5 the same penalties as being blinded.)
Miracle Components: V, S
Casting Time: 1 standard action Misdirection
Evocation Area: One 20-ft. cube/level (S)
Level: Clr 9, Luck 9 Duration: Concentration +1 hour/ Illusion (Glamer)
Components: V, S, XP; see text Level: Brd 2, Sor/Wiz 2
Casting Time: 1 standard action level (D) Components: V, S
Range: See text Casting Time: 1 standard action
Target, Effect, or Area: See text This spell functions like hallucinatory ter- Range: Close (25 ft. + 5 ft./2 levels)
Duration: See text rain, except that it enables you to make any Target: One creature or object, up to a 10-
Saving Throw: See text area appear to be something other than it
Spell Resistance: Yes is. The illusion includes audible, visual, tac- ft. cube in size
tile, and olfactory elements. Unlike halluci- Duration: 1 hour/level
You don’t so much cast a miracle as request natory terrain, the spell can alter the appear- Saving Throw: None or Will negates; see
one. You state what you would like to have ance of structures (or add them where
happen and request that your deity (or the none are present). Still, it can’t disguise, text
power you pray to for spells) intercede. conceal, or add creatures (though creatures Spell Resistance: No
The DM then determines the particular within the area might hide themselves
effect of the miracle. within the illusion just as they can hide By means of this spell, you misdirect the
themselves within a real location). information from divination spells that
A miracle can do any of the following reveal auras (detect evil, detect magic, discern
things. Mirror Image lies, and the like). On casting the spell, you
choose another object within range. For
Duplicate any cleric spell of 8th level or Illusion (Figment) the duration of the spell, the subject of
lower (including spells to which you Level: Brd 2, Sor/Wiz 2 misdirection is detected as if it were the
have access because of your domains). Components: V, S other object. (Neither the subject nor the
Duplicate any other spell of 7th level or Casting Time: 1 standard action other object gets a saving throw against
lower. Range: Personal; see text this effect.) Detection spells provide in-
Undo the harmful effects of certain Target: You formation based on the second object
spells, such as feeblemind or insanity. Duration: 1 min./level (D) rather than on the actual target of the
Have any effect whose power level is in detection unless the caster of the detection
line with the above effects. Several illusory duplicates of you pop into succeeds on a Will save. For instance, you
being, making it difficult for enemies to could make yourself detect as a tree if one
If the miracle has any of the above effects, know which target to attack. The figments were within range at casting: not evil, not
casting it has no experience point cost. stay near you and disappear when struck. lying, not magical, neutral in alignment,
and so forth. This spell does not affect
254
other types of divination magic (augury, Allow the subject to recall with perfect You can’t have more than one moment of
detect thoughts, clairaudience/clairvoyance, clarity an event it actually experienced. prescience active on you at the same time.
and the like). For instance, it could recall every word
from a 5-minute conversation or every Mordenkainen’s Disjunction CHAPTER 11:
Mislead detail from a passage in a book.
Change the details of an event the sub- Abjuration SPELLS
Illusion (Figment, Glamer) ject actually experienced. Level: Magic 9, Sor/Wiz 9
Level: Brd 5, Luck 6, Sor/Wiz 6, Implant a memory of an event the sub- Components: V
ject never experienced. Casting Time: 1 standard action
Trickery 6 Range: Close (25 ft. + 5 ft./2 levels)
Components: S Casting the spell takes 1 round. If the sub- Area: All magical effects and magic items
Casting Time: 1 standard action ject fails to save, you proceed with the spell
Range: Close (25 ft. + 5 ft./2 levels) by spending as much as 5 minutes (a within a 40-ft.-radius burst
Target/Effect: You/one illusory double period of time equal to the amount of Duration: Instantaneous
Duration: 1 round/level (D) and memory time you want to modify) visual- Saving Throw: Will negates (object)
izing the memory you wish to modify in Spell Resistance: No
concentration + 3 rounds; see text the subject. If your concentration is dis-
Saving Throw: None or Will disbelief (if turbed before the visualization is complete, All magical effects and magic items within
or if the subject is ever beyond the spell’s the radius of the spell, except for those that
interacted with); see text range during this time, the spell is lost. you carry or touch, are disjoined. That is,
Spell Resistance: No spells and spell-like effects are separated
A modified memory does not neces- into their individual components (ending
You become invisible (as improved invisi- sarily affect the subject’s actions, particu- the effect as a dispel magic spell does), and
bility, a glamer), and at the same time, an larly if it contradicts the creature’s natural each permanent magic item must make a
illusory double of you (as major image, a inclinations. An illogical modified mem- successful Will save or be turned into a
figment) appears. You are then free to go ory, such as the subject recalling how normal item. An item in a creature’s
elsewhere while your double moves away. much it enjoyed drinking poison, is dis- possession uses its own Will save bonus or
The double appears within range but missed by the creature as a bad dream or a its possessor’s Will save bonus, whichever
thereafter moves as you direct it (which memory muddied by too much wine. is higher.
requires concentration beginning on the More useful applications of modify memory
first round after the casting). You can make include implanting memories of friendly You also have a 1% chance per caster
the figment appear superimposed perfectly encounters with you (inclining the subject level of destroying an antimagic field. If the
over your own body so that observers don’t to act favorably toward you), changing the antimagic field survives the disjunction, no
notice an image appearing and you turning details of orders given to the subject by a items within it are disjoined.
invisible. You and the figment can then superior, or causing the subject to forget
move in different directions. The double that it ever saw you or your party. The DM Even artifacts are subject to disjunction,
moves at your speed and can talk and reserves the right to decide whether a though there is only a 1% chance per caster
gesture as if it were real, but it cannot modified memory is too nonsensical to level of actually affecting such powerful
attack or cast spells, though it can pretend significantly affect the subject. items. Additionally, if an artifact is des-
to do so. troyed, you must make a DC 25 Will save
Moment of Prescience or permanently lose all spellcasting abili-
The illusory double lasts as long as you ties. (These abilities cannot be recovered
concentrate upon it, plus 3 additional Divination by mortal magic, not even miracle or wish.)
rounds. After you cease concentration, the Level: Luck 8, Sor/Wiz 8
illusory double continues to carry out the Components: V, S Note: Destroying artifacts is a dangerous
same activity (for instance, fleeing down a Casting Time: 1 standard action business, and it is 95% likely to attract the
hallway) until the duration expires. The Range: Personal attention of some powerful being who has
improved invisibility lasts for 1 round per Target: You an interest in or connection with the
level, regardless of concentration. Duration: 1 hour/level or until device.
Modify Memory discharged Mordenkainen’s Faithful Hound
Enchantment (Compulsion) [Mind- This spell grants you a powerful sixth Conjuration (Creation)
Affecting] sense in relation to yourself. Once during Level: Sor/Wiz 5
the spell’s duration, you may choose to use Components: V, S, M
Level: Brd 4 its effect. This spell grants you an insight Casting Time: 1 standard action
Components: V, S bonus equal to your caster level (maximum Range: Close (25 ft. + 5 ft./2 levels)
Casting Time: 1 round; see text +25) on any single attack roll, opposed Effect: Phantom watchdog
Range: Close (25 ft. + 5 ft./2 levels) ability or skill check, or saving throw. Duration: 1 hour/caster level or until
Target: One living creature Alternatively, you can apply the insight
Duration: Permanent bonus to your AC against a single attack discharged, then 1 round/caster level;
Saving Throw: Will negates (even if flat-footed). Activating the effect see text
Spell Resistance: Yes doesn’t take an action; you can even Saving Throw: None
activate it on another character’s turn if Spell Resistance: No
You reach into the subject’s mind and needed. You must choose to use the
modify as many as 5 minutes of its memo- moment of prescience before you make the You conjure up a phantom watchdog that
ries in one of the following ways. roll it is to modify. Once used, the spell is invisible to everyone but yourself. It
ends. then guards the area where it was conjured
Eliminate all memory of an event the (it does not move). The hound
subject actually experienced. This spell immediately starts barking loudly if any
cannot negate charm, geas/quest, sugges- Small or larger creature approaches within
tion, or similar spells. 30 feet of it. (Those within 30 feet of the
hound when it is conjured may move
255
CHAPTER 11: about in the area, but if they leave and re- may open it again from your own side at Casting Time: 1 standard action
turn, they activate the barking.) The hound will. Once observers have passed beyond Range: Close (25 ft. + 5 ft./2 levels)
SPELLS sees invisible and ethereal creatures. It the entrance, they are in a magnificent Effect: One sword
does not react to figments, but it does react foyer with numerous chambers beyond. Duration: 1 round/level (D)
to shadow illusions. The atmosphere is clean, fresh, and warm. Saving Throw: None
Spell Resistance: Yes
If an intruder approaches to within 5 You can create any floor plan you desire
feet of the hound, the dog stops barking to the limit of the spell’s effect. The place is This spell brings into being a shimmering,
and delivers a vicious bite (+10 attack bo- furnished and contains sufficient food- swordlike plane of force. The sword strikes
nus, 2d6+3 points of piercing damage) stuffs to serve a nine-course banquet to a at any opponent within its range, as you
once per round. The dog also gets the bo- dozen people per caster level. A staff of desire, starting in the round that you cast
nuses appropriate to an invisible creature. near-transparent servants (as many as two the spell. The sword attacks its designated
The dog is considered ready to bite per caster level), liveried and obedient, target once each round on your turn. Its
intruders, so it delivers its first bite on the wait upon all who enter. The servants attack bonus is equal to your caster level +
intruder’s turn. Its bite is the equivalent of function as unseen servant spells except that your Int bonus or your Cha bonus (for
a magic weapon for the purpose of damage they are visible and can go anywhere in the wizards or sorcerers, respectively) with an
reduction. The hound cannot be attacked, mansion. additional +3 enhancement bonus. As a
but it can be dispelled. force effect, it can strike ethereal and
Since the place can be entered only incorporeal creatures. It deals 4d6+3 points
The spell lasts for 1 hour per caster level, through its special portal, outside condi- of force damage, with a threat range of 19–
but once the hound begins barking, it lasts tions do not affect the mansion, nor do 20 and a critical multiplier of ×2.
only 1 round per caster level. If you are conditions inside it pass to the plane
ever more than 100 feet distant from the beyond. The sword always strikes from your
hound, the spell ends. direction. It does not get a bonus for
Focus: A miniature portal carved from flanking or help a combatant get one. If
Material Component: A tiny silver whis- ivory, a small piece of polished marble, and the sword goes beyond the spell range
tle, a piece of bone, and a thread. a tiny silver spoon (each item worth 5 gp). from you, if it goes out of your sight, or if
you are not directing it, the sword returns
Mordenkainen’s Lucubration Mordenkainen’s Private Sanctum to you and hovers.
Transmutation Abjuration Each round after the first, you can use a
Level: Wiz 6 Level: Sor/Wiz 5 standard action to switch the sword to a
Components: V, S Components: V, S, M new target. If you do not, the sword con-
Casting Time: 1 standard action Casting Time: 10 minutes tinues to attack the previous round’s target.
Range: Personal Range: Close (25 ft. + 5 ft./2 levels) The sword cannot be attacked or harmed
Target: You Area: 30-ft. cube/level (S) by physical attacks, but dispel magic,
Duration: Instantaneous Duration: 24 hours (D) disintegrate, a sphere of annihilation, or a rod
Saving Throw: None of cancellation affects it. The sword’s AC is
You instantly recall any one spell of 5th Spell Resistance: No 13 (10, +0 size bonus for Medium object,
level or lower that you have used during +3 deflection bonus).
the past 24 hours. The spell must have This spell ensures privacy. Anyone looking
been actually cast during that period. The into the area from outside sees only a dark, If an attacked creature has spell resist-
recalled spell is stored in your mind as foggy mass. Darkvision cannot penetrate it. ance, the resistance is checked the first
through prepared in the normal fashion. If No sounds, no matter how loud, can time Mordenkainen’s sword strikes it. If the
the recalled spell requires material escape the area, so nobody can eavesdrop sword is successfully resisted, the spell is
components, you must provide them. The from outside. Those inside can see out dispelled. If not, the sword has its normal
recovered spell is not usable until the normally. full effect on that creature for the duration
material components are available. of the spell.
Divination (scrying) spells cannot per-
Mordenkainen’s Magnificent ceive anything within the area, and those Focus: A miniature platinum sword with
within are immune to detect thoughts. The a grip and pommel of copper and zinc. It
Mansion ward prevents speech between those in- costs 250 gp to construct.
side and those outside (because it blocks
Conjuration (Creation) sound), but it does not prevent other com- Mount
Level: Sor/Wiz 7 munication, such as a sending or message
Components: V, S, F spell, or telepathic communication, such as Conjuration (Summoning)
Casting Time: 1 standard action that between a wizard and her familiar. Level: Sor/Wiz 1
Range: Close (25 ft. + 5 ft./2 levels) Components: V, S, M
Effect: Extradimensional mansion, up to The spell does not prevent creatures or Casting Time: 1 round
objects from moving into and out of the Range: Close (25 ft. + 5 ft./2 levels)
three 10-ft. cubes/level (S) area. Effect: One mount
Duration: 2 hours/level (D) Duration: 2 hours/level (D)
Saving Throw: None Mordenkainen’s private sanctum can be Saving Throw: None
Spell Resistance: No made permanent with a permanency spell. Spell Resistance: No
You conjure up an extradimensional Material Component: A thin sheet of lead, You summon a light horse or a pony (your
dwelling that has a single entrance on the a piece of opaque glass, a wad of cotton or choice) to serve you as a mount. The steed
plane from which the spell was cast. The cloth, and powdered chrysolite. serves willingly and well. The mount
entry point looks like a faint shimmering comes with a bit and bridle and a riding
in the air that is 4 feet wide and 8 feet high. Mordenkainen’s Sword saddle.
Only those you designate may enter the
mansion, and the portal is shut and made Evocation [Force] Material Component: A bit of horse hair.
invisible behind you when you enter. You Level: Sor/Wiz 7
Components: V, S, F
256
Move Earth The creature is immune to any poison it activities around you while in the trance.
is exposed to during the duration of the You are defenseless, both physically and
Transmutation [Earth] spell. Unlike with delay poison, such effects mentally, while in the trance. (You always
Level: Drd 6, Sor/Wiz 6 aren’t postponed until after the duration fail any saving throw, for example.)
Components: V, S, M —the creature need not make any saves
Casting Time: See text against poison effects applied to it during Creatures who don’t sleep (such as elves,
Range: Long (400 ft. + 40 ft./level) the length of the spell.
Area: Dirt in an area up to 750 ft. square but not half-elves) or dream are immune to
This spell can instead neutralize the
and up to 10 ft. deep (S) poison in a poisonous creature or object this spell.
Duration: Instantaneous for the duration of the spell, at the caster’s
Saving Throw: None option. Nondetection CHAPTER 11:
Spell Resistance: No
Arcane Material Component: A bit of Abjuration SPELLS
Move earth moves dirt (clay, loam, sand), charcoal. Level: Rgr 4, Sor/Wiz 3, Trickery 3
possibly collapsing embankments, moving Components: V, S, M
hillocks, shifting dunes, and so forth. Nightmare Casting Time: 1 standard action
However, in no event can rock formations Range: Touch
be collapsed or moved. The area to be Illusion (Phantasm) [Mind-Affecting, Target: Creature or object touched
affected determines the casting time. For Evil] Duration: 1 hour/level
every 150-foot square (up to 10 feet deep), Saving Throw: Will negates (harmless,
casting takes 10 minutes. The maximum Level: Brd 5, Sor/Wiz 5
area, 750 feet by 750 feet, takes 4 hours and Components: V, S object)
10 minutes to move. Casting Time: 10 minutes Spell Resistance: Yes (harmless, object)
Range: Unlimited
This spell does not violently break the Target: One living creature The warded creature or object becomes
surface of the ground. Instead, it creates Duration: Instantaneous difficult to detect by divination spells such
wavelike crests and troughs, with the earth Saving Throw: Will negates; see text as clairaudience/clairvoyance, locate object, and
reacting with glacierlike fluidity until the Spell Resistance: Yes detect spells. Nondetection also prevents
desired result is achieved. Trees, location by such magic items as crystal balls.
structures, rock formations, and such are You send a hideous and unsettling phan- If a divination is attempted against the
mostly unaffected except for changes in tasmal vision to a specific creature that you warded creature or item, the caster of the
elevation and relative topography. name or otherwise specifically designate. divination must succeed on a caster level
The nightmare prevents restful sleep and check (1d20 + caster level) against a DC of
The spell cannot be used for tunneling causes 1d10 points of damage. The night- 11 + the caster level of the spellcaster who
and is generally too slow to trap or bury mare leaves the subject fatigued and unable cast nondetection. If you cast nondetection on
creatures. Its primary use is for digging or to regain arcane spells for the next 24 yourself or on an item currently in your
filling moats or for adjusting terrain con- hours. possession, the DC is 15 + your caster level.
tours before a battle.
The difficulty of the save depends on If cast on a creature, nondetection wards
This spell has no effect on earth crea- how well you know the subject and what the creature’s gear as well as the creature
tures. sort of physical connection (if any) you itself.
have to that creature.
Material Component: A mixture of soils Material Component: A pinch of diamond
(clay, loam, and sand) in a small bag, and dust worth 50 gp.
an iron blade.
Knowledge Will Save Modifier
Neutralize Poison
None1 +10 Nystul’s Magic Aura
Conjuration (Healing)
Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3 Secondhand (you have heard of the Illusion (Glamer)
Components: V, S, M/DF Level: Brd 1, Magic 1, Sor/Wiz 1
Casting Time: 1 standard action subject) +5 Components: V, S, F
Range: Touch Casting Time: 1 standard action
Target: Creature or object of up to 1 cu. Firsthand (you have met the subject) +0 Range: Touch
Target: One touched object weighing up
ft./level touched Familiar (you know the subject well) –5
Duration: 10 min./level to 5 lb./level
Saving Throw: Will negates (harmless, 1 You must have some sort of connection to Duration: One day/level (D)
Saving Throw: None; see text
object) a creature you have no knowledge of. Spell Resistance: No
Spell Resistance: Yes (harmless, object)
Connection Will Save Modifier
You detoxify any sort of venom in the
creature or object touched. A poisoned Likeness or picture –2
creature suffers no additional effects from
the poison, and any temporary effects are Possession or garment –4
ended, but the spell does not reverse
instantaneous effects, such as hit point Body part, lock of hair, bit of nail, etc. –10
damage, temporary ability damage, or
effects that don’t go away on their own. For Dispel evil cast on the subject while you are You alter an item’s aura so that it registers 257
example, if a poison has dealt 3 points of to detect spells (and spells with similar
Constitution damage to a character and casting the spell dispels the nightmare and capabilities) as though it were nonmagical,
threatens to deal more damage later, this or a magic item of a kind you specify, or
spell prevents the future damage but does causes you to be stunned for 10 minutes the subject of a spell you specify. You
not repair the damage already done. could make an ordinary sword register as a
per caster level of the dispel evil. +2 vorpal sword as far as magical detection is
concerned or make a +2 vorpal sword
If the recipient is awake when the spell register as if it were a +1 sword or even a
begins, you can choose to cease casting nonmagical sword.
(ending the spell) or to enter a trance until
the recipient goes to sleep, whereupon you If the object bearing Nystul’s magic aura
become alert again and complete the cast- has identify cast on it or is similarly exam-
ing. If you are disturbed during the trance, ined, the examiner recognizes that the aura
you must succeed on a Concentration is false and detects the object’s actual
check as if you were in the midst of casting qualities if he succeeds on a Will save.
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 globe of cold energy that streaks from your
SPELLS magic is. Transmutation fingertips to the location you select, where
Level: Brd 0, Sor/Wiz 0 it explodes in a 10-foot-radius burst,
If the targeted item’s own aura is excep- Components: V, S, F dealing 1d6 points of cold damage per
tionally powerful (if it is an artifact, for Casting Time: 1 standard action caster level (maximum 15d6) to each
instance), Nystul’s magic aura doesn’t work. Range: Close (25 ft. + 5 ft./2 levels) creature in the area. An elemental (water)
Target: Object weighing up to 30 lb. or creature instead takes 1d8 points of cold
Note: A magic weapon, shield, or suit of damage per caster level (maximum 15d8).
armor must be a masterwork item, so a portal that can be opened or closed
sword of average make, for example, looks Duration: Instantaneous If the freezing sphere strikes a body of
suspicious if it has a magical aura. Saving Throw: Will negates (object) water or a liquid that is principally water
Spell Resistance: Yes (object) (not including water-based creatures), it
Focus: A small square of silk that must be freezes the liquid to a depth of 6 inches
passed over the object that receives the You can open or close (your choice) a door, over an area equal to 100 square feet (a 10-
aura. chest, box, window, bag, pouch, bottle, foot square) per caster level (maximum
barrel, or other container. If anything 1,500 square feet). This ice lasts for 1 round
Obscure Object resists this activity (such as a bar on a door per caster level. Creatures that were
or a lock on a chest), the spell fails. In swimming on the surface of frozen water
Abjuration addition, the spell can only open and close become trapped in the ice. Attempting to
Level: Brd 1, Clr 3, Sor/Wiz 2 things weighing 30 pounds or less. Thus, break free is a full-round action. A trapped
Components: V, S, M/DF doors, chests, and similar objects sized for creature must make a DC 25 Strength
Casting Time: 1 standard action enormous creatures may be beyond this check or a DC 25 Escape Artist check to do
Range: Touch spell’s ability to affect. so.
Target: One object touched of up to 100
Focus: A brass key. You can refrain from firing the globe
lb./level after completing the spell, if you wish.
Duration: 8 hours (D) Order’s Wrath Treat this as a touch spell for which you
Saving Throw: Will negates (object) are holding the charge (see page 176). You
Spell Resistance: Yes (object) Evocation [Lawful] can hold the charge for as long as 1 round
Level: Law 4 per level, at the end of which time the
This spell hides an object from location by Components: V, S freezing sphere bursts centered on you (and
divination (scrying) effects, such as the Casting Time: 1 standard action you receive no saving throw to resist its
scrying spell or a crystal ball. Such an at- Range: Medium (100 ft. + 10 ft./level) effect). Firing the globe in a later round is a
tempt automatically fails (if the divination Area: Nonlawful creatures within a burst standard action.
is targeted on the object) or fails to per-
ceive the object (if the divination is target- that fills a 30-ft. cube Focus: A small crystal sphere.
ed on a nearby location, object, or person). Duration: Instantaneous (1 round); see
Otiluke’s Resilient Sphere
Arcane Material Component: A piece of text
chameleon skin. Saving Throw: Will partial; see text Evocation [Force]
Spell Resistance: Yes Level: Sor/Wiz 4
Obscuring Mist Components: V, S, M
You channel lawful power to smite ene- Casting Time: 1 standard action
Conjuration (Creation) mies. The power takes the form of a three- Range: Close (25 ft. + 5 ft./2 levels)
Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1, dimensional grid of energy. Only chaotic Effect: 1-ft.-diameter/level sphere,
and neutral (not lawful) creatures are
Water 1 harmed by the spell. centered around a creature
Components: V, S Duration: 1 min./level (D)
Casting Time: 1 standard action The spell deals 1d8 points of damage per Saving Throw: Reflex negates
Range: 20 ft. two caster levels (maximum 5d8) to Spell Resistance: Yes
Effect: Cloud spreads in 20-ft. radius from chaotic creatures (or 1d6 points of damage
per caster level, maximum 10d6, to chaotic A globe of shimmering force encloses a
you, 20 ft. high outsiders) and causes them to be dazed for creature, provided the creature is small
Duration: 1 min./level 1 round. A successful Will save reduces the enough to fit within the diameter of the
Saving Throw: None damage to half and negates the daze effect. sphere. The sphere contains its subject for
Spell Resistance: No the spell’s duration. The sphere is not
The spell deals only half damage to subject to damage of any sort except from a
258 A misty vapor arises around you. It is sta- creatures who are neither chaotic nor rod of cancellation, a rod of negation, a dis-
tionary once created. The vapor obscures lawful, and they are not dazed. They can integrate spell, or a targeted dispel magic
all sight, including darkvision, beyond 5 reduce the damage in half again (down to spell. These effects destroy the sphere
feet. A creature 5 feet away has conceal- one-quarter of the roll) with a successful without harm to the subject. Nothing can
ment (attacks have a 20% miss chance). Will save. pass through the sphere, inside or out,
Creatures farther away have total conceal- though the subject can breathe normally.
ment (50% miss chance, and the attacker Otiluke’s Freezing Sphere The subject may struggle, but the sphere
cannot use sight to locate the target). cannot be physically moved either by
Evocation [Cold] people outside it or by the struggles of
A moderate wind (11+ mph), such as Level: Sor/Wiz 6 those within.
from a gust of wind spell, disperses the fog Components: V, S, F
in 4 rounds. A strong wind (21+ mph) dis- Casting Time: 1 standard action Material Component: A hemispherical
perses the fog in 1 round. A fireball, flame Range: Long (400 ft. + 40 ft./level) piece of clear crystal and a matching
strike, or similar spell burns away the fog in Target, Effect, or Area: See text hemispherical piece of gum arabic.
the explosive or fiery spell’s area. A wall of Duration: Instantaneous or 1 round/level;
fire burns away the fog in the area into
which it deals damage. see text
Saving Throw: Reflex half; see text
This spell does not function underwater. Spell Resistance: Yes
Otiluke’s Telekinetic Sphere foot shuffling and tapping. The spell effect Passwall CHAPTER 11:
makes it impossible for the subject to do
Evocation [Force] anything other than caper and prance in Transmutation SPELLS
Level: Sor/Wiz 8 place. The effect imposes a –4 penalty to Level: Sor/Wiz 5
Components: V, S, M Armor Class and a –10 penalty on Reflex Components: V, S, M
Casting Time: 1 standard action saves, and it negates any AC bonus granted Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) by a shield the target holds. The dancing Range: Touch
Effect: 1-ft.-diameter/level sphere, subject provokes attacks of opportunity Effect: 5 ft. by 8 ft. opening, 10 ft. deep
each round on its turn.
centered around creatures or objects plus 5 ft. deep per three additional levels
Duration: 1 min./level (D) Overland Flight Duration: 1 hour/level (D)
Saving Throw: Reflex negates (object) Saving Throw: None
Spell Resistance: Yes (object) Transmutation Spell Resistance: No
Level: Sor/Wiz 5
This spell functions like Otiluke’s resilient Components: V, S You create a passage through wooden, plas-
sphere, with the addition that the creatures Range: Personal ter, or stone walls, but not through metal
or objects inside the globe are nearly Target: You or other harder materials. The passage is 10
weightless. Anything contained within an Duration: 1 hour/level feet deep plus an additional 5 feet deep per
Otiluke’s telekinetic sphere weighs only one- three caster levels above 9th (15 feet at
sixteenth of its normal weight. You can This spell functions like a fly spell, except 12th, 20 feet at 15th, and a maximum of 25
telekinetically lift anything in the sphere you can fly at a speed of 40 feet (30 feet if feet deep at 18th level). If the wall’s thick-
that normally weighs 5,000 pounds or less. wearing medium or heavy armor, or if ness is more than the depth of the passage
The telekinetic control extends from you carrying a medium or heavy load) with created, then a single passwall simply
out to medium range (100 feet + 10 feet per average maneuverability. When using this makes a niche or short tunnel. Several
caster level) after the sphere has succeeded spell for long-distance movement, you can passwall spells can then form a continuing
in encapsulating its contents. hustle without taking nonlethal damage (a passage to breach very thick walls. When
forced march still requires Constitution passwall ends, creatures within the passage
You can move objects or creatures in the checks). This means you can cover 64 are ejected out the nearest exit. If someone
sphere that weigh a total of 5,000 pounds miles in an eight-hour period of flight (or dispels the passwall or you dismiss it, crea-
or less by concentrating on the sphere. You 48 miles at a speed of 30 feet). See page 164 tures in the passage are ejected out the far
can begin moving a sphere in the round for more on overland movement. exit, if there is one, or out the sole exit if
after casting the spell. If you concentrate there is only one.
on doing so (a standard action), you can Owl’s Wisdom
move the sphere as much as 30 feet in a Material Component: A pinch of sesame
round. If you cease concentrating, the Transmutation seeds.
sphere does not move in that round (if on a Level: Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2
level surface) or descends at its falling rate Components: V, S, M/DF Pass without Trace
(if aloft) until it reaches a level surface, or Casting Time: 1 standard action
the spell’s duration expires, or you begin Range: Touch Transmutation
concentrating again. If you cease concen- Target: Creature touched Level: Drd 1, Rgr 1
trating (voluntarily or due to failing a Con- Duration: 1 min./level Components: V, S, DF
centration check), you can resume concen- Saving Throw: Will negates (harmless) Casting Time: 1 standard action
trating on your next turn or any later turn Spell Resistance: Yes Range: Touch
during the spell’s duration. Targets: One creature/level touched
The transmuted creature becomes wiser. Duration: 1 hour/level (D)
The sphere falls at a rate of only 60 feet The spell grants a +4 enhancement bonus Saving Throw: Will negates (harmless)
per round, which is not fast enough to to Wisdom, adding the usual benefit to Spell Resistance: Yes (harmless)
cause damage to the contents of the Wisdom-related skills. Clerics, druids,
sphere. paladins, and rangers (and other Wisdom- The subject or subjects can move through
based spellcasters) who receive owl’s any type of terrain—mud, snow, dust, or
You can move the sphere telekinetically wisdom do not gain any additional bonus the like—and leave neither footprints nor
even if you are in it. spells for the increased Wisdom, but the scent. Tracking the subjects is impossible
save DCs for their spells increase. by nonmagical means.
Material Component: A hemispherical
piece of clear crystal, a matching hemi- Arcane Material Component: A few feath- Permanency
spherical piece of gum arabic, and a pair of ers, or a pinch of droppings, from an owl.
small bar magnets. Universal
Owl’s Wisdom, Mass Level: Sor/Wiz 5
Otto’s Irresistible Dance Components: V, S, XP
Transmutation Casting Time: 2 rounds
Enchantment (Compulsion) [Mind- Level: Clr 6, Drd 6, Sor/Wiz 6 Range: See text
Affecting] Range: Close (25 ft. + 5 ft./2 levels) Target, Effect, or Area: See text
Target: One creature/level, no two of Duration: Permanent; see text
Level: Brd 6, Sor/Wiz 8 Saving Throw: None
Components: V which can be more than 30 ft. apart Spell Resistance: No
Casting Time: 1 standard action
Range: Touch This spell functions like owl’s wisdom, ex- This spell makes certain other spells per-
Target: Living creature touched cept that it affects multiple creatures. manent. Depending on the spell, you must
Duration: 1d4+1 rounds be of a minimum caster level and must
Saving Throw: None expend a number of XP. 259
Spell Resistance: Yes
You can make the following spells per-
The subject feels an undeniable urge to manent in regard to yourself.
dance and begins doing so, complete with
Minimum Spells cast on other creatures, objects, or You create a phantasmal image of the most
locations (not on you) are vulnerable to fearsome creature imaginable to the
Spell Caster Level XP Cost dispel magic as normal. subject simply by forming the fears of the
1,500 XP subject’s subconscious mind into some-
Arcane sight 11th The DM may allow other selected spells thing that its conscious mind can visualize:
500 XP to be made permanent. Researching this this most horrible beast. Only the spell’s
Comprehend languages 9th 1,000 XP possible application of a spell costs as subject can see the phantasmal killer. You
much time and money as independently see only a vague shape. The target first gets
Darkvision 10th 500 XP researching the selected spell (see the Dun- a Will save to recognize the image as
500 XP geon Master’s Guide for details). If the DM unreal. If that save fails, the phantasm
Detect magic 9th 1,000 XP has already determined that the touches the subject, and the subject must
1,500 XP application is not possible, the research succeed on a Fortitude save or die from
Read magic 9th automatically fails. Note that you never fear. Even if the Fortitude save is
learn what is possible except by the success successful, the subject takes 3d6 points of
See invisibility 10th or failure of your research. damage.
Tongues 11th XP Cost: See tables above. If the subject of a phantasmal killer attack
succeeds in disbelieving and is wearing a
CHAPTER 11: You cast the desired spell and then follow Permanent Image helm of telepathy, the beast can be turned
it with the permanency spell. You cannot upon you. You must then disbelieve it or
SPELLS cast these spells on other creatures. This Illusion (Figment) become subject to its deadly fear attack.
application of permanency can be dispelled Level: Brd 6, Sor/Wiz 6
only by a caster of higher level than you Effect: Figment that cannot extend Phantom Steed
were when you cast the spell.
beyond a 20-ft. cube + one 10-ft. Conjuration (Creation)
In addition to personal use, permanency cube/level (S) Level: Brd 3, Sor/Wiz 3
can be used to make the following spells Duration: Permanent (D) Components: V, S
permanent on yourself, another creature, Casting Time: 10 minutes
or an object (as appropriate). This spell functions like silent image, except Range: 0 ft.
that the figment includes visual, auditory, Effect: One quasi-real, horselike creature
Minimum olfactory, and thermal elements, and the Duration: 1 hour/level (D)
spell is permanent. By concentrating, you Saving Throw: None
Spell Caster Level XP Cost can move the image within the limits of Spell Resistance: No
the range, but it is static while you are not
Enlarge person 9th 500 XP concentrating. You conjure a Large, quasi-real, horselike
creature. The steed can be ridden only by
Magic fang 9th 500 XP Material Component: A bit of fleece plus you or by the one person for whom you
powdered jade worth 100 gp. specifically created the mount. A phantom
Magic fang, greater 11th 1,500 XP steed has a black head and body, gray mane
Persistent Image and tail, and smoke-colored, insubstantial
Rary’s telepathic bond1 13th 2,500 XP hooves that make no sound. It has what
Illusion (Figment) seems to be a saddle, bit, and bridle. It does
Reduce person 9th 500 XP Level: Brd 5, Sor/Wiz 5 not fight, but animals shun it and refuse to
Duration: 1 min./level (D) attack it.
Resistance 9th 500 XP
This spell functions like silent image, except The mount has an AC of 18 (–1 size, +4
1 Only bonds two creatures per casting of that the figment includes visual, auditory, natural armor, +5 Dex) and 7 hit points +1
olfactory, and thermal components, and hit point per caster level. If it loses all its
permanency. the figment follows a script determined by hit points, the phantom steed disappears. A
you. The figment follows that script phantom steed has a speed of 20 feet per
Additionally, the following spells can be without your having to concentrate on it. caster level, to a maximum of 240 feet. It
cast upon objects or areas only and ren- The illusion can include intelligible can bear its rider’s weight plus up to 10
dered permanent. speech if you wish. For instance, you could pounds per caster level.
create the illusion of several orcs playing
Minimum cards and arguing, culminating in a These mounts gain certain powers ac-
fistfight. cording to caster level. A mount’s abilities
Spell Caster Level XP Cost include those of mounts of lower caster
500 XP Material Component: A bit of fleece and levels. Thus, a mount created by a 12th-
Alarm 9th 3,000 XP several grains of sand. level caster has the 8th, 10th, and 12th
500 XP caster level abilities.
Animate objects 14th 500 XP Phantasmal Killer
1,500 XP 8th Level: The mount can ride over
Dancing lights 9th 1,000 XP Illusion (Phantasm) [Fear, Mind-Affecting] sandy, muddy, or even swampy ground
1,000 XP Level: Sor/Wiz 4 without difficulty or decrease in speed.
Ghost sound 9th 2,500 XP Components: V, S
Casting Time: 1 standard action 10th Level: The mount can use water walk
Gust of wind 11th 3,500 XP Range: Medium (100 ft. + 10 ft./level) at will (as the spell, no action required to
4,500 XP Target: One living creature activate this ability).
Invisibility 10th 4,000 XP Duration: Instantaneous
1,500 XP Saving Throw: Will disbelief (if inter- 12th Level: The mount can use air walk at
Magic mouth 10th 2,000 XP will (as the spell, no action required to
1,500 XP acted with), then Fortitude partial; activate this ability) for up to 1 round at a
Mordenkainen’s private 13th 4,000 XP see text time, after which it falls to the ground.
3,000 XP Spell Resistance: Yes
sanctum 4,000 XP
2,500 XP
Phase door 15th 3,000 XP
4,000 XP
Prismatic sphere 17th 3,500 XP
3,500 XP
Prismatic wall 16th 4,500 XP
2,000 XP
Shrink item 11th 2,500 XP
1,000 XP
Solid fog 12th
Stinking cloud 11th
Symbol of death 16th
Symbol of fear 14th
Symbol of insanity 16th
Symbol of pain 13th
Symbol of persuasion 14th
Symbol of sleep 16th
Symbol of stunning 15th
Symbol of weakness 15th
Teleportation circle 17th
Wall of fire 12th
Wall of force 13th
Web 10th
260
14th Level: The mount can fly at its speed Planar Ally, Greater day per caster level, requires a payment of CHAPTER 11:
(average maneuverability). 1,000 gp per HD.
Conjuration (Calling) [see text for lesser SPELLS
Phase Door planar ally] A nonhazardous task requires only half
the indicated payment, while an especially
Conjuration (Creation) Level: Clr 8 hazardous task might require a greater gift.
Level: Sor/Wiz 7, Travel 8 Effect: Up to three called elementals or Few if any creatures will accept a task that
Components: V seems suicidal (remember, a called
Casting Time: 1 standard action outsiders, totaling no more than 18 HD, creature actually dies when it is killed,
Range: 0 ft. no two of which can be more than 30 ft. unlike a summoned creature). However, if
Effect: Ethereal 5 ft. by 8 ft. opening, 10 ft. apart when they appear. the task is strongly aligned with the crea-
ture’s ethos, the DM may halve or even
deep + 5 ft. deep per three levels This spell functions like lesser planar ally, waive the payment. For instance, a celestial
Duration: One usage per two levels except that you may call a single creature creature called to battle demons might
Saving Throw: None of 18 HD or less, or up to three creatures of require a gift of only half the normal value.
Spell Resistance: No the same kind whose Hit Dice total no
more than 18. The creatures agree to help At the end of its task, or when the dura-
This spell creates an ethereal passage you and request your return payment tion bargained for expires, the creature
through wooden, plaster, or stone walls, together. returns to its home plane (after reporting
but not other materials. The phase door is back to you, if appropriate and possible).
invisible and inaccessible to all creatures XP Cost: 500 XP.
except you, and only you can use the Note: When you use a calling spell that
passage. You disappear when you enter the Planar Ally, Lesser calls an air, chaotic, earth, evil, fire, good,
phase door and appear when you exit. If you lawful, or water creature, it is a spell of that
desire, you can take one other creature Conjuration (Calling) [see text] type. For example, a lesser planar ally is a
(Medium or smaller) through the door. Level: Clr 4 fire spell when it calls a fire elemental.
This counts as two uses of the door. The Components: V, S, DF, XP
door does not allow light, sound, or spell Casting Time: 10 minutes XP Cost: 100 XP.
effects through it, nor can you see through Range: Close (25 ft. + 5 ft./2 levels)
it without using it. Thus, the spell can Effect: One called elemental or outsider of Planar Binding
provide an escape route, though certain
creatures, such as phase spiders, can follow 6 HD or less Conjuration (Calling) [see text for lesser
with ease. A gem of true seeing or similar Duration: Instantaneous planar binding]
magic reveals the presence of a phase door Saving Throw: None
but does not allow its use. Spell Resistance: No Level: Sor/Wiz 6
Components: V, S
A phase door is subject to dispel magic. If By casting this spell, you request your Targets: Up to three elementals or
anyone is within the passage when it is deity to send you an elemental or outsider
dispelled, he is harmlessly ejected just as if (of 6 HD or less) of the deity’s choice. If outsiders, totaling no more than 12 HD,
he were inside a passwall effect. you serve no particular deity, the spell is a no two of which can be more than 30 ft.
general plea answered by a creature shar- apart when they appear
You can allow other creatures to use the ing your philosophical alignment. If you
phase door by setting some triggering con- know an individual creature’s name, you This spell functions like lesser planar bind-
dition for the door. Such conditions can be may request that individual by speaking ing, except that you may call a single crea-
as simple or elaborate as you desire. They the name during the spell (though you ture of 12 HD or less, or up to three crea-
can be based on a creature’s name, identity, might get a different creature anyway). tures of the same kind whose Hit Dice
or alignment, but otherwise must be based total no more than 12. Each creature gets a
on observable actions or qualities. Intan- You may ask the creature to perform save, makes an independent attempt to
gibles such as level, class, Hit Dice, and hit one task in exchange for a payment from escape, and must be individually per-
points don’t qualify. you. Tasks might range from the simple suaded to aid you.
(fly us across the chasm, help us fight a
Phase door can be made permanent with battle) to the complex (spy on our enemies, Planar Binding, Greater
a permanency spell. protect us on our foray into the dungeon).
You must be able to communicate with the Conjuration (Calling) [see text for lesser
Planar Ally creature called in order to bargain for its planar binding]
services.
Conjuration (Calling) [see text for lesser Level: Sor/Wiz 8
planar ally] The creature called requires a payment Components: V, S
for its services. This payment can take a Targets: Up to three elementals or out-
Level: Clr 6 variety of forms, from donating gold or
Effect: One or two called elementals or magic items to an allied temple, to a gift siders, totaling no more than 18 HD, no
given directly to the creature, to some two of which can be more than 30 ft.
outsiders, totaling no more than 12 HD, other action on your part that matches the apart when they appear.
which cannot be more than 30 ft. apart creature’s alignment and goals. Regardless,
when they appear this payment must be made before the This spell functions like lesser planar bind-
creature agrees to perform any services. ing, except that you may call a single crea-
This spell functions like lesser planar ally, The bargaining takes at least 1 round, so ture of 18 HD or less, or up to three crea-
except you may call a single creature of 12 any actions by the creature begin in the tures of the same kind whose Hit Dice
HD or less, or two creatures of the same round after it arrives. total no more than 18. Each creature gets a
kind whose Hit Dice total no more than saving throw, makes independent attempts
12. The creatures agree to help you and A task taking up to 1 minute per caster to escape, and must be persuaded to aid
request your return payment together. level requires a payment of 100 gp per HD you individually.
of the creature called. For a task taking up
XP Cost: 250 XP. to 1 hour per caster level, the creature Planar Binding, Lesser
requires a payment of 500 gp per HD. A
long-term task, one requiring up to one Conjuration (Calling) [see text] 261
Level: Sor/Wiz 5
Components: V, S
Casting Time: 10 minutes venge. If you assign some open-ended task (400 feet + 40 feet per caster level) to
Range: Close (25 ft. + 5 ft./2 levels); see that the creature cannot complete though become thick and overgrown. The plants
its own actions (such as “Wait here” or entwine to form a thicket or jungle that
text “Defend this area against attack”), the spell creatures must hack or force a way
Target: One elemental or outsider with 6 remains in effect for a maximum of one through. Speed drops to 5 feet, or 10 feet
day per caster level, and the creature gains for Large or larger creatures. (The DM may
HD or less an immediate chance to break free. Note allow faster movement for very small or
Duration: Instantaneous that a clever recipient can subvert some very large creatures.) The area must have
Saving Throw: Will negates instructions. brush and trees in it for this spell to take
Spell Resistance: No and Yes; see text effect.
When you use a calling spell to call an
CHAPTER 11: Casting this spell attempts a dangerous act: air, chaotic, earth, evil, fire, good, lawful, or At your option, the area can be a 100-
to lure a creature from another plane to a water creature, it is a spell of that type. For foot-radius circle, a 150-foot-radius semi-
SPELLS specifically prepared trap, which must lie example, lesser planar binding is a water circle, or a 200-foot-radius quarter circle.
within the spell’s range. The called spell when you cast it to call a water ele- You may designate places within the area
creature is held in the trap until it agrees to mental. that are not affected.
perform one service in return for its
freedom. Plane Shift Enrichment: This effect targets plants
within a range of one-half mile, raising
To create the trap, you must use a magic Conjuration (Teleportation) their potential productivity over the
circle spell, focused inward. The kind of Level: Clr 5, Sor/Wiz 7 course of the next year to one-third above
creature to be bound must be known and Components: V, S, F normal.
stated. If you wish to call a specific indi- Casting Time: 1 standard action
vidual, you must use that individual’s Range: Touch Plant growth counters diminish plants.
proper name in casting the spell. Target: Creature touched, or up to eight This spell has no effect on plant crea-
tures.
The target creature is allowed a Will willing creatures joining hands
saving throw. If the saving throw succeeds, Duration: Instantaneous Poison
the creature resists the spell. If the saving Saving Throw: Will negates
throw fails, the creature is immediately Spell Resistance: Yes Necromancy
drawn to the trap (spell resistance does not Level: Clr 4, Drd 3
keep it from being called). The creature You move yourself or some other creature Components: V, S, DF
can escape from the trap with by to another plane of existence or alternate Casting Time: 1 standard action
successfully pitting its spell resistance dimension. If several willing persons link Range: Touch
against your caster level check, by dimen- hands in a circle, as many as eight can be Target: Living creature touched
sional travel, or with a successful Charisma affected by the plane shift at the same time. Duration: Instantaneous; see text
check (DC 15 + 1/2 your caster level + your Precise accuracy as to a particular arrival Saving Throw: Fortitude negates; see
Cha modifier). It can try each method once location on the intended plane is nigh
per day. If it breaks loose, it can flee or impossible. From the Material Plane, you text
attack you. A dimensional anchor cast on the can reach any other plane, though you Spell Resistance: Yes
creature prevents its escape via dimen- appear 5 to 500 miles (5d%) from your
sional travel. You can also employ a calling intended destination. Calling upon the venomous powers of nat-
diagram (see magic circle against evil, page ural predators, you infect the subject with
246) to make the trap more secure. Note: Plane shift transports creatures in- a horrible poison by making a successful
stantaneously and then ends. The creatures melee touch attack. The poison deals 1d10
If the creature does not break free of the need to find other means if they are to points of temporary Constitution damage
trap, you can keep it bound for as long as travel back. immediately and another 1d10 points of
you dare. You can attempt to compel the temporary Constitution damage 1 minute
creature to perform a service by describing Focus: A small, forked metal rod. The size later. Each instance of damage can be
the service and perhaps offering some sort and metal type dictates to which plane of negated by a Fortitude save (DC 10 + 1/2
of reward. You make a Charisma check existence or alternate dimension the spell your caster level + your Wis modifier).
opposed by the creature’s Charisma check. sends the affected creatures. Forked rods
The DM assigns your check a bonus of +0 keyed to certain planes or dimensions may Polar Ray
to +6 based on the nature of the service be difficult to come by, as decided by the
and the reward. If the creature wins the DM. Evocation [Cold]
opposed check, it refuses service. New Level: Sor/Wiz 8
offers, bribes, and the like can be made or Plant Growth Components: V, S, F
the old ones reoffered every 24 hours. This Casting Time: 1 standard action
process can be repeated until the creature Transmutation Range: Close (25 ft. + 5 ft./2 levels)
promises to serve, until it breaks free, or Level: Drd 3, Plant 3, Rgr 3 Effect: Ray
until you decide to get rid of it by means of Components: V, S, DF Duration: Instantaneous
some other spell. Impossible demands or Casting Time: 1 standard action Saving Throw: None
unreasonable commands are never agreed Range: See text Spell Resistance: Yes
to. If you roll a 1 on the Charisma check, Target or Area: See text
the creature breaks free of the binding and Duration: Instantaneous A blue-white ray of freezing air and ice
can escape or attack you. Saving Throw: None springs from your hand. You must succeed
Spell Resistance: No on a ranged touch attack with the ray to
Once the requested service is com- deal damage to a target. The ray deals 1d6
pleted, the creature need only so inform Plant growth has different effects depend- points of cold damage per caster level
you to be instantly sent back whence it ing on the version chosen. (maximum 25d6).
came. The creature might later seek re-
262 Overgrowth: This effect causes normal
vegetation (grasses, briars, bushes, creep-
ers, thistles, trees, vines) within long range
Focus: A small, white ceramic cone or Target: One creature, or one nonmagical overcome the damage reduction of certain
prism. object of up to 100 cu. ft./level
creatures.
Polymorph Duration: See text
Saving Throw: Fortitude negates (object); This spell can also be used to duplicate
Transmutation the effects of polymorph, flesh to stone, stone
Level: Sor/Wiz 4 see text to flesh, transmute mud to rock, transmute
Components: V, S, M Spell Resistance: Yes (object) water to dust, or transmute rock to mud.
Casting Time: 1 standard action
Range: Touch This spell functions like polymorph, except Arcane Material Component: Mercury,
Target: Willing living creature touched that it changes one object or creature into gum arabic, and smoke.
Duration: 1 min./level (D) another. The duration of the spell depends
Saving Throw: None on how radical a change is made from the Power Word Blind CHAPTER 11:
Spell Resistance: No original state to its enchanted state. The
DM determines the duration by using the Enchantment (Compulsion) [Mind- SPELLS
This spell functions like alter self, except following guidelines. Affecting]
that you change the willing subject into
another form of living creature. The new Increase to Level: Sor/Wiz 7, War 7
form may be of the same type as the sub- Components: V
ject or any of the following types: aber- Changed Subject Is: Duration Factor1 Casting Time: 1 standard action
ration, animal, dragon, fey, giant, Range: Close (25 ft. + 5 ft./2 levels)
humanoid, magical beast, monstrous hu- Same kingdom (animal, +5 Target: One creature with 200 hp or less
manoid, ooze, plant, or vermin. The as- Duration: See text
sumed form can’t have more Hit Dice than vegetable, mineral) Saving Throw: None
your caster level (or the subject’s HD, Spell Resistance: Yes
whichever is lower), to a maximum of 15 Same class (mammals, +2
HD at 15th level. You can’t cause a subject
to assume a form smaller than Fine, nor fungi, metals, etc.) You utter a single word of power that
can you cause a subject to assume an causes one creature of your choice to be-
incorporeal or gaseous form. The subject’s Same size +2 come blinded, whether the creature can
creature type and subtype (if any) change hear the word or not. The duration of the
to match the new form (see the Monster Related (twig is to tree, +2 spell depends on the target’s current hit
Manual for more information). point total. Any creature that currently has
wolf fur is to wolf, etc.) 201 or more hit points is unaffected by
Upon changing, the subject regains lost power word blind.
hit points as if it had rested for a night Same or lower Intelligence +2
(though this healing does not restore tem-
porary ability damage and provide other 1 Add all that apply. Look up the total on the
benefits of resting; and changing back does
not heal the subject further). If slain, the next table.
subject reverts to its original form, though
it remains dead. Duration Example Hit Points Duration
Factor Duration Pebble to human 50 or less Permanent
The subject gains the Strength, Dex- Marionette to human 51–100 1d4+1 minutes
terity, and Constitution scores of the new 0 20 minutes Human to marionette 101–200 1d4+1 rounds
form but retains its own Intelligence, 2 1 hour Lizard to manticore
Wisdom, and Charisma scores. It also gains 4 3 hours Sheep to wool coat Power Word Kill
all extraordinary special attacks possessed 5 12 hours Shrew to manticore
by the form (such as constrict, improved 6 2 days Manticore to shrew Enchantment (Compulsion) [Death,
grab, and poison) but does not gain the 7 1 week Mind-Affecting]
extraordinary special qualities possessed by 9+ Permanent
the new form (such as blindsense, fast Level: Sor/Wiz 9, War 9
healing, regeneration, and scent) or any Unlike polymorph, polymorph any object does Components: V
supernatural or spell-like abilities. grant the creature the Intelligence score of Casting Time: 1 standard action
its new form. If the original form didn’t Range: Close (25 ft. + 5 ft./2 levels)
Incorporeal or gaseous creatures are have a Wisdom or Charisma score, it gains Target: One living creature with 100 hp
immune to being polymorphed, and a crea- those scores as appropriate for the new
ture with the shapechanger subtype (such form. or less
as a lycanthrope or a doppelganger) can Duration: Instantaneous
revert to its natural form as a standard Damage taken by the new form can Saving Throw: None
action. result in the injury or death of the poly- Spell Resistance: Yes
morphed creature. For example, it is pos-
Material Component: An empty cocoon. sible to polymorph a creature into rock You utter a single word of power that in-
and then grind it to dust, causing damage, stantly kills one creature of your choice,
Polymorph Any Object perhaps even death. If the creature was whether the creature can hear the word or
changed to dust to start with, more not. Any creature that currently has 101 or
Transmutation creative methods to damage it would be more hit points is unaffected by power word
Level: Sor/Wiz 8, Trickery 8 needed. Perhaps you could use a gust of kill.
Components: V, S, M/DF wind spell to scatter the dust far and wide.
Casting Time: 1 standard action In general, damage occurs when the new Power Word Stun
Range: Close (25 ft. + 5 ft./2 levels) form is changed through physical force,
although the DM must adjudicate many of Enchantment (Compulsion) [Mind-
these situations. Affecting]
A nonmagical object cannot be made Level: Sor/Wiz 8, War 8
into a magic item with this spell. Magic Components: V
items aren’t affected by this spell. Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
This spell cannot create material of great Target: One creature with 150 hp or less
intrinsic value, such as copper, silver, Duration: See text
gems, silk, gold, platinum, mithral, or Saving Throw: None
adamantine. It also cannot reproduce the Spell Resistance: Yes
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 1d8 of Beam Effect
to become stunned, whether the creature children, and brighten dreary lives. Com-
can hear the word or not. The duration of mon tricks with prestidigitations include 1 Red 20 points fire damage
the spell depends on the target’s current producing tinklings of ethereal music, (Reflex half)
hit point total. Any creature that currently brightening faded flowers, creating glow-
has 151 or more hit points is unaffected by ing balls that float over your hand, gener- 2 Orange 40 points acid damage
power word stun. ating puffs of wind to flicker candles, (Reflex half)
spicing up aromas and flavors of bland
CHAPTER 11: Hit Points Duration food, and making little whirlwinds to 3 Yellow 80 points electricity damage
50 or less 4d4 rounds sweep dust under rugs. (Reflex half)
SPELLS 51–100 2d4 rounds
101–150 1d4 rounds Prismatic Sphere 4 Green Poison (Kills; Fortitude
partial, take 1d6 points of
Prayer Abjuration Con damage instead)
Level: Protection 9, Sor/Wiz 9, Sun 9
Enchantment (Compulsion) [Mind- Components: V 5 Blue Turned to stone (Fortitude
Affecting] Range: 10 ft. negates)
Effect: 10-ft.-radius sphere centered on
Level: Clr 3, Pal 3 6 Indigo Insane, as insanity spell (Will
Components: V, S, DF you negates)
Casting Time: 1 standard action
Range: 40 ft. This spell functions like prismatic wall, ex- 7 Violet Sent to another plane (Will
Area: All allies and foes within a 40-ft.- cept you conjure up an immobile, opaque negates)
globe of shimmering, multicolored light
radius burst centered on you that surrounds you and protects you from 8 Struck by two rays; roll twice
Duration: 1 round/level all forms of attack. The sphere flashes in all more, ignoring any “8”
Saving Throw: None colors of the visible spectrum. results.
Spell Resistance: Yes
The sphere’s blindness effect on creatures Prismatic Wall
You bring special favor upon yourself and with less than 8 HD lasts 2d4×10 minutes.
your allies while bringing disfavor to your Abjuration
enemies. You and your each of your allies You can pass into and out of the pris- Level: Sor/Wiz 8
gain a +1 luck bonus on attack rolls, matic sphere and remain near it without Components: V, S
weapon damage rolls, saves, and skill harm. However, when you’re inside it, the Casting Time: 1 standard action
checks, while each of your foes takes a –1 sphere blocks any attempt to project Range: Close (25 ft. + 5 ft./2 levels)
penalty on such rolls. something through the sphere (including Effect: Wall 4 ft./level wide, 2 ft./level
spells). Other creatures that attempt to
Prestidigitation attack you or pass through suffer the high
effects of each color, one at a time. Duration: 10 min./level (D)
Universal Saving Throw: See text
Level: Brd 0, Sor/Wiz 0 Typically, only the upper hemisphere of Spell Resistance: See text
Components: V, S the globe will exist, since you are at the
Casting Time: 1 standard action center of the sphere, so the lower half is Prismatic wall creates a vertical, opaque
Range: 10 ft. usually excluded by the floor surface you wall—a shimmering, multicolored plane
Target, Effect, or Area: See text are standing on. of light that protects you from all forms of
Duration: 1 hour attack. The wall flashes with seven colors,
Saving Throw: See text The colors of the sphere have the same each of which has a distinct power and
Spell Resistance: No effects as the colors of a prismatic wall. purpose. The wall is immobile, and you can
pass through and remain near the wall
264 Prestidigitations are minor tricks that Prismatic sphere can be made permanent without harm. However, any other
novice spellcasters use for practice. Once with a permanency spell. creature with less than 8 HD that is within
cast, a prestidigitation spell enables you to 20 feet of the wall is blinded for 2d4
perform simple magical effects for 1 hour. Prismatic Spray rounds by the colors if it looks at the wall.
The effects are minor and have severe lim-
itations. A prestidigitation can slowly lift 1 Evocation The wall’s maximum proportions are 4
pound of material. It can color, clean, or Level: Sor/Wiz 7 feet wide per caster level and 2 feet high
soil items in a 1-foot cube each round. It Components: V, S per caster level. A prismatic wall spell cast
can chill, warm, or flavor 1 pound of non- Casting Time: 1 standard action to materialize in a space occupied by a
living material. It cannot deal damage or Range: 60 ft. creature is disrupted, and the spell is
affect the concentration of spellcasters. Area: Cone-shaped burst wasted.
Prestidigitation can create small objects, but Duration: Instantaneous
they look crude and artificial. The Saving Throw: See text Each color in the wall has a special
materials created by a prestidigitation spell Spell Resistance: Yes effect. The accompanying table shows the
are extremely fragile, and they cannot be seven colors of the wall, the order in which
used as tools, weapons, or spell compo- This spell causes seven shimmering, in- they appear, their effects on creatures
nents. Finally, a prestidigitation lacks the tertwined, multicolored beams of light to trying to attack you or pass through the
power to duplicate any other spell effects. spray from your hand. Each beam has a wall, and the magic needed to negate each
Any actual change to an object (beyond different power. Creatures in the area of color.
just moving, cleaning, or soiling it) persists the spell with 8 HD or less are automati-
only 1 hour. cally blinded for 2d4 rounds. Every crea- The wall can be destroyed, color by
ture in the area is randomly struck by one color, in consecutive order, by various
or more beams, which have additional magical effects; however, the first color
effects. must be brought down before the second
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
enemies. You can strike an opponent with CHAPTER 11:
a melee touch attack, dealing fire damage
equal to 1d6 +1 point per caster level SPELLS
(maximum +5). Alternatively, you can 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 underwater.
Programmed Image
Illusion (Figment)
Level: Brd 6, Sor/Wiz 6
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, except Illus. by D. Martin
that this spell’s figment activates when a
Prismatic Wall specific condition occurs. The figment
includes visual, auditory, olfactory, and
Color Order Effect of Color Negated By thermal elements, including intelligible
speech.
Red 1st Stops nonmagical ranged weapons. Cone of cold
You set the triggering condition (which
Deals 20 points of fire damage (Reflex half). may be a special word) when casting the
spell. The event that triggers the illusion
Orange 2nd Stops magical ranged weapons. Gust of wind can be as general or as specific and detailed
as desired but must be based on an audible,
Yellow Deals 40 points of acid damage (Reflex half). Disintegrate tactile, olfactory, or visual trigger. The
3rd Stops poisons, gases, and petrification. trigger cannot be based on some quality
not normally obvious to the senses, such as
Deals 80 points of electricity damage (Reflex half). alignment. (See magic mouth for more
details about such triggers.)
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
Indigo Turned to stone (Fortitude negates). Daylight Illusion (Shadow)
6th Stops all spells. Level: Brd 6, Sor/Wiz 7
Components: V, S, M
Violet Will save or become insane (as insanity spell). Dispel magic Casting Time: 1 standard action
7th Energy field destroys all objects and effects.1 Range: Medium (100 ft. + 10 ft./level)
Effect: One shadow duplicate
Creatures sent to another plane (Will negates). Duration: 1 round/level (D)
Saving Throw: Will disbelief (if
1 The violet effect makes the special effects of the other six colors redundant, but these six effects are
included here because certain magic items can create prismatic effects one color at a time, and interacted with)
Spell Resistance: No
spell resistance might render some colors ineffective (see above).
You tap energy from the Plane of Shadow
effective against a prismatic wall, but the Range: 0 ft. to create a quasi-real, illusory version of
caster level check must be repeated for Effect: Flame in your palm yourself. The projected image looks,
each color present. Duration: 1 min./level (D) sounds, and smells like you but is intan-
Saving Throw: None gible. The projected image mimics your
Prismatic wall can be made permanent Spell Resistance: Yes actions (including speech) unless you
with a permanency spell. direct it to act differently (which is a move
action).
Produce Flame Flames as bright as a torch appear in your
open hand. The flames harm neither you
Evocation [Fire] nor your equipment.
Level: Drd 1, Fire 2 In addition to providing illumination,
Components: V, S the flames can be hurled or used to touch
Casting Time: 1 standard action
265
CHAPTER 11: You can see through its eyes and hear Range: Touch 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
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
image as if they had succeeded on their Note: Protection from energy overlaps (and Abjuration [Evil]
Will save. does not stack with) resist energy. If a Level: Clr 1, Evil 1, Sor/Wiz 1
character is warded by protection from energy
You must maintain line of effect to the and resist energy, the protection spell absorbs This spell functions like protection from evil,
projected image at all times. If your line of damage until its power is exhausted. except that the deflection and resistance
effect is obstructed, the spell ends. If you bonuses apply to attacks from good
use dimension door, teleport, plane shift, or a Protection from Evil creatures, and good summoned creatures
similar spell that breaks your line of effect, cannot touch the subject.
even momentarily, the spell ends. Abjuration [Good]
Level: Clr 1, Good 1, Pal 1, Sor/Wiz 1 Protection from Law
Material Component: A small replica of Components: V, S, M/DF
you (a doll), which costs 5 gp to create. Casting Time: 1 standard action Abjuration [Chaotic]
Range: Touch Level: Chaos 1, Clr 1, Sor/Wiz 1
Protection from Arrows Target: Creature touched
Duration: 1 min./level (D) This spell functions like protection from evil,
Abjuration Saving Throw: Will negates (harmless) except that the deflection and resistance
Level: Sor/Wiz 2 Spell Resistance: No; see text bonuses apply to attacks from lawful
Components: V, S, F creatures, and lawful summoned creatures
Casting Time: 1 standard action This spell wards a creature from attacks by cannot touch the subject.
Range: Touch evil creatures, from mental control, and
Target: Creature touched from summoned creatures. It creates a Protection from Spells
Duration: 1 hour/level or until magical barrier around the subject at a
distance of 1 foot. The barrier moves with Abjuration
discharged the subject and has three major effects. Level: Magic 8, Sor/Wiz 8
Saving Throw: Will negates (harmless) Components: V, S, M, F
Spell Resistance: Yes (harmless) First, the subject gains a +2 deflection Casting Time: 1 standard action
bonus to AC and a +2 resistance bonus on Range: Touch
The warded creature gains resistance to saves. Both these bonuses apply against Targets: Up to one creature touched per
ranged weapons. The subject gains damage attacks made or effects created by evil
reduction 10/magic against ranged creatures. four levels
weapons. (This spell doesn’t grant you the Duration: 10 min./level
ability to damage creatures with similar Second, the barrier blocks any attempt Saving Throw: Will negates (harmless)
damage reduction.) Once the spell has to possess the warded creature (by a magic Spell Resistance: Yes (harmless)
prevented a total of 10 points of damage jar attack, for example) or to exercise
per caster level (maximum 100 points), it is mental control over the creature (include- The subject gains a +8 resistance bonus on
discharged. ing enchantment (charm) effects and saving throws against spells and spell-like
enchantment (compulsion) effects that abilities (but not against supernatural and
Focus: A piece of shell from a tortoise or grant the caster ongoing control over the extraordinary abilities).
a turtle. subject, such as dominate person). The pro-
tection does not prevent such effects from Material Component: A diamond of at
Protection from Chaos targeting the protected creature, but it least 500 gp value, which must be crushed
suppresses the effect for the duration of and sprinkled over the targets.
Abjuration [Lawful] the protection from evil effect. If the protec-
Level: Clr 1, Law 1, Pal 1, Sor/Wiz 1 tion from evil effect ends before the effect Focus: One 1,000 gp diamond per crea-
granting mental control does, the would- ture to be granted the protection. Each
This spell functions like protection from evil, be controller would then be able to men- subject must carry one such gem for the
except that the deflection and resistance tally command the controlled creature. duration of the spell. If a subject loses the
bonuses apply to attacks from chaotic Likewise, the barrier keeps out a possess- gem, the spell ceases to affect him.
creatures, and chaotic summoned ing life force but does not expel one if it is
creatures cannot touch the subject. in place before the spell is cast. This Prying Eyes
second effect works regardless of align-
Protection from Energy ment. Divination
Level: Sor/Wiz 5
Abjuration Third, the spell prevents bodily contact Components: V, S, M
Level: Clr 3, Drd 3, Luck 3, Protection 3, by summoned creatures. This causes the Casting Time: 1 minute
natural weapon attacks of such creatures to Range: One mile
Rgr 2, Sor/Wiz 3 Effect: Ten or more levitating eyes
Components: V, S, DF
266 Casting Time: 1 standard action
Duration: 1 hour/level; see text (D) 1 hour of recorded images. After relaying Saving Throw: Will negates or Fortitude
Saving Throw: None its findings, an eye disappears. negates; see text
Spell Resistance: No
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.
ble magical orbs (called “eyes”) equal to However, your link with the eye is such Pyrotechnics turns a fire into either a burst CHAPTER 11:
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 direct stroyed because it wandered out of range choking smoke, depending on the version SPELLS
them when casting the spell. Each eye can or because of some other event. you choose.
see 120 feet (normal vision only) in all
directions. The eyes exist for up to 1 hour per caster Fireworks: The fireworks are a flashing,
level or until they return to you. Dispel fiery, momentary burst of glowing, colored
While the individual eyes are quite magic can destroy eyes. Roll separately for aerial lights. This effect causes creatures
fragile, they’re small and difficult to spot. each eye caught in an area dispel. Of within 120 feet of the fire source to
Each eye is a Fine construct, about the size course, if an eye is sent into darkness, it become blinded for 1d4+1 rounds (Will
of a small apple, that has 1 hit point, AC 18 could hit a wall or similar obstacle and negates). These creatures must have line of
(+8 bonus for its size), flies at a speed of 30 destroy itself. sight to the fire to be affected. Spell
feet with perfect maneuverability, and has resistance can prevent blindness.
a +16 Hide modifier. It has a Spot modifier Material Component: A handful of crystal
equal to your caster level (maximum +15) marbles. Smoke Cloud: A writhing stream of
and is subject to illusions, darkness, fog, smoke billows out from the source, form-
and any other factors that would affect Prying Eyes, Greater ing a choking cloud. The cloud spreads 20
your ability to receive visual information feet in all directions and lasts for 1 round
about your surroundings. An eye traveling Divination per caster level. All sight, even darkvision,
through darkness must find its way by Level: Sor/Wiz 8 is ineffective in or through the cloud. All
touch. within the cloud take –4 penalties to
This spell functions like prying eyes, except Strength and Dexterity (Fortitude
When you create the eyes, you specify that the eyes can see all things as they negates). These effects last for 1d4+1
instructions you want them to follow in a actually are, just as if they had true seeing rounds after the cloud dissipates or after
command of no more than twenty-five with a range of 120 feet. Thus, they can the creature leaves the area of the cloud.
words. Any knowledge you possess is navigate darkened areas at full normal Spell resistance does not apply.
known by the eyes as well, so if you know, speed. Also, a greater prying eye’s maximum
for example, what a typical merchant looks Spot modifier is +25 instead of +15. Material Component: The spell uses one
like, the eyes do as well. fire source, which is immediately extin-
Purify Food and Drink guished. A fire so large that it exceeds a 20-
A sample command: “Surround me at a foot cube is only partly extinguished.
range of four hundred feet and return if Transmutation Magical fires are not extinguished, al-
you spot any dangerous creatures.” The Level: Clr 0, Drd 0 though a fire-based creature (such as a fire
phrase “Surround me” directs the eyes to Components: V, S elemental) used as a source takes 1 point of
form an equally spaced, horizontal ring at Casting Time: 1 standard action damage per caster level.
whatever range you indicate, and then Range: 10 ft.
move with you. As eyes return or are Target: 1 cu. ft./level of contaminated Quench
destroyed, the rest automatically space
themselves to compensate. In the case of food and water Transmutation
this sample command, an eye returns only Duration: Instantaneous Level: Drd 3
if it spots a creature you would regard as Saving Throw: Will negates (object) Components: V, S, DF
dangerous. A “peasant” that is actually a Spell Resistance: Yes (object) Casting Time: 1 standard action
shapechanged dragon wouldn’t trigger an Range: Medium (100 ft. + 10 ft./level)
eye’s return. Ten eyes can form a ring with This spell makes spoiled, rotten, poison- Area or Target: One 20-ft. cube/level (S)
a radius of 400 feet and between them- ous, or otherwise contaminated food and
selves see everything that crosses the ring. water pure and suitable for eating and or one fire-based magic item
drinking. This spell does not prevent sub- Duration: Instantaneous
Another sample command: “Spread out sequent natural decay or spoilage. Unholy Saving Throw: None or Will negates
and search the town for Arweth. Follow water and similar food and drink of sig-
him for three minutes, staying out of sight, nificance is spoiled by purify food and drink, (object)
and then return.” The phrase “Spread out” but the spell has no effect on creatures of Spell Resistance: No or Yes (object)
directs the eyes to move away from you in any type nor upon magic potions.
all directions. In this case, each eye would Quench is often used to put out forest fires 267
separately follow Arweth for three minutes Note: Water weighs about 8 pounds per and other conflagrations. It extinguishes
once it spots him. gallon. One cubic foot of water contains all nonmagical fires in its area. The spell
roughly 8 gallons and weighs about 60 also dispels any fire spells in its area,
Other commands that might be useful pounds. though you must succeed on a dispel
include having eyes form a line in a certain check (1d20 +1 per caster level, maximum
manner, making them move at random Pyrotechnics +15) against each spell to dispel it. The DC
within a certain range, or having them to dispel such spells is 11 + the caster level
follow a certain type of creature. The DM Transmutation of the fire spell.
is the final judge of the suitability of your Level: Brd 2, Sor/Wiz 2
directions. Components: V, S, M Each elemental (fire) creature within
Casting Time: 1 standard action the area of a quench spell takes 1d6 points
In order to report their findings, the Range: Long (400 ft. + 40 ft./level) of damage per caster level (maximum
eyes must return to your hand. Each re- Target: One fire source, up to a 20-ft. 15d6, no save allowed).
plays in your mind all it has seen during its
existence. It takes an eye 1 round to replay cube Alternatively, you can target the spell on
Duration: 1d4+1 rounds, or 1d4+1 a single magic item that creates or controls
flame, such as a wand of fireball or a flaming
rounds after creatures leave the smoke burst sword. The item loses all its fire-based
cloud; see text
magical abilities for 1d4 hours unless it The spell does not affect sightless crea- can’t be raised. The spell cannot bring back
succeeds on a Will save. (Artifacts are tures. a creature that has died of old age.
immune to this effect.)
Verbal Component: A wizard or sorcerer Material Component: Diamonds worth a
CHAPTER 11: Rage need not utter a sound to cast this spell, total of least 5,000 gp.
but a bard must sing, play music, or recite a
SPELLS Enchantment (Compulsion) [Mind- rhyme as a verbal component. Rary’s Mnemonic Enhancer
Affecting]
Material Component: A piece of phos- Transmutation
Level: Brd 2, Sor/Wiz 3 phor. Level: Wiz 4
Components: V, S Components: V, S, M, F
Casting Time: 1 standard action Focus: A crystal prism. Casting Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level) Range: Personal
Targets: One willing living creature per Raise Dead Target: You
Duration: Instantaneous
three levels, no two of which may be Conjuration (Healing)
more than 30 ft. apart Level: Clr 5 Casting this spell allows you to prepare
Duration: Concentration + 1 Components: V, S, M, DF additional spells or retain spells recently
round/level (D) Casting Time: 1 minute cast. Pick one of these two versions when
Saving Throw: None Range: Touch the spell is cast.
Spell Resistance: Yes Target: Dead creature touched
Duration: Instantaneous Prepare: You prepare up to three addi-
Each affected creature gains a +2 morale Saving Throw: None; see text tional levels of spells (such as three 1st-
bonus to Strength and Constitution, a +1 Spell Resistance: Yes (harmless) level spells, a 2nd- and a 1st-level spell, or a
morale bonus on Will saves, and a –2 3rd-level spell). A cantrip counts as 1/2
penalty to AC. The effect is otherwise You restore life to a deceased creature. You level for this purpose. You prepare and cast
identical with a barbarian’s rage (see page can raise a creature that has been dead for these spells normally.
25), except that the subjects aren’t fatigued no longer than one day per caster level. In
at the end of the rage. addition, the subject’s soul must be free Retain: You retain any spell of 3rd level
and willing to return (see Bringing Back or lower that you had cast up to 1 round
Rainbow Pattern the Dead, page 171). If the subject’s soul is before you started casting the mnemonic
not willing to return, the spell does not enhancer. This restores the previously cast
Illusion (Pattern) [Mind-Affecting] work; therefore, a subject that wants to spell to your mind.
Level: Brd 4, Sor/Wiz 4 return receives no saving throw.
Components: V (Brd only), S, M, F; see In either event, the spell or spells pre-
Coming back from the dead is an ordeal. pared or retained fade after 24 hours (if not
text The subject of the spell loses one level (or cast).
Casting Time: 1 standard action 1 Hit Die) when it is raised, just as if it had
Range: Medium (100 ft. + 10 ft./level) lost a level or a Hit Die to an energy- Material Component: A piece of string,
Effect: Colorful lights with a 20-ft.- draining creature. If the subject is 1st level, and ink consisting of squid secretion with
it loses 2 points of Constitution instead (if black dragon’s blood.
radius spread this would reduce its Con to 0 or less, it
can’t be raised). This level/HD loss or Focus: An ivory plaque of at least 50 gp
Duration: Concentration +1 round/ Constitution loss cannot be repaired by value.
level (D) any means. A character who died with
spells prepared has a 50% chance of losing Rary’s Telepathic Bond
Saving Throw: Will negates any given spell upon being raised, in
Spell Resistance: Yes addition to losing spells for losing a level. Divination
A spellcasting creature that doesn’t prepare Level: Sor/Wiz 5
268 A glowing, rainbow-hued pattern of in- spells (such as a sorcerer) has a 50% chance Components: V, S, M
terweaving colors fascinates those within of losing any given unused spell slot as if it Casting Time: 1 standard action
it. Rainbow pattern fascinates a maximum of had been used to cast a spell, in addition to Range: Close (25 ft. + 5 ft./2 levels)
24 Hit Dice of creatures. Creatures with losing spell slots for losing a level. Targets: You plus one willing creature
the fewest HD are affected first. Among
creatures with equal HD, those who are A raised creature has a number of hit per three levels, no two of which can
closest to the spell’s point of origin are points equal to its current Hit Dice. Any be more than 30 ft. apart
affected first. An affected creature that fails ability scores damaged to 0 are raised to 1. Duration: 10 min./level (D)
its saves is fascinated by the pattern. Normal poison and normal disease are Saving Throw: None
cured in the process of raising the subject, Spell Resistance: No
With a simple gesture (a free action), but magical diseases and curses are not
you can make the rainbow pattern move undone. While the spell closes mortal You forge a telepathic bond among your-
up to 30 feet per round (moving its effect- wounds and repairs lethal damage of most self and a number of willing creatures,
tive point of origin). All fascinated crea- kinds, the body of the creature to be raised each of which must have an Intelligence
tures follow the moving rainbow of light, must be whole. Otherwise, missing parts score of 3 or higher. Each creature in-
trying to get or remain within the effect. are still missing when the creature is cluded in the link is linked to all the
Fascinated creatures who are restrained brought back to life. None of the dead others. The creatures can communicate
and removed from the pattern still try to creature’s equipment or possessions are telepathically through the bond regardless
follow it. If the pattern leads its subjects affected in any way by this spell. of language. No special power or influence
into a dangerous area (through flame, off a is established as a result of the bond. Once
cliff, or the like), each fascinated creature A creature who has been turned into an the bond is formed, it works over any
gets a second save. If the view of the lights undead creature or killed by a death effect distance (although not from one plane to
is completely blocked (by an obscuring mist can’t be raised by this spell. Constructs, ele- another).
spell, for instance), creatures who can’t see mentals, outsiders, and undead creatures
them are no longer affected. If desired, you may leave yourself out of
the telepathic bond forged. This decision
must be made at the time of casting.
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 humanoid creature, halving its height,
only bonds two creatures per casting of Divination length, and width and dividing its weight SPELLS
permanency. Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, by 8. This decrease changes the creature’s
size category to the next smaller one. The
Material Component: Pieces of eggshell Sor/Wiz 0 target gains a +2 size bonus to Dexterity, a
from two different kinds of creatures. Components: V, S, F –2 size penalty to Strength (to a minimum
Casting Time: 1 standard action of 1), and a +1 bonus on attack rolls and AC
Ray of Enfeeblement Range: Personal due to its reduced size.
Target: You
Necromancy Duration: 10 min./level A Small humanoid creature whose size
Level: Sor/Wiz 1 decreases to Tiny has a space of 2-1/2 feet
Components: V, S By means of read magic, you can decipher and a natural reach of 0 feet (meaning that
Casting Time: 1 standard action magical inscriptions on objects—books, it must enter an opponent’s square to
Range: Close (25 ft. + 5 ft./2 levels) scrolls, weapons, and the like—that would attack). A Large humanoid creature whose
Effect: Ray otherwise be unintelligible. This size decreases to Medium has a space of 5
Duration: 1 min./level deciphering does not normally invoke the feet and a natural reach of 5 feet. This spell
Saving Throw: None magic contained in the writing, although it doesn’t change the target’s speed.
Spell Resistance: Yes may do so in the case of a cursed scroll.
Furthermore, once the spell is cast and you All equipment worn or carried by a
A coruscating ray springs from your hand. have read the magical inscription, you are creature is similarly reduced by the spell.
You must succeed on a ranged touch attack thereafter able to read that particular Melee and projectile weapons deal less
to strike a target. The subject takes a writing without recourse to the use of read damage (see Table 2–3 in the Dungeon
penalty to Strength equal to 1d6+1 per two magic. You can read at the rate of one page Master’s Guide). Other magical properties
caster levels (maximum 1d6+5). The (250 words) per minute. The spell allows are not affected by this spell. Any reduced
subject’s Strength score cannot drop below you to identify a glyph of warding with a DC item that leaves the reduced creature’s pos-
1. 13 Spellcraft check, a greater glyph of session (including a projectile or thrown
warding with a DC 16 Spellcraft check, or weapon) instantly returns to its normal
Ray of Exhaustion any symbol spell with a Spellcraft check size. This means that thrown weapons deal
(DC 10 + spell level). their normal damage (projectiles deal
Necromancy damage based on the size of the weapon
Level: Sor/Wiz 3 Read magic can be made permanent with that fired them).
Components: V, S, M a permanency spell.
Casting Time: 1 standard action Multiple magical effects that reduce size
Range: Close (25 ft. + 5 ft./2 levels) Focus: A clear crystal or mineral prism. do not stack, which means (among other
Effect: Ray things) that you can’t use a second casting
Duration: 1 min./level Reduce Animal of this spell to further reduce the size of as
Saving Throw: Fortitude partial; see text humanoid that’s still under the effect of
Spell Resistance: Yes Transmutation the first casting.
Level: Drd 2, Rgr 3
A black ray projects from your pointing Components: V, S Reduce person counters and dispels en-
finger. You must succeed on a ranged Casting Time: 1 standard action large person.
touch attack with the ray to strike a target. Range: Touch
The subject is immediately exhausted for Target: One willing animal of Small, Reduce person can be made permanent
the spell’s duration. A successful Fortitude with a permanency spell.
save means the creature is only fatigued. A Medium, Large, or Huge size
character that is already fatigued instead Duration: 1 hour/level (D) Material Component: A pinch of pow-
becomes exhausted. Saving Throw: None dered iron.
Spell Resistance: No
This spell has no effect on a creature Reduce Person, Mass
that is already exhausted. Unlike normal This spell functions like reduce person, ex-
exhaustion or fatigue, the effect ends as cept that it affects a single willing animal Transmutation
soon as the spell’s duration expires. (not one with which you are engaged in Level: Sor/Wiz 4
combat, for instance). This decrease in size Target: One humanoid creature/level,
Material Component: A drop of sweat. allows the animal to fit better into tight
spaces, such as the typical dungeon room no two of which can be more than 30
Ray of Frost or subterranean passage. Reduce the ft. apart
damage dealt by the animal’s natural
Evocation [Cold] attacks as shown on Table 2–3 in the Dun- This spell functions like reduce person, ex-
Level: Sor/Wiz 0 geon Master’s Guide. cept that it affects multiple creatures.
Components: V, S
Casting Time: 1 standard action Reduce Person Refuge
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray Transmutation Conjuration (Teleportation)
Duration: Instantaneous Level: Sor/Wiz 1 Level: Clr 7, Sor/Wiz 9
Saving Throw: None Components: V, S, M Components: V, S, M
Spell Resistance: Yes Casting Time: 1 round Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) Range: Touch
A ray of freezing air and ice projects from Target: One humanoid creature Target: Object touched
your pointing finger. You must succeed on Duration: 1 min./level (D) Duration: Permanent until discharged
a ranged touch attack with the ray to deal Saving Throw: Fortitude negates Saving Throw: None
damage to a target. The ray deals 1d3 Spell Resistance: Yes Spell Resistance: No
points of cold damage.
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 +2 +2
eled rod, a gem, or the like. This object Saving Throw: None; see text 02–13 Bugbear +4 +0 +2
contains the power to instantly transport Spell Resistance: Yes (harmless) 14–25 +2 –2
its possessor across any distance within the 26 Dwarf +0 +0 +2
same plane to your abode. Once the item is With this spell, you bring back a dead 27–38 +0 +2
transmuted, you must give it willingly to a creature in another body, provided that its 39–42 Elf +0 +2 +0
creature and at the same time inform it of a death occurred no more than one week 43–52 +0 +0
command word to be spoken when the before the casting of the spell and the sub- 53–62 Gnoll +4 +0 +0
item is used. To make use of the item, the ject’s soul is free and willing to return (see 63–74 +2 +0
subject speaks the command word at the Bringing Back the Dead, page 171). If the 75–89 Gnome –2 +0 +0
same time that it rends or breaks the item subject’s soul is not willing to return, the 90–93 +2 –2
(a standard action). When this is done, the spell does not work; therefore, a subject 94 Goblin –2 +0 +2
individual and all objects it is wearing and that wants to return receives no saving 95–98 +0 +0
carrying (to a maximum of the character’s throw. 99 Half-elf +0 –2 +4
heavy load) are instantly transported to 100 ??
your abode. No other creatures are affected Since the dead creature is returning in a Half-orc +2
(aside from a familiar that is touching the new body, all physical ills and afflictions
CHAPTER 11: subject). are repaired. The condition of the remains Halfling –2
is not a factor. So long as some small por-
SPELLS You can alter the spell when casting it so tion of the creature’s body still exists, it can Human +0
that it transports you to within 10 feet of be reincarnated, but the portion receiving
the possessor of the item when it is broken the spell must have been part of the Kobold –4
and the command word spoken. You will creature’s body at the time of death. The
have a general idea of the location and magic of the spell creates an entirely new Lizardfolk +2
situation of the item possessor at the time young adult body for the soul to inhabit
the refuge spell is discharged, but once you from the natural elements at hand. This Orc +4
decide to alter the spell in this fashion, you process takes 1 hour to complete. When
have no choice whether or not to be the body is ready, the subject is rein- Troglodyte +0
transported. carnated.
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 attack The reincarnated creature gains all abilities
Regenerate bonus, base save bonuses, and hit points associated with its new form, including
are unchanged. Strength, Dexterity, and forms of movement and speeds, natural
Conjuration (Healing) Constitution scores depend partly on the armor, natural attacks, extraordinary
Level: Clr 7, Drd 9, Healing 7 new body. First eliminate the subject’s abilities, and the like, but it doesn’t auto-
Components: V, S, DF racial adjustments (since it is no longer of matically speak the language of the new
Casting Time: 3 full rounds his previous race) and then apply the form. Refer to the Monster Manual for
Range: Touch adjustments found below to its remaining details.
Target: Living creature touched ability scores. The subject’s level (or Hit
Duration: Instantaneous Dice) is reduced by 1. If the subject was 1st A wish or a miracle spell can restore a re-
Saving Throw: Fortitude negates (harm- level, its new Constitution score is reduced incarnated character to his or her original
by 2. (If this reduction would put its Con at form.
less) 0 or lower, it can’t be reincarnated). This
Spell Resistance: Yes (harmless) level/HD loss or Constitution loss cannot Material Component: Rare oils and un-
be repaired by any means. guents worth a total of least 1,000 gp,
The subject’s severed body members (fin- spread over the remains.
gers, toes, hands, feet, arms, legs, tails, or It’s possible for the change in the sub-
even heads of multiheaded creatures), bro- ject’s ability scores to make it difficult for it Remove Blindness/Deafness
ken bones, and ruined organs grow back. to pursue its previous character class. If
After the spell is cast, the physical regener- this is the case, the subject is well advised Conjuration (Healing)
ation is complete in 1 round if the severed to become a multiclass character. Level: Clr 3, Pal 3
members are present and touching the Components: V, S
creature. It takes 2d10 rounds otherwise. For a humanoid creature, the new in- Casting Time: 1 standard action
carnation is determined using the follow- Range: Touch
Regenerate also cures 4d8 points of dam- ing table. For nonhumanoid creatures, the Target: Creature touched
age +1 point per caster level (maximum DM should create a similar table of Duration: Instantaneous
+35), rids the subject of exhaustion and/or creatures of the same type or simply Saving Throw: Fortitude negates (harm-
fatigue, and eliminates all nonlethal choose the new form.
damage the subject has taken. It has no less)
effect on nonliving creatures (including A creature that has been turned into an Spell Resistance: Yes (harmless)
undead). undead creature or killed by a death effect
can’t be returned to life by this spell. Con- Remove blindness/deafness cures blindness or
Reincarnate structs, elementals, outsiders, and undead deafness (your choice), whether the effect
creatures can’t be reincarnated. The spell is normal or magical in nature. The spell
Transmutation cannot bring back a creature who has died does not restore ears or eyes that have been
Level: Drd 4 of old age. lost, but it repairs them if they are
Components: V, S, M, DF damaged.
Casting Time: 10 minutes
Remove blindness/deafness counters and
270 Range: Touch 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)
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 or third your level cannot penetrate the bar- SPELLS
creature afflicted with any such cursed 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 on your level or more can penetrate the bar-
special curses may not be countered by two creatures, each receives another save rier if it succeeds on a Will save. Even so,
this spell or may be countered only by a with a +4 resistance bonus against the crossing the barrier deals the vermin 2d6
caster of a certain level or higher. effect that afflicts it. If cast on three or four points of damage, and pressing against the
creatures, each receives another save with barrier causes pain, which deters most
Remove curse counters and dispels bestow a +2 resistance bonus. vermin.
curse.
The spell does not restore ability scores Repel Wood
Remove Disease reduced by penalties, damage, or drain.
Transmutation
Conjuration (Healing) Repel Metal or Stone Level: Drd 6, Plant 6
Level: Clr 3, Drd 3, Rgr 3 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
Duration: Instantaneous Range: 60 ft. you
Saving Throw: Fortitude negates (harm- Area: 60-ft. line from you Duration: 1 min./level (D)
Duration: 1 round/level (D) Saving Throw: None
less) Saving Throw: None Spell Resistance: No
Spell Resistance: Yes (harmless) Spell Resistance: No
Waves of energy roll forth from you, mov-
Remove disease cures all diseases that the Like repel wood, this spell creates waves of ing in the direction that you determine,
subject is suffering from. The spell also invisible and intangible energy that roll causing all wooden objects in the path of
kills parasites, including green slime and forth from you. All metal or stone objects the spell to be pushed away from you to
others. Certain special diseases may not be in the path of the spell are pushed away the limit of the range. Wooden objects
countered by this spell or may be coun- from you to the limit of the range. Fixed larger than 3 inches in diameter that are
tered only by a caster of a certain level or metal or stone objects larger than 3 inches fixed firmly are not affected, but loose
higher. in diameter and loose objects weighing objects are. Objects 3 inches in diameter or
more than 500 pounds are not affected. smaller that are fixed in place splinter and
Note: Since the spell’s duration is in- Anything else, including animated objects, break, and the pieces move with the wave
stantaneous, it does not prevent reinfec- small boulders, and creatures in metal of energy. Objects affected by the spell are
tion after a new exposure to the same armor, moves back. Fixed objects 3 inches repelled at the rate of 40 feet per round.
disease at a later date. in diameter or smaller bend or break, and
the pieces move with the wave of energy. Objects such as wooden shields, spears,
Remove Fear Objects affected by the spell are repelled at wooden weapon shafts and hafts, and
the rate of 40 feet per round. arrows and bolts are pushed back, dragging
Abjuration those carrying them along. (A creature
Level: Brd 1, Clr 1 Objects such as metal armor, swords, being dragged by an item it is carrying can
Components: V, S and the like are pushed back, dragging let go. A creature being dragged by a shield
Casting Time: 1 standard action their bearers with them. Even magic items can loose it as a move action and drop it as
Range: Close (25 ft. + 5 ft./2 levels) with metal components are repelled, a free action.) If a spear is planted (set) to
Targets: One creature plus one addi- although an antimagic field blocks the prevent this forced movement, it splinters.
effects. Even magic items with wooden sections
tional creature per four levels, no two are repelled, although an antimagic field
of which can be more than 30 ft. apart The waves of energy continue to sweep blocks the effects.
Duration: 10 minutes; see text down the set path for the spell’s duration.
Saving Throw: Will negates (harmless) After you cast the spell, the path is set, and The waves of energy continue to sweep
Spell Resistance: Yes (harmless) you can then do other things or go down the set path for the spell’s duration.
elsewhere without affecting the spell’s After you cast the spell, the path is set, and
You instill courage in the subject, granting power. you can then do other things or go
it a +4 morale bonus against fear effects for elsewhere without affecting the spell’s
10 minutes. If the subject is under the Repel Vermin power.
influence of a fear effect when receiving
the spell, that effect is suppressed for the Abjuration Repulsion
duration of the spell. Level: Brd 4, Clr 4, Drd 4, Rgr 3
Components: V, S, DF Abjuration
Remove fear counters and dispels cause Casting Time: 1 standard action Level: Clr 7, Protection 7, Sor/Wiz 6
fear. Range: 10 ft. Components: V, S, F/DF
Area: 10-ft.-radius emanation centered on Casting Time: 1 standard action
Remove Paralysis Range: Up to 10 ft./level
you Area: Up to 10-ft.-radius/level emanation
Conjuration (Healing) Duration: 10 min./level (D)
Level: Clr 2, Pal 2 Saving Throw: None or Will negates; see centered on you
Components: V, S Duration: 1 round/level (D)
Casting Time: 1 standard action text Saving Throw: Will negates
Range: Close (25 ft. + 5 ft./2 levels) Spell Resistance: Yes Spell Resistance: Yes
Targets: Up to four creatures, no two of
which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
271
CHAPTER 11: An invisible, mobile field surrounds you points before being applied to the crea- cures all temporary ability damage, and
and prevents creatures from approaching ture’s hit points. The value of the energy restores all points permanently drained
SPELLS you. You decide how big the field is at the resistance granted increases to 20 points at from all ability scores. It also eliminates
time of casting (to the limit your level al- 7th level and to a maximum of 30 points at fatigue and exhaustion, and removes all
lows). Any creature within or entering the 11th level. The spell protects the forms of insanity, confusion, and similar
field must attempt a save. If it fails, it recipient’s equipment as well. mental effects. Greater restoration does not
becomes unable to move toward you for restore levels or Constitution points lost
the duration of the spell. Repelled crea- Resist energy absorbs only damage. The due to death.
tures’ actions are not otherwise restricted. subject could still suffer unfortunate side
They can fight other creatures and can cast effects, such as drowning in acid (since XP Cost: 500 XP.
spells and attack you with ranged weapons. drowning damage comes from lack of
If you move closer to an affected creature, oxygen) or becoming encased in ice. Restoration, Lesser
nothing happens. (The creature is not
forced back.) The creature is free to make Note: Resist energy overlaps (and does not Conjuration (Healing)
melee attacks against you if you come stack with) protection from energy. If a Level: Clr 2, Drd 2, Pal 1
within reach. If a repelled creature moves character is warded by protection from energy Components: V, S
away from you and then tries to turn back and resist energy, the protection spell absorbs Casting Time: 3 rounds
toward you, it cannot move any closer if it damage until its power is exhausted. Range: Touch
is still within the spell’s area. Target: Creature touched
Restoration Duration: Instantaneous
Arcane Focus: A pair of small iron bars Saving Throw: Will negates (harmless)
attached to two small canine statuettes, Conjuration (Healing) Spell Resistance: Yes (harmless)
one black and one white, the whole array Level: Clr 4, Pal 4
worth 50 gp. Components: V, S, M Lesser restoration dispels any magical effects
reducing one of the subject’s ability scores
Resistance This spell functions like lesser restoration, (such as ray of enfeeblement) or cures 1d4
except that it also dispels negative levels points of temporary ability damage to one
Abjuration and restores one experience level to a of the subject’s ability scores (such as from
Level: Brd 0, Clr 0, Drd 0, Pal 1, creature who has had a level drained. The a shadow’s touch or from poison). It also
drained level is restored only if the time eliminates any fatigue suffered by the
Sor/Wiz 0 since the creature lost the level is equal to character, and improves an exhausted
Components: V, S, M/DF or less than one day per caster level. Thus, condition to fatigued. It does not restore
Casting Time: 1 standard action if a 10th-level character has been struck by permanent ability drain.
Range: Touch a wight and drained to 9th level, restoration
Target: Creature touched brings the character up to exactly the Resurrection
Duration: 1 minute minimum number of experience points
Saving Throw: Will negates (harmless) necessary to restore him to 10th level Conjuration (Healing)
Spell Resistance: Yes (harmless) (45,000 XP), gaining him an additional Hit Level: Clr 7
Die and level functions accordingly. Casting Time: 10 minutes
You imbue the subject with magical en-
ergy that protects it from harm, granting it Restoration cures all temporary ability This spell functions like raise dead, except
a +1 resistance bonus on saves. damage, and it restores all points perma- that you are able to restore life and com-
nently drained from a single ability score plete strength to any deceased creature.
Resistance can be made permanent with a (your choice if more than one is drained). The condition of the remains is not a
permanency spell. It also eliminates any fatigue or exhaustion factor. So long as some small portion of the
suffered by the target. creature’s body still exists, it can be
Arcane Material Component: A miniature resurrected, but the portion receiving the
cloak. Restoration does not restore levels or spell must have been part of the creature’s
Constitution points lost due to death. body at the time of death. (The remains of
Resist Energy a creature hit by a disintegrate spell count as
Material Component: Diamond dust a small portion of its body.) The creature
Abjuration worth 100 gp that is sprinkled over the can have been dead no longer than 10
Level: Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, target. years per caster level.
Sor/Wiz 2 Restoration, Greater Upon completion of the spell, the
Components: V, S, DF creature is immediately restored to full hit
Casting Time: 1 standard action Conjuration (Healing) points, vigor, and health, with no loss of
Range: Touch Level: Clr 7 prepared spells. However, the subject loses
Target: Creature touched Components: V, S, XP one level, or 2 points of Constitution if the
Duration: 10 min./level Casting Time: 10 minutes subject was 1st level. (If this reduction
Saving Throw: Fortitude negates (harm- would bring its Con to 0 or lower, it can’t
This spell functions like lesser restoration, be resurrected). This level loss or
less) except that it dispels all negative levels Constitution loss cannot be repaired by
Spell Resistance: Yes (harmless) afflicting the healed creature. This effect any means.
also reverses level drains by a force or
272 This abjuration grants a creature limited creature, restoring the creature to the You can resurrect someone killed by a
protection from damage of whichever one highest level it had previously attained. death effect or someone who has been
of five energy types you select: acid, cold, The drained levels are restored only if the turned into an undead creature and then
electricity, fire, or sonic. The subject gains time since the creature lost the level is no destroyed. You cannot resurrect someone
energy resistance 10 against the energy more than one week per caster level. who has died of old age. Constructs, ele-
type chosen, meaning that each time the mentals, outsiders, and undead creatures
creature is subjected to such damage Greater restoration also dispels all magical can’t be resurrected.
(whether from a natural or magical effects penalizing the creature’s abilities,
source), that damage is reduced by 10
Material Component: A sprinkle of holy Use Table 8–4: Creature Size and Scale space can see out of it as if a 3-foot-by- 5- CHAPTER 11:
water and diamonds worth a total of at to determine your new space and reach. foot window were centered on the rope.
least 10,000 gp. This spell doesn’t change your speed. The window is present on the Material SPELLS
Plane, but it’s invisible, and even creatures
Reverse Gravity If insufficient room is available for the that can see the window can’t see through
desired growth, you attain the maximum it. Anything inside the extradimensional
Transmutation possible size and may make a Strength space drops out when the spell ends. The
Level: Drd 8, Sor/Wiz 7 check (using your increased Strength) to rope can be climbed by only one person at
Components: V, S, M/DF burst any enclosures in the process. If you a time. The rope trick spell enables climbers
Casting Time: 1 standard action fail, you are constrained without harm by to reach a normal place if they do not
Range: Medium (100 ft. + 10 ft./level) the materials enclosing you—the spell climb all the way to the extradimensional
Area: Up to one 10-ft. cube per two cannot crush you by increasing your size. space.
levels (S) All equipment you wear or carry is Note: It is hazardous to create an ex-
Duration: 1 round/level (D) similarly enlarged by the spell. Melee and tradimensional space within an existing
Saving Throw: None; see text projectile weapons deal more damage (see extradimensional space or to take an ex-
Spell Resistance: No Table 2–2 in the Dungeon Master’s Guide). tradimensional space into an existing one.
Other magical properties are not affected
This spell reverses gravity in an area, caus- by this spell. Any enlarged item that leaves Material Component: Powdered corn
ing all unattached objects and creatures your possession (including a projectile or extract and a twisted loop of parchment.
within that area to fall upward and reach thrown weapon) instantly returns to its
the top of the area in 1 round. If some solid normal size. This means that thrown Rusting Grasp
object (such as a ceiling) is encountered in weapons deal their normal damage
this fall, falling objects and creatures strike (projectiles deal damage based on the size Transmutation
it in the same manner as they would of the weapon that fired them). Level: Drd 4
during a normal downward fall. If an Components: V, S, DF
object or creature reaches the top of the Multiple magical effects that increase Casting Time: 1 standard action
area without striking anything, it remains size do not stack, which means (among Range: Touch
there, oscillating slightly, until the spell other things) that you can’t use a second Target: One nonmagical ferrous object
ends. At the end of the spell duration, casting of this spell to further increase
affected objects and creatures fall your size while you are still under the (or the volume of the object within
downward. effect of the first casting. 3 ft. of the touched point) or one
ferrous creature
Provided it has something to hold onto, Rope Trick Duration: See text
a creature caught in the area can attempt a Saving Throw: None
Reflex save to secure itself when the spell Transmutation Spell Resistance: No
strikes. Creatures who can fly or levitate Level: Sor/Wiz 2
can keep themselves from falling. Components: V, S, M Any iron or iron alloy item you touch be-
Casting Time: 1 standard action comes instantaneously rusted, pitted, and
Arcane Material Component: A lodestone Range: Touch worthless, effectively destroyed. If the
and iron filings. Target: One touched piece of rope from item is so large that it cannot fit within a 3-
foot radius (a large iron door or a wall of
Righteous Might 5 ft. to 30 ft. long iron), a 3-foot-radius volume of the metal is
Duration: 1 hour/level (D) rusted and destroyed. Magic items made of
Transmutation Saving Throw: None metal are immune to this spell.
Level: Clr 5, Strength 5 Spell Resistance: No
Components: V, S, DF You may employ rusting grasp in combat
Casting Time: 1 standard action When this spell is cast upon a piece of rope with a successful melee touch attack.
Range: Personal from 5 to 30 feet long, one end of the rope Rusting grasp used in this way instanta-
Target: You rises into the air until the whole rope neously destroys 1d6 points of Armor
Duration: 1 round/level (D) hangs perpendicular to the ground, as if Class gained from metal armor (to the
affixed at the upper end. The upper end is, maximum amount of protection the armor
Your height immediately doubles, and in fact, fastened to an extradimensional offered) through corrosion. For example,
your weight increases by a factor of eight. space that is outside the multiverse of full plate armor (AC +8) could be reduced
This increase changes your size category to extradimensional spaces (“planes”). Crea- to +7 or as low as +2 in protection,
the next larger one, and you gain a +8 size tures in the extradimensional space are depending on the die roll.
bonus to Strength and a +4 size bonus to hidden, beyond the reach of spells
Constitution. You gain a +4 enhancement (including divinations), unless those spells Weapons in use by an opponent tar-
bonus to your natural armor. You gain work across planes. The space holds as geted by the spell are more difficult to
damage reduction 5/evil (if you normally many as eight creatures (of any size). grasp. You must succeed on a melee touch
channel positive energy) or damage Creatures in the space can pull the rope up attack against the weapon. A metal weapon
reduction 5/good (if you normally channel into the space, making the rope “disap- that is hit is destroyed.
negative energy). At 12th level this damage pear.” In that case, the rope counts as one
reduction becomes 10/evil or 10/good, and of the eight creatures that can fit in the Note: Striking at an opponent’s weapon
at 15th level it becomes 15/evil or 15/good space. The rope can support up to 16,000 provokes an attack of opportunity. Also,
(the maximum). Your size modifier for AC pounds. A weight greater than that can you must touch the weapon and not the
and attacks changes as appropriate to your pull the rope free. other way around.
new size category (if your original size was
Diminutive, Tiny, Small, Medium, or Spells cannot be cast across the extra- Against a ferrous creature, rusting grasp
Large, the modifier decreases by 1; other- dimensional interface, nor can area effects instantaneously deals 3d6 points of dam-
wise see Size Modifier, page 134). cross it. Those in the extradimensional age +1 per caster level (maximum +15) per
successful attack. The spell lasts for 1
round per level, and you can make one
melee touch attack per round.
273
CHAPTER 11: Sanctuary creatures within it. The spell affects a total resume their game. You could have a
number of Hit Dice of creatures equal to crossroads appear quiet and empty even
SPELLS Abjuration your caster level (maximum 20). Creatures while an army is actually passing through
Level: Clr 1, Protection 1 with the fewest HD are affected first; and, the area. You could specify that no one be
Components: V, S, DF among creatures with equal HD, those seen (including passing strangers), that
Casting Time: 1 standard action who are closest to the spell’s point of your troops be undetected, or even that
Range: Touch origin are affected first. Hit Dice that are every fifth person or unit should be visible.
Target: Creature touched not sufficient to affect a creature are Once the conditions are set, they cannot
Duration: 1 round/level wasted. The spell affects each subject be changed.
Saving Throw: Will negates according to its Hit Dice.
Spell Resistance: No Attempts to scry the area automatically
6 or less: Unconscious for 1d4 rounds, detect the image stated by you with no
Any opponent attempting to strike or oth- then stunned for 1d4 rounds, and then save allowed. Sight and sound are appro-
erwise directly attack the warded creature, confused for 1d4 rounds. (Treat an uncon- priate to the illusion created. A band of
even with a targeted spell, must attempt a scious result as stunned for nonliving people standing in a meadow could be
Will save. If the save succeeds, the creatures.) concealed as an empty meadow with birds
opponent can attack normally and is chirping, for instance.
unaffected by that casting of the spell. If 7 to 12: Stunned for 1d4 rounds, then
the save fails, the opponent can’t follow confused for 1d4 rounds. Direct observation may allow a save (as
through with the attack, that part of its per a normal illusion), if there is cause to
action is lost, and it can’t directly attack the 13 or more: Confused for 1d4 rounds. disbelieve what is seen. Certainly onlook-
warded creature for the duration of the Sightless creatures are not affected by ers in the area would become suspicious if
spell. Those not attempting to attack the scintillating pattern. a marching army disappeared at one point
subject remain unaffected. This spell does Material Component: A small crystal to reappear at another. Even entering the
not prevent the warded creature from prism. area does not cancel the illusion or neces-
being attacked or affected by area or effect sarily allow a save, assuming that hidden
spells. The subject cannot attack without Scorching Ray beings take care to stay out of the way of
breaking the spell but may use nonattack those affected by the illusion.
spells or otherwise act. This allows a Evocation [Fire]
warded cleric to heal wounds, for example, Level: Sor/Wiz 2 Scrying
or to cast a bless spell, perform an augury, Components: V, S
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
Duration: Instantaneous Casting Time: 1 hour
Necromancy [Fear, Mind-Affecting] Saving Throw: None Range: See text
Level: Brd 2, Sor/Wiz 2 Spell Resistance: Yes Effect: Magical sensor
Components: V, S, M Duration: 1 min./level
Casting Time: 1 standard action You blast your enemies with fiery rays. You Saving Throw: Will negates
Range: Medium (100 ft. + 10 ft./level) may fire one ray, plus one additional ray Spell Resistance: Yes
Targets: One living creature per three for every four levels beyond 3rd (to a
maximum of three rays at 11th level). Each You can see and hear some creature, which
levels, no two of which can be more ray requires a ranged touch attack to hit may be at any distance. If the subject
than 30 ft. apart and deals 4d6 points of fire damage. The succeeds on a Will save, the scrying
Duration: 1 round/level or 1 round; see rays may be fired at the same or different attempt simply fails. The difficulty of the
text for cause fear targets, but all bolts must be aimed at save depends on how well you know the
Saving Throw: Will partial targets within 30 feet of each other and subject and what sort of physical
Spell Resistance: Yes fired simultaneously. connection (if any) you have to that
creature. Furthermore, if the subject is on
This spell functions like cause fear, except Screen another plane, it gets a +5 bonus on its Will
that it causes all targeted creatures of less save.
than 6 HD to become frightened. Illusion (Glamer)
Level: Sor/Wiz 8, Trickery 7 Knowledge Will Save Modifier
Material Component: A bit of bone from Components: V, S
an undead skeleton, zombie, ghoul, ghast, Casting Time: 10 minutes None1 +10
or mummy. Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft. cube/level (S) Secondhand (you have heard +5
Duration: 24 hours
Scintillating Pattern Saving Throw: None or Will disbelief (if of the subject)
Illusion (Pattern) [Mind-Affecting] interacted with); see text Firsthand (you have met the subject) +0
Level: Sor/Wiz 8 Spell Resistance: No
Components: V, S, M Familiar (you know the subject well) –5
Casting Time: 1 standard action This spell combines several elements to
Range: Close (25 ft. + 5 ft./2 levels) create a powerful protection from scrying 1 You must have some sort of connection to
Effect: Colorful lights in a 20-ft.-radius and direct observation. When casting the
spell, you dictate what will and will not be a creature you have no knowledge of.
spread observed in the spell’s area. The illusion
Duration: Concentration + 2 rounds created must be stated in general terms. Connection Will Save Modifier
Saving Throw: None Thus, you could specify the illusion of
Spell Resistance: Yes yourself and another character playing Likeness or picture –2
chess for the duration of the spell, but you
could not have the illusory chess players Possession or garment –4
take a break, make dinner, and then
Body part, lock of hair, bit of nail, etc. –10
274 A twisting pattern of discordant, coruscat- If the save fails, you can see (but not hear)
ing colors weaves through the air, affecting the subject and the subject’s immediate
surroundings (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 means of an erase spell.
to 150 feet. dramatically (such as into that of the Material Component: Powdered herring
aforementioned snorting pig) is unable to
As with all divination (scrying) spells, cast spells with verbal components. scales and will-o’-wisp essence.
the sensor has your full visual acuity, in-
cluding any magical effects. In addition, Searing Light See Invisibility CHAPTER 11:
the following spells have a 5% chance per
caster level of operating through the Evocation Divination SPELLS
sensor: detect chaos, detect evil, detect good, Level: Clr 3, Sun 3 Level: Brd 3, Sor/Wiz 2
detect law, detect magic, and message. Components: V, S Components: V, S, M
Casting Time: 1 standard action Casting Time: 1 standard action
If the save succeeds, you can’t attempt to Range: Medium (100 ft. + 10 ft./level) Range: Personal
scry on that subject again for at least 24 Effect: Ray Target: You
hours. Duration: Instantaneous Duration: 10 min./level (D)
Saving Throw: None
Arcane Material Component: The eye of a Spell Resistance: Yes You can see any objects or beings that are
hawk, an eagle, or a roc, plus nitric acid, invisible within your range of vision, as
copper, and zinc. Focusing divine power like a ray of the well as any that are ethereal, as if they were
sun, you project a blast of light from your normally visible. Such creatures are visible
Wizard, Sorcerer, or Bard Focus: A mirror open palm. You must succeed on a ranged to you as translucent shapes, allowing you
of finely wrought and highly polished touch attack to strike your target. A crea- easily to discern the difference between
silver costing not less than 1,000 gp. The ture struck by this ray of light takes 1d8 visible, invisible, and ethereal creatures.
mirror must be at least 2 feet by 4 feet. points of damage per two caster levels
(maximum 5d8). An undead creature takes The spell does not reveal the method
Cleric Focus: A holy water font costing 1d6 points of damage per caster level used to obtain invisibility. It does not re-
not less than 100 gp. (maximum 10d6), and an undead creature veal illusions or enable you to see through
particularly vulnerable to bright light, such opaque objects. It does not reveal creatures
Druid Focus: A natural pool of water. as a vampire, takes 1d8 points of damage who are simply hiding, concealed, or
per caster level (maximum 10d8). A otherwise hard to see.
Scrying, Greater construct or inanimate object takes only
1d6 points of damage per two caster levels See invisibility can be made permanent
Divination (Scrying) (maximum 5d6). with a permanency spell.
Level: Brd 6, Clr 7, Drd 7, Sor/Wiz 7
Components: V, S Secret Page Material Component: A pinch of talc and a
Casting Time: 1 standard action small sprinkling of powdered silver.
Duration: 1 hour/level Transmutation
Level: Brd 3, Sor/Wiz 3 Seeming
This spell functions like scrying, except as Components: V, S, M
noted above. Additionally, all of the fol- Casting Time: 10 minutes Illusion (Glamer)
lowing spells function reliably through the Range: Touch Level: Brd 5, Sor/Wiz 5
sensor: detect chaos, detect evil, detect good, Target: Page touched, up to 3 sq. ft. in Components: V, S
detect law, detect magic, message, read magic, Casting Time: 1 standard action
and tongues. size Range: Close (25 ft. + 5 ft./2 levels)
Duration: Permanent Targets: One creature per two levels, no
Sculpt Sound Saving Throw: None
Spell Resistance: No two of which can be more than 30 ft.
Transmutation apart
Level: Brd 3 Secret page alters the contents of a page so Duration: 12 hours (D)
Components: V, S that they appear to be something entirely Saving Throw: Will negates or Will
Casting Time: 1 standard action different. Thus, a map can be changed to disbelief (if interacted with)
Range: Close (25 ft. + 5 ft./2 levels) become a treatise on burnishing ebony Spell Resistance: Yes or No; see text
Targets: One creature or object/level, no walking sticks. The text of a spell can be
changed to show a ledger page or even This spell functions like disguise self, except
two of which can be more than 30 ft. another spell. Explosive runes or sepia snake that you can change the appearance of
apart sigil can be cast upon the secret page. 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 can-
Spell Resistance: Yes (object) not reveal a secret page’s contents. You are Unwilling targets can negate the spell’s
able to reveal the original contents by effect on them by making Will saves or
You change the sounds that creatures or 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 its
none exist (such as making trees sing), secret page form at will. You can also remove Sending
deaden sounds (such as making a party of the spell by double repetition of the special
adventurers silent), or transform sounds word. A detect magic spell reveals dim magic Evocation
into other sounds (such as making a on the page in question but does not reveal Level: Clr 4, Sor/Wiz 5
caster’s voice sound like a pig snorting). All its true contents. True seeing reveals the Components: V, S, M/DF
affected creatures or objects must be trans- presence of the hidden material but does Casting Time: 10 minutes
muted in the same way. Once the transmu- not reveal the contents unless cast in Range: See text
tation is made, you cannot change it. combination with comprehend languages. A Target: One creature
secret page spell can be dispelled, and the Duration: 1 round; see text
You can change the qualities of sounds hidden writings can be destroyed by Saving Throw: None
but cannot create words with which you Spell Resistance: No
are unfamiliar yourself. For instance, you
can’t change your voice so that it sounds as You contact a particular creature with 275
though you are giving the command word which you are familiar and send a short
to activate a magic item unless you know message of twenty-five words or less to the
that command word.
CHAPTER 11: subject. The subject recognizes you if it erase spell destroys the entire page of text. You use material from the Plane of Shadow
knows you. It can answer in like manner Sepia snake sigil can be cast in combination to shape quasi-real illusions of one or more
SPELLS immediately. A creature with an Intel- with other spells that hide or garble text, creatures, objects, or forces. Shadow
ligence score as low as 1 can understand such as secret page. conjuration can mimic any sorcerer or wiz-
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 received, powdered amber, a scale from any snake, Shadow conjurations are actually one-fifth
the subject is not obligated to act upon it in and a pinch of mushroom spores. (20%) as strong as the real things, though
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 strength.
same plane of existence as you are, there is Abjuration
a 5% chance that the sending does not Level: Sor/Wiz 7 Any creature that interacts with the
arrive. (Local conditions on other planes Components: V, S, M conjured object, force, or creature can
may worsen this chance considerably, at Casting Time: 1 standard action make a Will save to recognize its true
the option of the DM.) Range: Touch nature.
Target: One willing creature or object
Arcane Material Component: A short piece Spells that deal damage, such as Melf’s
of fine copper wire. (up to a 2-ft. cube/level) touched acid arrow, have normal effects unless the
Duration: One day/level (D) affected creature succeeds on a Will save.
Sepia Snake Sigil Saving Throw: None or Will negates Each disbelieving creature takes only one-
fifth (20%) damage from the attack. If the
Conjuration (Creation) [Force] (object) disbelieved attack has a special effect other
Level: Brd 3, Sor/Wiz 3 Spell Resistance: No or Yes (object) than damage, that effect is only 20% likely
Components: V, S, M to occur. Regardless of the result of the
Casting Time: 10 minutes When cast, this spell not only prevents save to disbelieve, an affected creature is
Range: Touch divination spells from working to detect or also allowed any save that the spell being
Target: One touched book or written locate the creature or object affected by simulated allows, but the save DC is set
sequester, it also renders the affected crea- according to shadow conjuration’s level (5th)
work ture or object invisible to any form of sight rather than the spell’s normal level. In
Duration: Permanent or until or seeing (as the invisibility spell). Thus, addition, any effect created by shadow
sequester can mask a secret door, a treasure conjuration allows spell resistance, even if
discharged; until released or 1d4 days vault, or anything similar. The spell does the spell it is simulating does not.
+ one day/level; see text not prevent the subject from being discov-
Saving Throw: Reflex negates ered through tactile means or through the Shadow objects or substances, such as
Spell Resistance: No use of devices (such as a robe of eyes or a gem obscuring mist, have normal effects except
of seeing). Creatures affected by sequester against those who disbelieve them. Against
276 When you cast sepia snake sigil, a small become comatose and are effectively in a disbelievers, they are 20% likely to work.
symbol appears in the text of one written state of suspended animation until the
work such as a book, scroll, or map. The spell wears off or is dispelled. A shadow creature has one-fifth the hit
text containing the symbol must be at least points of a normal creature of its kind
twenty-five words long. When anyone Note: The Will save prevents an attended (regardless of whether it’s recognized as
reads the text containing the symbol, the or magical object from being sequestered. shadowy). It deals normal damage and has
sepia snake springs into being and strikes There is no save to see the sequestered all normal abilities and weaknesses.
the reader, provided there is line of effect creature or object or to detect it with a Against a creature that recognizes it as a
between the symbol and the reader. divination spell. shadow creature, however, the shadow
Simply seeing the enspelled text is not creature’s damage is one-fifth (20%)
sufficient to trigger the spell; the subject Material Component: A basilisk eyelash, normal, and all special abilities that do not
must deliberately read it. The target is gum arabic, and a dram of whitewash. deal lethal damage are only 20% likely to
entitled to a save to evade the snake’s work. (Roll for each use and each affected
strike. If it succeeds, the sepia snake dissi- Shades character separately.) Furthermore, the
pates in a flash of brown light accompa- shadow creature’s AC bonuses are one-fifth
nied by a puff of dun-colored smoke and a Illusion (Shadow) as large (so a +7 bonus resulting in AC 17
loud noise. If the target fails its save, it is Level: Sor/Wiz 9 would change to a +1 total bonus for a new
engulfed in a shimmering amber field of AC of 11).
force and immobilized until released, This spell functions like shadow conjuration,
either at your command or when 1d4 days except that it mimics sorcerer and wizard A creature that succeeds on its save sees
+ one day per caster level have elapsed. conjuration spells of 8th level or lower. the shadow conjurations as transparent
The illusory conjurations created deal four- images superimposed on vague, shadowy
While trapped in the amber field of fifths (80%) damage to nonbelievers, and forms.
force, the subject does not age, breathe, nondamaging effects are 80% likely to
grow hungry, sleep, or regain spells. It is work against nonbelievers. Objects automatically succeed on their
preserved in a state of suspended anima- Will saves against this spell.
tion, unaware of its surroundings. It can be Shadow Conjuration
damaged by outside forces (and perhaps Shadow Conjuration, Greater
even killed), since the field provides no Illusion (Shadow)
protection against physical injury. How- Level: Brd 4, Sor/Wiz 4 Illusion (Shadow)
ever, a dying subject does not lose hit Components: V, S Level: Sor/Wiz 7
points or become stable until the spell Casting Time: 1 standard action
ends. Range: See text This spell functions like shadow conjuration,
Effect: See text except that it can duplicate any sorcerer or
The hidden sigil cannot be detected by Duration: See text wizard conjuration (summoning) or
normal observation, and detect magic Saving Throw: Will disbelief (if conjuration (creation) spell of 6th level or
reveals only that the entire text is magical.
A dispel magic can remove the sigil. An interacted with); varies; see text
Spell Resistance: Yes; see text
lower. The illusory conjurations created Targets: Up to one touched creature/ Casting Time: 1 standard action CHAPTER 11:
deal three-fifths (60%) damage to non- level Range: Medium (100 ft. + 10 ft./level)
believers, and nondamaging effects are Effect: Three or more shambling SPELLS
60% likely to work against nonbelievers. Duration: 1 hour/level (D)
Saving Throw: Will negates mounds, no two of which can be more
Shadow Evocation Spell Resistance: Yes than 30 ft. apart; see text
Duration: Seven days or seven months
Illusion (Shadow) To use the shadow walk spell, you must be (D); see text
Level: Brd 5, Sor/Wiz 5 in an area of shadowy illumination. You Saving Throw: None
Components: V, S and any creature you touch are then trans- Spell Resistance: No
Casting Time: 1 standard action ported along a coiling path of shadowstuff
Range: See text to the edge of the Material Plane where it The shambler spell creates 1d4+2 sham-
Effect: See text borders the Plane of Shadow. The effect is bling mounds with 11 HD each. (See the
Duration: See text largely illusory, but the path is quasi-real. Monster Manual for details about sham-
Saving Throw: Will disbelief (if inter- You can take more than one creature along bling mounds.) The creatures willingly aid
with you (subject to your level limit), but you in combat or battle, perform a specific
acted with) all must be touching each other. mission, or serve as bodyguards. The
Spell Resistance: Yes creatures remain with you for seven days
In the region of shadow, you move at a unless you dismiss them. If the shamblers
You tap energy from the Plane of Shadow rate of 50 miles per hour, moving normally are created only for guard duty, however,
to cast a quasi-real, illusory version of a on the borders of the Plane of Shadow but the duration of the spell is seven months.
sorcerer or wizard evocation spell of 4th much more rapidly relative to the Material In this case, the shamblers can only be
level or lower. (For a spell with more than Plane. Thus, you can use this spell to travel ordered to guard a specific site or location.
one level, use the best one applicable to rapidly by stepping onto the Plane of Shamblers summoned to guard duty
you.) Shadow, moving the desired distance, and cannot move outside the spell’s range,
then stepping back onto the Material which is measured from the point where
Spells that deal damage, such as light- Plane. each first appeared.
ning bolt, have normal effects unless an
affected creature succeeds on a Will save. Because of the blurring of reality be- The shamblers have resistance to fire as
Each disbelieving creature takes only one- tween the Plane of Shadow and the Ma- normal shambling mounds do only if the
fifth damage from the attack. If the terial Plane, you can’t make out details of terrain is rainy, marshy, or damp.
disbelieved attack has a special effect other the terrain or areas you pass over during
than damage, that effect is one-fifth as transit, nor can you predict perfectly Shapechange
strong (if applicable) or only 20% likely to where your travel will end. It’s impossible
occur. If recognized as a shadow evocation, a to judge distances accurately, making the Transmutation
damaging spell deals only one-fifth (20%) spell virtually useless for scouting or Level: Animal 9, Drd 9, Sor/Wiz 9
damage. Regardless of the result of the spying. Furthermore, when the spell effect Components: V, S, F
save to disbelieve, an affected creature is ends, you are shunted 1d10×100 feet in a Casting Time: 1 standard action
also allowed any save (or spell resistance) random horizontal direction from your Range: Personal
that the spell being simulated allows, but desired endpoint. If this would place you Target: You
the save DC is set according to shadow within a solid object, you are shunted Duration: 10 min./level (D)
evocation’s level (5th) rather than the spell’s 1d10×1,000 feet in the same direction. If
normal level. this would still place you within a solid This spell functions like polymorph, except
object, you (and any creatures with you) that it enables you to assume the form of
Nondamaging effects, such as gust of are shunted to the nearest empty space any single nonunique creature (of any
wind, have normal effects except against available, but the strain of this activity type) from Fine to Colossal size. The
those who disbelieve them. Against dis- renders each creature fatigued (no save). assumed form cannot have more than
believers, they have no effect. twice your caster level in Hit Dice (to a
Shadow walk can also be used to travel to maximum of 50 HD). Unlike polymorph,
Objects automatically succeed on their other planes that border on the Plane of this spell allows incorporeal or gaseous
Will saves against this spell. Shadow, but this usage requires the transit forms to be assumed.
of the Plane of Shadow to arrive at a border
Shadow Evocation, Greater with another plane of reality. The transit of You gain all extraordinary and super-
the Plane of Shadow requires 1d4 hours. natural abilities (both attacks and qualities)
Illusion (Shadow) of the assumed form, but you lose your
Level: Sor/Wiz 8 Any creatures touched by you when own supernatural abilities. You also gain
shadow walk is cast also make the transition the type of the new form (for example,
This spell functions like shadow evocation, to the borders of the Plane of Shadow. dragon or magical beast) in place of your
except that it enables you to create par- They may opt to follow you, wander off own. The new form does not disorient you.
tially real, illusory versions of sorcerer or through the plane, or stumble back into Parts of your body or pieces of equipment
wizard evocation spells of 7th level or the Material Plane (50% chance for either that are separated from you do not revert
lower. If recognized as a greater shadow evo- of the latter results if they are lost or aban- to their original forms.
cation, a damaging spell deals only three- doned by you). Creatures unwilling to
fifths (60%) damage. accompany you into the Plane of Shadow You can become just about anything you
receive a Will saving throw, negating the are familiar with. You can change form
Shadow Walk effect if successful. once each round as a free action. The
change takes place either immediately
Illusion (Shadow) Shambler before your regular action or immediately
Level: Brd 5, Sor/Wiz 6 after it, but not during the action. For
Components: V, S Conjuration (Creation) example, you are in combat and assume
Casting Time: 1 standard action Level: Drd 9, Plant 9 the form of a will-o’-wisp. When this form
Range: Touch Components: V, S is no longer useful, you change into a stone
277
CHAPTER 11: golem and walk away. When pursued, you front of you. It negates magic missile attacks from a lawful text. The reliquary costs at
change into a flea, which hides on a horse directed at you. The disk also provides a +4 least 500 gp.
SPELLS until it can hop off. From there, you can shield bonus to AC. This bonus applies
become a dragon, an orc, or just about against incorporeal touch attacks, since it Shield Other
anything else you are familiar with. is a force effect. The shield has no armor
check penalty or arcane spell failure Abjuration
If you use this spell to create a disguise, chance. Unlike with a normal tower Level: Clr 2, Pal 2, Protection 2
you get a +10 bonus on your Disguise shield, you can’t use the shield spell for Components: V, S, F
check. cover. Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Focus: A jade circlet worth no less than Shield of Faith Target: One creature
1,500 gp, which you must place on your Duration: 1 hour/level (D)
head when casting the spell. (The focus Abjuration Saving Throw: Will negates (harmless)
melds into your new form when you Level: Clr 1 Spell Resistance: Yes (harmless)
change shape.) Components: V, S, M
Casting Time: 1 standard action This spell wards the subject and creates a
Shatter Range: Touch mystic connection between you and the
Target: Creature touched subject so that some of its wounds are
Evocation [Sonic] Duration: 1 min./level transferred to you. The subject gains a +1
Level: Brd 2, Chaos 2, Clr 2, Destruction 2, Saving Throw: Will negates (harmless) deflection bonus to AC and a +1 resistance
Spell Resistance: Yes (harmless) bonus on saves. Additionally, the subject
Sor/Wiz 2 takes only half damage from all wounds
Components: V, S, M/DF This spell creates a shimmering, magical and attacks (including that dealt by special
Casting Time: 1 standard action field around the touched creature that abilities) that deal hit point damage. The
Range: Close (25 ft. + 5 ft./2 levels) averts attacks. The spell grants the subject amount of damage not taken by the
Area or Target: 5-ft.-radius spread; or a +2 deflection bonus to AC, with an warded creature is taken by you. Forms of
additional +1 to the bonus for every six harm that do not involve hit points, such
one solid object or one crystalline levels you have (maximum +5 deflection as charm effects, temporary ability damage,
creature bonus at 18th level). level draining, and death effects, are not
Duration: Instantaneous affected. If the subject suffers a reduction
Saving Throw: Will negates (object); Material Component: A small parchment of hit points from a lowered Constitution
Will negates (object) or Fortitude half; with a bit of holy text written upon it. score, the reduction is not split with you
see text because it is not hit point damage. When
Spell Resistance: Yes (object) Shield of Law the spell ends, subsequent damage is no
longer divided between the subject and
Shatter creates a loud, ringing noise that Abjuration [Lawful] you, but damage already split is not
breaks brittle, nonmagical objects; sunders Level: Clr 8, Law 8 reassigned to the subject.
a single solid, nonmagical object; or Components: V, S, F
damages a crystalline creature. Casting Time: 1 standard action If you and the subject of the spell move
Range: 20 ft. out of range of each other, the spell ends.
Used as an area attack, shatter destroys Targets: One creature/level in a 20-ft.-
nonmagical objects of crystal, glass, ce- Focus: A pair of platinum rings (worth at
ramic, or porcelain, such as vials, bottles, radius burst centered on you least 50 gp each) worn by both you and the
flasks, jugs, windows, mirrors, and so forth. Duration: 1 round/level (D) warded creature.
All such objects within a 5-foot radius of Saving Throw: See text
the point of origin are smashed into do- Spell Resistance: Yes (harmless) Shillelagh
zens of pieces by the spell. Objects weigh-
ing more than 1 pound per your level are A dim, blue glow surrounds the subjects, Transmutation
not affected, but all other objects of the protecting them from attacks, granting Level: Drd 1
appropriate composition are shattered. them resistance to spells cast by chaotic Components: V, S, DF
creatures, and slowing chaotic creatures Casting Time: 1 standard action
Alternatively, you can target shatter when they strike the subjects. This abjura- Range: Touch
against a single solid object, regardless of tion has four effects. Target: One touched nonmagical oak
composition, weighing up to 10 pounds
per caster level. First, each warded creature gains a +4 club or quarterstaff
deflection bonus to AC and a +4 resistance Duration: 1 min./level
Targeted against a crystalline creature bonus on saves. Unlike protection from Saving Throw: Will negates (object)
(of any weight), shatter deals 1d6 points of chaos, this benefit applies against all Spell Resistance: Yes (object)
sonic damage per caster level (maximum attacks, not just against attacks by chaotic
10d6), with a Fortitude save for half creatures. Your own nonmagical club or quarterstaff
damage. becomes a weapon with a +1 enhancement
Second, a warded creature gains spell bonus on attack and damage rolls. (A
Arcane Material Component: A chip of resistance 25 against chaotic spells and quarterstaff gains this enhancement for
mica. spells cast by chaotic creatures. both ends of the weapon.) It deals damage
as if it were two size categories larger (a
Shield Third, the abjuration blocks possession Small club or quarterstaff so transmuted
and mental influence, just as protection from deals 1d8 points of damage, a Medium 2d6,
Abjuration [Force] chaos does. and a Large 3d6), +1 for its enhancement
Level: Sor/Wiz 1 bonus. These effects only occur when the
Components: V, S Finally, if a chaotic creature succeeds on weapon is wielded by you. If you do not
Casting Time: 1 standard action a melee attack against a warded creature, wield it, the weapon behaves as if
Range: Personal the attacker is slowed (Will save negates, as unaffected by this spell.
Target: You the slow spell, but against shield of law’s save
Duration: 1 min./level (D) DC).
278 Shield creates an invisible, tower shield- Focus: A tiny reliquary containing some
sized mobile disk of force that hovers in sacred relic, such as a scrap of parchment
Shocking Grasp A creature holding vulnerable objects can save to negate the spell and can use spell CHAPTER 11:
attempt a Reflex save to negate the damage resistance, if any. Items in a creature’s
Evocation [Electricity] to those objects. possession or magic items that emit sound SPELLS
Level: Sor/Wiz 1 receive the benefits of saves and spell
Components: V, S Arcane Focus: A small metal or ivory resistance, but unattended objects and
Casting Time: 1 standard action horn. points in space do not. This spell provides
Range: Touch a defense against sonic or language-based
Target: Creature or object touched Shrink Item attacks, such as command, a harpy’s capti-
Duration: Instantaneous vating song, a horn of blasting, and the like.
Saving Throw: None Transmutation
Spell Resistance: Yes Level: Sor/Wiz 3 Silent Image
Components: V, S
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 rolls Casting Time: 1 standard action
if the opponent is wearing metal armor (or ft./level Range: Long (400 ft. + 40 ft./level)
made out of metal, carrying a lot of metal, Duration: One day/level; see text Effect: Visual figment that cannot
or the like). Saving Throw: Will negates (object)
Spell Resistance: Yes (object) extend beyond four 10-ft. cubes + one
Shout 10-ft. cube/level (S)
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
Objects changed by a shrink item spell can move the image within the limits of the
Reflex negates (object); see text be returned to normal composition and size of the effect.
Spell Resistance: Yes (object) size merely by tossing them onto any solid
surface or by a word of command from the Focus: A bit of fleece.
You emit an ear-splitting yell that deafens original caster. Even a burning fire and its
and damages creatures in its path. Any fuel can be shrunk by this spell. Restoring Simulacrum
creature within the area is deafened for the shrunken object to its normal size and
2d6 rounds and takes 5d6 points of sonic composition ends the spell. Illusion (Shadow)
damage. A successful save negates the Level: Sor/Wiz 7
deafness and reduces the damage by half. Shrink item can be made permanent Components: V, S, M, XP
Any exposed brittle or crystalline object or with a permanency spell, in which case the Casting Time: 12 hours
crystalline creature takes 1d6 points of affected object can be shrunk and ex- Range: 0 ft.
sonic damage per caster level (maximum panded an indefinite number of times, but Effect: One duplicate creature
15d6). An affected creature is allowed a only by the original caster. Duration: Instantaneous
Fortitude save to reduce the damage by Saving Throw: None
half, and a creature holding fragile objects Silence Spell Resistance: No
can negate damage to them with a suc-
cessful Reflex save. Illusion (Glamer) Simulacrum creates an illusory duplicate of 279
Level: Brd 2, Clr 2 any creature. The duplicate creature is
A shout spell cannot penetrate a silence Components: V, S partially real and formed from ice or snow.
spell. Casting Time: 1 standard action It appears to be the same as the original,
Range: Long (400 ft. + 40 ft./level) 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
appropriate hit points, feats, skill ranks,
Evocation [Sonic] on a creature, object, or point in space and special abilities for a creature of that
Level: Brd 6, Sor/Wiz 8 Duration: 1 min./level (D) level or HD). You can’t create a simu-
Components: V, S, F Saving Throw: Will negates; see text or lacrum of a creature whose Hit Dice or
Range: 60 ft. levels exceed twice your caster level. You
Saving Throw: Fortitude partial or Reflex none (object) must make a Disguise check when you cast
Spell Resistance: Yes; see text or no the spell to determine how good the
negates (object); see text likeness is. A creature familiar with the
(object) original might detect the ruse with a suc-
This spell functions like shout, except that cessful Spot check (opposed by the caster’s
the cone deals 10d6 points of sonic damage Upon the casting of this spell, complete Disguise check) or a DC 20 Sense Motive
(or 1d6 points of sonic damage per caster silence prevails in the affected area. All check.
level, maximum 20d6, against exposed sound is stopped: Conversation is impos-
brittle or crystalline objects or crystalline sible, spells with verbal components can- At all times the simulacrum remains
creatures). It also causes creatures to be not be cast, and no noise whatsoever issues under your absolute command. No special
stunned for 1 round and deafened for 4d6 from, enters, or passes through the area. telepathic link exists, so command must be
rounds. A creature in the area of the cone The spell can be cast on a point in space, exercised in some other manner. A
can negate the stunning and halve both but the effect is stationary unless cast on a simulacrum has no ability to become more
the damage and the duration of the mobile object. The spell can be centered powerful. It cannot increase its level or
deafness with a successful Fortitude save. on a creature, and the effect then radiates
from the creature and moves as it moves.
An unwilling creature can attempt a Will
CHAPTER 11: 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 and creature, but normal noise does not. vine, rope, or thong with a 2 ft. diame-
SPELLS 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).
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 that
over the rough snow or ice form, and some sand, rose petals, or a live cricket. functions as a magic trap. The snare can be
piece of the creature to be duplicated (hair, made from any supple vine, a thong, or a
nail, or the like) must be placed inside the Sleet Storm rope. When you cast snare upon it, the
snow or ice. Additionally, the spell cordlike object blends with its sur-
requires powdered ruby worth 100 gp per Conjuration (Creation) [Cold] roundings (Search DC 23 for a character
HD of the simulacrum to be created. Level: Drd 3, Sor/Wiz 3 with the trapfinding ability to locate). One
Components: V, S, M/DF end of the snare is tied in a loop that
XP Cost: 100 XP per HD of the simu- Casting Time: 1 standard action contracts around one or more of the limbs
lacrum to be created (minimum 1,000 XP). Range: Long (400 ft. + 40 ft./level) of any creature stepping inside the circle.
Area: Cylinder (40-ft. radius, 20 ft. high) (The head of a worm or a snake could be
Slay Living Duration: 1 round/level thus ensnared, for example.)
Saving Throw: None
Necromancy [Death] Spell Resistance: No If a strong and supple tree is nearby, the
Level: Clr 5, Death 5 snare can be fastened to it. The spell causes
Components: V, S Driving sleet blocks all sight (even dark- the tree to bend and then straighten when
Casting Time: 1 standard action vision) within it and causes the ground in the loop is triggered, dealing 1d6 points of
Range: Touch the area to be icy. A creature can walk damage to the creature trapped and lifting
Target: Living creature touched within or through the area of sleet at half it off the ground by the trapped limb or
Duration: Instantaneous normal speed with a DC 10 Balance check. limbs. If no such tree is available, the
Saving Throw: Fortitude partial Failure means it can’t move in that round, cordlike object tightens around the
Spell Resistance: Yes while failure by 5 or more means it falls creature, dealing no damage but causing it
(see the Balance skill for details). to be entangled.
You can slay any one living creature. You
must succeed on a melee touch attack to The sleet extinguishes torches and small The snare is magical. To escape, a
touch the subject, and it can avoid death fires. trapped creature must make a DC 23 Es-
with a successful Fortitude save. If it suc- cape Artist check or a DC 23 Strength
ceeds, it instead takes 3d6 points of dam- Arcane Material Component: A pinch of check that is a full-round action. The snare
age +1 point per caster level. (Of course, dust and a few drops of water. has AC 7 and 5 hit points. A successful
the subject might die from damage even if escape from the snare breaks the loop and
it succeeds on its save.) Slow ends the spell.
Sleep Transmutation Soften Earth and Stone
Level: Brd 3, Sor/Wiz 3
Enchantment (Compulsion) [Mind- Components: V, S, M Transmutation [Earth]
Affecting] Casting Time: 1 standard action Level: Drd 2, Earth 2
Range: Close (25 ft. + 5 ft./2 levels) Components: V, S, DF
Level: Brd 1, Sor/Wiz 1 Targets: One creature/level, no two of Casting Time: 1 standard action
Components: V, S, M Range: Close (25 ft. + 5 ft./2 levels)
Casting Time: 1 round which can be more than 30 ft. apart Area: 10-ft. square/level; see text
Range: Medium (100 ft. + 10 ft./level) Duration: 1 round/level Duration: Instantaneous
Area: One or more living creatures Saving Throw: Will negates Saving Throw: None
Spell Resistance: Yes Spell Resistance: No
within a 10-ft.-radius burst
Duration: 1 min./level An affected creature moves and attacks at a When this spell is cast, all natural, un-
Saving Throw: Will negates drastically slowed rate. A slowed creature dressed earth or stone in the spell’s area is
Spell Resistance: Yes can take only a single move action or stan- softened. Wet earth becomes thick mud,
dard action each turn, but not both (nor dry earth becomes loose sand or dirt, and
280 A sleep spell causes a magical slumber to may it take full-round actions). Ad- stone becomes soft clay that is easily
come upon 4 Hit Dice of creatures. Crea- ditionally, it takes a –1 penalty on attack molded or chopped. You affect a 10-foot-
tures with the fewest HD are affected first. rolls, AC, and Reflex saves. A slowed crea- square area to a depth of 1 to 4 feet, de-
Among creatures with equal HD, those ture moves at half its normal speed (round pending on the toughness or resilience of
who are closest to the spell’s point of down to the next 5-foot increment), which the ground at that spot (DM’s option).
origin are affected first. Hit Dice that are affects the creature’s jumping distance as Magical, enchanted, dressed, or worked
not sufficient to affect a creature are normal for decreased speed. stone cannot be affected. Earth or stone
wasted. creatures are not affected.
Multiple slow effects don’t stack. Slow
For example, Mialee casts sleep at one rat counters and dispels haste. A creature in mud must succeed on a
(1/4 HD), one kobold (1 HD), two gnolls Reflex save or be caught for 1d2 rounds
(2 HD), and an ogre (4 HD). The rat, the Material Component: A drop of molasses. and unable to move, attack, or cast spells. A
kobold, and one gnoll are affected (1/4 + 1 creature that succeeds on its save can move
+ 2 = 3-1/4 HD). The remaining 3/4 HD is Snare through the mud at half speed, and it can’t
not enough to affect the last gnoll or the run or charge.
ogre. Mialee can’t choose to have sleep Transmutation
affect the ogre or the two gnolls. Level: Rgr 2, Drd 3
Components: V, S, DF
Sleeping creatures are helpless. Slap- Casting Time: 3 rounds
Range: Touch
Loose dirt is not as troublesome as mud, This spell causes those within the area to Speak with Animals
but all creatures in the area can move at turn on each other rather than attack their
only half their normal speed and can’t run foes. Each affected creature has a 50% Divination
or charge over the surface. chance to attack the nearest target each Level: Brd 3, Drd 1, Rgr 1
round. (Roll to determine each creature’s Components: V, S
Stone softened into clay does not hinder behavior every round at the beginning of Casting Time: 1 standard action
movement, but it does allow characters to its turn.) A creature that does not attack its Range: Personal
cut, shape, or excavate areas they may not nearest neighbor is free to act normally for Target: You
have been able to affect before. For that round. Duration: 1 min./level
example, a party of adventurers trying to
break out of a cavern might use this spell Creatures forced by a song of discord to You can comprehend and communicate CHAPTER 11:
to soften a wall. While soften earth and stone attack their fellows employ all methods at with animals. You are able to ask questions
does not affect dressed or worked stone, their disposal, choosing their deadliest of and receive answers from animals, SPELLS
cavern ceilings or vertical surfaces such as spells and most advantageous combat tac- although the spell doesn’t make them any
cliff faces can be affected. Usually, this tics. They do not, however, harm targets more friendly or cooperative than normal.
causes a moderate collapse or landslide as that have fallen unconscious. Furthermore, wary and cunning animals
the loosened material peels away from the are likely to be terse and evasive, while the
face of the wall or roof and falls. Soul Bind more stupid ones make inane comments.
If an animal is friendly toward you, it may
A moderate amount of structural dam- Necromancy do some favor or service for you (as
age can be dealt to a manufactured struc- Level: Clr 9, Sor/Wiz 9 determined by the DM).
ture (such as a wall or a tower) by softening Components: V, S, F
the ground beneath it, causing it to settle. Casting Time: 1 standard action Speak with Dead
However, most well-built structures will Range: Close (25 ft. + 5 ft./2 levels)
only be damaged by this spell, not Target: Corpse Necromancy [Language-Dependent]
destroyed. Duration: Permanent Level: Clr 3
Saving Throw: Will negates Components: V, S, DF
Solid Fog Spell Resistance: No Casting Time: 10 minutes
Range: 10 ft.
Conjuration (Creation) You draw the soul from a newly dead body Target: One dead creature
Level: Sor/Wiz 4 and imprison it in a black sapphire gem. Duration: 1 min./level
Components: V, S, M The subject must have been dead no more Saving Throw: Will negates; see text
Duration: 1 min./level than 1 round per caster level. The soul, Spell Resistance: No
Spell Resistance: No once trapped in the gem, cannot be
returned through clone, raise dead, reincar- You grant the semblance of life and intel- 281
This spell functions like fog cloud, but in nation, resurrection, true resurrection, or even
addition to obscuring sight, the solid fog is a miracle or a wish. Only by destroying the lect to a corpse, allowing it to answer sev-
so thick that any creature attempting to gem or dispelling the spell on the gem can
move through it progresses at a speed of 5 one free the soul (which is then still dead). eral questions that you put to it. You may
feet, regardless of its normal speed, and it
takes a –2 penalty on all melee attack and Focus: A black sapphire of at least 1,000 ask one question per two caster levels.
melee damage rolls. The vapors prevent gp value for every Hit Die possessed by the Unasked questions are wasted if the dura-
effective ranged weapon attacks (except for creature whose soul is to be bound. If the
magic rays and the like). A creature or gem is not valuable enough, it shatters tion expires. The corpse’s knowledge is
object that falls into solid fog is slowed, so when the binding is attempted. (While
that each 10 feet of vapor that it passes creatures have no concept of level or Hit limited to what the creature knew during
through reduces falling damage by 1d6. A Dice as such, the value of the gem needed
creature can’t take a 5-foot step while in to trap an individual can be researched. life, including the languages it spoke (if
solid fog. Remember that this value can change over
time as creatures gain more Hit Dice.) any). Answers are usually brief, cryptic, or
However, unlike normal fog, only a se-
vere wind (31+ mph) disperses these va- Sound Burst repetitive. If the creature’s alignment was
pors, and it does so in 1 round.
Evocation [Sonic] different from yours, the corpse gets a Will
Solid fog can be made permanent with a Level: Brd 2, Clr 2
permanency spell. A permanent solid fog Components: V, S, F/DF save to resist the spell as if it were alive.
dispersed by wind reforms in 10 minutes. Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) If the corpse has been subject to speak
Material Component: A pinch of dried, Area: 10-ft.-radius spread with dead within the past week, the new
powdered peas combined with powdered Duration: Instantaneous spell fails. You can cast this spell on a
animal hoof. Saving Throw: Fortitude partial corpse that has been deceased for any
Spell Resistance: Yes amount of time, but the body must be
Song of Discord mostly intact to be able to respond. A
You blast an area with a tremendous ca- damaged corpse may be able to give partial
Enchantment (Compulsion) [Mind- cophony. Every creature in the area takes answers or partially correct answers, but it
Affecting, Sonic] 1d8 points of sonic damage and must suc- must at least have a mouth in order to
ceed on a Fortitude save to avoid being speak at all.
Level: Brd 5 stunned for 1 round.
Components: V, S This spell does not let you actually speak
Casting Time: 1 standard action Creatures that cannot hear are not to the person (whose soul has departed). It
Range: Medium (100 ft. + 10 ft./level) stunned but are still damaged. instead draws on the imprinted knowledge
Area: Creatures within a 20-ft.-radius stored in the corpse. The partially
Arcane Focus: A musical instrument. animated body retains the imprint of the
spread soul that once inhabited it, and thus it can
Duration: 1 round/level speak with all the knowledge that the
Saving Throw: Will negates creature had while alive. The corpse,
Spell Resistance: Yes however, cannot learn new information.
Indeed, it can’t even remember being
questioned.
This spell does not affect a corpse that
has been turned into an undead creature.
CHAPTER 11: Speak with Plants points, the same number that you lost in Casting Time: 10 minutes
creating it. Range: Touch
SPELLS Divination Target: Wooden quarterstaff touched
Level: Brd 4, Drd 3, Rgr 2 Spell Immunity Duration: Permanent until discharged
Components: V, S
Casting Time: 1 standard action Abjuration (D)
Range: Personal Level: Clr 4, Protection 4, Strength 4 Saving Throw: Will negates (object)
Target: You Components: V, S, DF Spell Resistance: Yes (object)
Duration: 1 min./level Casting Time: 1 standard action
Range: Touch You store one spell that you can normally
You can comprehend and communicate Target: Creature touched cast in a wooden quarterstaff. Only one
with plants, including both normal plants Duration: 10 min./level such spell can be stored in a staff at a given
and plant creatures. You are able to ask Saving Throw: Will negates (harmless) time, and you cannot have more than one
questions of and receive answers from Spell Resistance: Yes (harmless) spellstaff at any given time. You can cast a
plants. A regular plant’s sense of its sur- spell stored within a staff just as though it
roundings is limited, so it won’t be able to The warded creature is immune to the ef- were among those you had prepared, but it
give (or recognize) detailed descriptions of fects of one specified spell for every four does not count against your normal
creatures or answer questions about events levels you have. The spells must be of 4th allotment for a given day. You use up any
outside its immediate vicinity. level or lower. The warded creature effec- applicable material components required
tively has unbeatable spell resistance re- to cast the spell when you store it in the
The spell doesn’t make plant creatures garding the specified spell or spells. Natu- spellstaff.
any more friendly or cooperative than rally, that immunity doesn’t protect a
normal. Furthermore, wary and cunning creature from spells for which spell resist- Focus: The staff that stores the spell.
plant creatures are likely to be terse and ance doesn’t apply. Spell immunity protects
evasive, while the more stupid ones may against spells, spell-like effects of magic Spell Turning
make inane comments. If a plant creature items, and innate spell-like abilities of
is friendly toward you, it may do some creatures. It does not protect against Abjuration
favor or service for you (as determined by supernatural or extraordinary abilities, Level: Luck 7, Magic 7, Sor/Wiz 7
the DM). such as breath weapons or gaze attacks. Components: V, S, M/DF
Only a particular spell can be protected Casting Time: 1 standard action
Spectral Hand against, not a certain domain or school of Range: Personal
spells or a group of spells that are similar in Target: You
Necromancy effect. Thus, a creature given immunity to Duration: Until expended or 10
Level: Sor/Wiz 2 lightning bolt is still vulnerable to shocking
Components: V, S grasp or chain lightning. min./level
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) A creature can have only one spell im- Spells and spell-like effects targeted on you
Effect: One spectral hand munity or greater spell immunity spell in are turned back upon the original caster.
Duration: 1 min./level (D) effect on it at a time. The abjuration turns only spells that have
Saving Throw: None you as a target. Effect and area spells are
Spell Resistance: No Spell Immunity, Greater not affected. Spell turning also fails to stop
touch range spells. Thus, a charm person
282 A ghostly, glowing hand shaped from your Abjuration spell cast at you could be turned back upon
life force materializes and moves as you Level: Clr 8 the caster and possibly enable you to use
desire, allowing you to deliver low-level, the charm effect on that individual, but a
touch range spells at a distance. On casting This spell functions like spell immunity, fireball could not be turned back, and
the spell, you lose 1d4 hit points that except the immunity applies to spells of neither could inflict critical wounds.
return when the spell ends (even if it is 8th level or lower.
dispelled), but not if the hand is destroyed. From seven to ten (1d4+6) spell levels
(The hit points can be healed as normal.) A creature can have only one spell im- are affected by the turning. The DM se-
For as long as the spell lasts, any touch munity or greater spell immunity spell in cretly rolls the exact number. When a spell
range spell of 4th level or lower that you effect on it at a time. is turned, the DM subtracts its level from
cast can be delivered by the spectral hand. the amount of spell turning left.
The spell gives you a +2 bonus on your Spell Resistance
melee touch attack roll, and attacking with When you are targeted by a spell of
the hand counts normally as an attack. The Abjuration higher level than the amount of spell turn-
hand always strikes from your direction. Level: Clr 5, Magic 5, Protection 5 ing you have left, that spell is partially
The hand cannot flank targets like a Components: V, S, DF turned. The subtract the amount of spell
creature can. After it delivers a spell, or if Casting Time: 1 standard action turning left from the spell level of the
the hand goes beyond the spell range, goes Range: Touch incoming spell, then divide the result by
out of your sight, the hand returns to you Target: Creature touched the spell level of the incoming spell to see
and hovers. Duration: 1 min./level what fraction of the effect gets through.
Saving Throw: Will negates (harmless) For damaging spells, you and the caster
The hand is incorporeal and thus cannot Spell Resistance: Yes (harmless) each take a fraction of the damage. For
be harmed by normal weapons. It has nondamaging spells, each of you has a
improved evasion (half damage on a failed The creature gains spell resistance equal to proportional chance to be affected.
Reflex save and no damage on a successful 12 + your caster level.
save), your save bonuses, and an AC of at For example, if you had three levels of
least 22. Your Intelligence modifier applies Spellstaff spell turning left and were targeted by an
to the hand’s AC as if it were the hand’s inflict critical wounds spell (a 4th-level spell),
Dexterity modifier. The hand has 1 to 4 hit Transmutation you would turn three-fourths of the spell
Level: Drd 6 back at the caster. You would take one-
Components: V, S, F forth of the damage, while the caster takes
three-fourths of the damage. If you were in the same way. Typically, spike growth can Spiritual Weapon CHAPTER 11:
targeted by a wizard’s fear spell (also a 4th- be cast in any outdoor setting except open
level spell) in the same situation, you water, ice, heavy snow, sandy desert, or Evocation [Force] SPELLS
would have a one in four (25%) chance to bare stone. Any creature moving on foot Level: Clr 2, War 2
be affected by the spell, while the caster into or through the spell’s area takes 1d4 Components: V, S, DF
would have a three in four (75%) chance to points of piercing damage for each 5 feet of Casting Time: 1 standard action
be affected. movement through the spiked area. Range: Medium (100 ft. + 10 ft./level)
Effect: Magic weapon of force
If you and a spellcasting attacker are Any creature that takes damage from Duration: 1 round/level (D)
both warded by spell turning effects in this spell must also succeed on a Reflex Saving Throw: None
operation, a resonating field is created. save or suffer injuries to its feet and legs Spell Resistance: Yes
Roll randomly to determine the result. that slow its land speed by one-half. This
speed penalty lasts for 24 hours or until the
d% Effect injured creature receives a cure spell A weapon made of pure force springs into
01–70 Spell drains away without effect. (which also restores lost hit points). An- existence and attacks opponents at a dis-
71–80 Spell affects both of you equally at other character can remove the penalty by tance, as you direct it, dealing 1d8 force
full effect. taking 10 minutes to dress the injuries and damage per hit, +1 point per three caster
81–97 Both turning effects are rendered succeeding on a Heal check against the levels (maximum +5 at 15th level). The
nonfunctional for 1d4 minutes. spell’s save DC. weapon takes the shape of a weapon fa-
98–100 Both of you go through a rift into vored by your deity or a weapon with some
another plane. Spike growth can’t be disabled with the spiritual significance or symbolism to you
Disable Device skill. (see below) and has the same threat range
Arcane Material Component: A small silver and critical multipliers as a real weapon of
mirror. Note: Magic traps such as spike growth are its form. It strikes the opponent you
hard to detect. A rogue (only) can use the designate, starting with one attack in the
Spider Climb Search skill to find a spike growth. The DC round the spell is cast and continuing each
is 25 + spell level, or DC 28 for spike growth round thereafter on your turn. It uses your
Transmutation (or DC 27 for spike growth cast by a ranger). base attack bonus (possibly allowing it
Level: Drd 2, Sor/Wiz 2 multiple attacks per round in subsequent
Components: V, S, M Spike Stones rounds) plus your Wisdom modifier as its
Casting Time: 1 standard action attack bonus. It strikes as a spell, not as a
Range: Touch Transmutation [Earth] weapon, so, for example, it can damage
Target: Creature touched Level: Drd 4, Earth 4 creatures that have damage reduction. As a
Duration: 10 min./level Components: V, S, DF force effect, it can strike incorporeal
Saving Throw: Will negates (harmless) Casting Time: 1 standard action creatures without the normal miss chance
Spell Resistance: Yes (harmless) Range: Medium (100 ft. + 10 ft./level) associated with incorporeality. The
Area: One 20-ft. square/level weapon always strikes from your direction.
The subject can climb and travel on verti- Duration: 1 hour/level (D) It does not get a flanking bonus or help a
cal surfaces or even traverse ceilings as Saving Throw: Reflex partial combatant get one. Your feats (such as
well as a spider does. The affected creature Spell Resistance: Yes Weapon Focus) or combat actions (such as
must have its hands free to climb in this charge) do not affect the weapon. If the
manner. The subject gains a climb speed of Rocky ground, stone floors, and similar weapon goes beyond the spell range, if it
20 feet; furthermore, it need not make surfaces shape themselves into long, sharp goes out of your sight, or if you are not
Climb checks to traverse a vertical or hori- points that blend into the background. directing it, the weapon returns to you and
zontal surface (even upside down). A spider Spike stones impede progress through an hovers.
climbing creature retains its Dexterity area and deal damage. Any creature
bonus to Armor Class (if any) while climb- moving on foot into or through the spell’s Each round after the first, you can use a
ing, and opponents get no special bonus to area moves at half speed.
their attacks against it. It cannot, however, move action to redirect the weapon to a
use the run action while climbing. In addition, each creature moving
through the area takes 1d8 points of pierc- new target. If you do not, the weapon con-
Material Component: A drop of bitumen ing damage for each 5 feet of movement
and a live spider, both of which must be through the spiked area. tinues to attack the previous round’s target.
eaten by the subject.
Any creature that takes damage from On any round that the weapon switches
Spike Growth this spell must also succeed on a Reflex 283
save to avoid injuries to its feet and legs. A targets, it gets one attack. Subsequent
Transmutation failed save causes the creature’s speed to be
Level: Drd 3, Rgr 2 reduced to half normal for 24 hours or rounds of attacking that target allow the
Components: V, S, DF until the injured creature receives a cure
Casting Time: 1 standard action spell (which also restores lost hit points). weapon to make multiple attacks if your
Range: Medium (100 ft. + 10 ft./level) Another character can remove the penalty
Area: One 20-ft. square/level by taking 10 minutes to dress the injuries base attack bonus would allow it to. Even if
Duration: 1 hour/level (D) and succeeding on a Heal check against
Saving Throw: Reflex partial the spell’s save DC. the spiritual weapon is a ranged weapon, use
Spell Resistance: Yes
Spike stones is a magic trap that can’t be the spell’s range, not the weapon’s normal
Any ground-covering vegetation in the disabled with the Disable Device skill.
spell’s area becomes very hard and sharply range increment, and switching targets
pointed without changing its appearance. Note: Magic traps such as spike stones are
In areas of bare earth, roots and rootlets act hard to detect. A rogue (only) can use the still is a move action.
Search skill to find spike stones. The DC is
25 + spell level, or DC 29 for spike stones. A spiritual weapon cannot be attacked or
harmed by physical attacks, but dispel
magic, disintegrate, a sphere of annihilation, or
a rod of cancellation affects it. A spiritual
weapon’s AC against touch attacks is 12 (10
+ size bonus for Tiny object).
If an attacked creature has spell resist-
ance, you make a caster level check (1d20 +
caster level) against that spell resistance
the first time the spiritual weapon strikes it.
If the weapon is successfully resisted, the
CHAPTER 11: spell is dispelled. If not, the weapon has its The subject of a statue spell can return to Stone Shape
normal full effect on that creature for the its normal state, act, and then return in-
SPELLS duration of the spell. stantly to the statue state (a free action) if it Transmutation [Earth]
so desires, as long as the spell duration is in Level: Clr 3, Drd 3, Earth 3, Sor/Wiz 5
The weapon that you get is often a force effect. Components: V, S, M/DF
replica of your deity’s own personal Casting Time: 1 standard action
weapon, many of which have individual Material Component: Lime, sand, and a Range: Touch
names. A cleric without a deity gets a drop of water stirred by an iron bar, such as Target: Stone or stone object touched,
weapon based on his alignment. A neutral a nail or spike.
cleric without a deity can create a spiritual up to 10 cu. ft. + 1 cu. ft./level
weapon of any alignment, provided he is Status Duration: Instantaneous
acting at least generally in accord with that Saving Throw: None
alignment at the time. The weapons Divination Spell Resistance: No
associated with each deity or alignment are Level: Clr 2
as follows. Components: V, S You can form an existing piece of stone
Casting Time: 1 standard action into any shape that suits your purpose. For
Boccob: Quarterstaff, “Staff of Boccob” Range: Touch example, you can make a stone weapon, a
Corellon Larethian: Longsword, “Sahan- Targets: One living creature touched per special trapdoor, or a crude idol. Stone shape
drian” also permits you to reshape a stone door to
Ehlonna: Longsword, “Jenevier” three levels make an exit where one didn’t exist or to
Erythnul: Morningstar, “Agony” Duration: 1 hour/level seal a door shut. While it’s possible to
Fharlanghn: Quarterstaff, “Traveler’s Saving Throw: Will negates (harmless) make crude coffers, doors, and so forth
Friend” Spell Resistance: Yes (harmless) with stone shape, fine detail isn’t possible.
Garl Glittergold: Battleaxe, “Arumdina” There is a 30% chance that any shape
Gruumsh: Spear, “Bloodspear” When you need to keep track of comrades including moving parts simply doesn’t
Heironeous: Longsword, “Justice-bringer” who may get separated, status allows you to work.
Hextor: Flail, “Executioner” mentally monitor their relative positions
Kord: Greatsword, “Kelmar” and general condition. You are aware of Arcane Material Component: Soft clay,
Moradin: Warhammer, “Soulhammer” direction and distance to the creatures and which must be worked into roughly the
Nerull: Scythe, “Lifecutter” any conditions affecting them: unharmed, desired shape of the stone object and then
Obad-Hai: Quarterstaff, “Stormstouch” wounded, disabled, staggered, uncon- touched to the stone while the verbal
Olidammarra: Rapier, “Swiftstrike” scious, dying, nauseated, panicked, component is uttered.
Pelor: Heavy Mace, “Sunscepter” stunned, poisoned, diseased, confused, or
St. Cuthbert: Heavy Mace, “The Mace of the like. Once the spell has been cast upon Stoneskin
Cuthbert” the subjects, the distance between them
Vecna: Dagger, “Afterthought” and the caster does not affect the spell as Abjuration
Wee Jas: Dagger, “Discretion” long as they are on the same plane of Level: Drd 5, Earth 6, Sor/Wiz 4,
Yondalla: Short sword, “Hornblade” existence. If a subject leaves the plane, or if
Chaos: Battleaxe, “The Blade of Change” it dies, the spell ceases to function for it. Strength 6
Evil: Light flail, “The Scourge of Souls” Components: V, S, M
Good: Warhammer, “The Hammer of Stinking Cloud Casting Time: 1 standard action
Justice” Range: Touch
Law: Sword, “The Sword of Truth” Conjuration (Creation) Target: Creature touched
Level: Sor/Wiz 3 Duration: 10 min./level or until
Statue Components: V, S, M
Casting Time: 1 standard action discharged
Transmutation Range: Medium (100 ft. + 10 ft./level) Saving Throw: Will negates (harmless)
Level: Sor/Wiz 7 Effect: Cloud spreads in 20-ft. radius, Spell Resistance: Yes (harmless)
Components: V, S, M
Casting Time: 1 round 20 ft. high The warded creature gains resistance to
Range: Touch Duration: 1 round/level blows, cuts, stabs, and slashes. The subject
Target: Creature touched Saving Throw: Fortitude negates; see gains damage reduction 10/adamantine. (It
Duration: 1 hour/level (D) ignores the first 10 points of damage each
Saving Throw: Will negates (harmless) text time it takes damage from a weapon,
Spell Resistance: Yes (harmless) Spell Resistance: No though an adamantine weapon bypasses
the reduction.) Once the spell has preven-
284 A statue spell turns the subject to solid Stinking cloud creates a bank of fog like that ted a total of 10 points of damage per caster
stone, along with any garments and created by fog cloud, except that the vapors level (maximum 150 points), it is dis-
equipment worn or carried. In statue form, are nauseating. Living creatures in the charged.
the subject gains hardness 8. The subject cloud become nauseated. This condition
retains its own hit points. lasts as long as the creature is in the cloud Material Component: Granite and 250 gp
and for 1d4+1 rounds after it leaves. (Roll worth of diamond dust sprinkled on the
The subject can see, hear, and smell separately for each nauseated character.) target’s skin.
normally, but it does not need to eat or Any creature that succeeds on its save but
breathe. Feeling is limited to those sensa- remains in the cloud must continue to save Stone Tell
tions that can affect the granite-hard sub- each round on your turn.
stance of the individual’s body. Chipping is Divination
equal to a mere scratch, but breaking off Stinking cloud can be made permanent Level: Drd 6
one of the statue’s arms constitutes serious with a permanency spell. A permanent Components: V, S, DF
damage. stinking cloud dispersed by wind reforms in Casting Time: 10 minutes
10 minutes. Range: Personal
Target: You
Material Component: A rotten egg or Duration: 1 min./level
several skunk cabbage leaves.
You gain the ability to speak with stones,
which relate to you who or what has
touched them as well as revealing what is lowing round, as noted below. Each effect when the subject finishes what it was CHAPTER 11:
covered or concealed behind or under occurs during your turn. asked to do. You can instead specify
them. The stones relate complete descrip- conditions that will trigger a special ac- SPELLS
tions if asked. A stone’s perspective, per- 2nd Round: Acid rains down in the area, tivity during the duration. For example,
ception, and knowledge may prevent the dealing 1d6 points of acid damage (no you might suggest that a noble knight give
stone from providing the details you are save). her warhorse to the first beggar she meets.
looking for (as determined by the DM). If the condition is not met before the spell
You can speak with natural or worked 3rd Round: You call six bolts of lightning duration expires, the activity is not
stone. down from the cloud. You decide where performed.
the bolts strike. No two bolts may be
Stone to Flesh directed at the same target. Each bolt deals A very reasonable suggestion causes the
10d6 points of electricity damage. A save to be made with a penalty (such as –1
Transmutation creature struck can attempt a Reflex save or –2) at the discretion of the DM.
Level: Sor/Wiz 6 for half damage.
Components: V, S, M Material Component: A snake’s tongue
Casting Time: 1 standard action 4th Round: Hailstones rain down in the and either a bit of honeycomb or a drop of
Range: Medium (100 ft. + 10 ft./level) area, dealing 5d6 points of bludgeoning sweet oil.
Target: One petrified creature or a cylin- damage (no save).
Suggestion, Mass
der of stone from 1 ft. to 3 ft. in diame- 5th through 10th Rounds: Violent rain and
ter and up to 10 ft. long wind gusts reduce visibility. The rain Enchantment (Compulsion) [Language-
Duration: Instantaneous obscures all sight, including darkvision, Dependent, Mind-Affecting]
Saving Throw: Fortitude negates (object); beyond 5 feet. A creature 5 feet away has
see text concealment (attacks have a 20% miss Level: Brd 5, Sor/Wiz 6
Spell Resistance: Yes chance). Creatures farther away have total Range: Medium (100 ft. + 10 ft./level)
concealment (50% miss chance, and the Targets: One creature/level, no two of
This spell restores a petrified creature to its attacker cannot use sight to locate the
normal state, restoring life and goods. The target). Speed is reduced by three-quarters. which can be more than 30 ft. apart
creature must make a DC 15 Fortitude save Ranged attacks within the area of the
to survive the process. Any petrified storm are impossible. Spells cast within This spell functions like suggestion, except
creature, regardless of size, can be restored. the area are disrupted unless the caster that it can affect more creatures. The same
succeeds on a Concentration check against suggestion applies to all these creatures.
The spell also can convert a mass of a DC equal to the storm of vengeance’s save
stone into a fleshy substance. Such flesh is DC + the level of the spell the caster is Summon Instrument
inert and lacking a vital life force unless a trying to cast.
life force or magical energy is available. Conjuration (Summoning)
(For example, this spell would turn a stone Suggestion Level: Brd 0
golem into a flesh golem, but an ordinary Components: V, S
statue would become a corpse.) You can Enchantment (Compulsion) [Language- Casting Time: 1 round
affect an object that fits within a cylinder Dependent, Mind-Affecting] Range: 0 ft.
from 1 foot to 3 feet in diameter and up to Effect: One summoned handheld musi-
10 feet long or a cylinder of up to those Level: Brd 2, Sor/Wiz 3
dimensions in a larger mass of stone. Components: V, M cal instrument
Casting Time: 1 standard action Duration: 1 min./level (D)
Material Component: A pinch of earth Range: Close (25 ft. + 5 ft./2 levels) Saving Throw: None
and a drop of blood. Target: One living creature Spell Resistance: No
Duration: 1 hour/level or until completed
Storm of Vengeance Saving Throw: Will negates This spell summons one handheld musical
Spell Resistance: Yes instrument of your choice. This in-
Conjuration (Summoning) strument appears in your hands or at your
Level: Drd 9, Clr 9 You influence the actions of the target feet (your choice). The instrument is typi-
Components: V, S creature by suggesting a course of activity cal for its type. Only one instrument
Casting Time: 1 round (limited to a sentence or two). The sug- appears per casting, and it will play only
Range: Long (400 ft. + 40 ft./level) gestion must be worded in such a manner as for you. You can’t summon an instrument
Effect: 360-ft.-radius storm cloud to make the activity sound reasonable. too large to be held in two hands (such as a
Duration: Concentration (maximum 10 Asking the creature to stab itself, throw harp, piano, harpsichord, alphorn, or pipe
itself onto a spear, immolate itself, or do organ).
rounds) (D) some other obviously harmful act auto-
Saving Throw: See text matically negates the effect of the spell. Summon Monster I
Spell Resistance: Yes However, a suggestion that a pool of acid is
actually pure water and that a quick dip Conjuration (Summoning) [see text]
This spell creates an enormous black storm would be refreshing is another matter. Level: Brd 1, Clr 1, Sor/Wiz 1
cloud. Lightning and crashing claps of Urging a red dragon to stop attacking your Components: V, S, F/DF
thunder appear within the storm. Each party so that the dragon and party could Casting Time: 1 round
creature beneath the cloud must succeed jointly loot a rich treasure elsewhere is a Range: Close (25 ft. + 5 ft./2 levels)
on a Fortitude save or be deafened for likewise reasonable use of the spell’s Effect: One summoned creature
1d4×10 minutes. power. Duration: 1 round/level (D)
Saving Throw: None
If you do not maintain concentration on The suggested course of activity can Spell Resistance: No
the spell after casting it, the spell ends. If continue for the entire duration, such as in
you continue to concentrate, the spell the case of the red dragon mentioned This spell summons an extraplanar crea- 285
generates additional effects in each fol- above. If the suggested activity can be ture (typically an outsider, elemental, or
completed in a shorter time, the spell ends magical beast native to another plane). It
appears where you designate and acts
immediately, on your turn. It attacks your
CHAPTER 11:
SPELLS
Mialee summons a couatl. Summon Monster II Summon Monster IV
opponents to the best of its ability. If you Conjuration (Summoning) [see text for Conjuration (Summoning) [see text for
can communicate with the creature, you summon monster I] summon monster I]
can direct it not to attack, to attack partic-
ular enemies, or to perform other actions. Level: Brd 2, Clr 2, Sor/Wiz 2 Level: Brd 4, Clr 4, Sor/Wiz 4
Effect: One or more summoned crea- Effect: One or more summoned crea-
The spell conjures one of the creatures
from the 1st-level list on the accompany- tures, no two of which can be more tures, no two of which can be more
ing Summon Monster table. You choose than 30 ft. apart than 30 ft. apart
which kind of creature to summon, and
you can change that choice each time you This spell functions like summon monster I, This spell functions like summon monster I,
cast the spell. Information on these crea- except that you can summon one creature except that you can summon one creature
tures can be found in the Monster Manual. from the 2nd-level list or 1d3 creatures of from the 4th-level list, 1d3 creatures of the
the same kind from the 1st-level list. same kind from the 3rd-level list, or 1d4+1
A summoned monster cannot summon creatures of the same kind from a lower-
or otherwise conjure another creature, nor Summon Monster III level list.
can it use any teleportation or planar travel
abilities. Creatures cannot be summoned Conjuration (Summoning) [see text for Summon Monster V
into an environment that cannot support summon monster I]
them. For instance, a celestial porpoise Conjuration (Summoning) [see text for
may only be summoned in an aquatic Level: Brd 3, Clr 3, Sor/Wiz 3 summon monster I]
environment. Effect: One or more summoned crea-
Level: Brd 5, Clr 5, Sor/Wiz 5
When you use a summoning spell to tures, no two of which can be more Effect: One or more summoned crea-
summon an air, chaotic, earth, evil, fire, than 30 ft. apart
good, lawful, or water creature, it is a spell tures, no two of which can be more
of that type. For example, a summon This spell functions like summon monster I, than 30 ft. apart
monster I is a lawful and evil spell when except that you can summon one creature
cast to summon a fiendish dire rat. from the 3rd-level list, 1d3 creatures of the This spell functions like summon monster I,
same kind from the 2nd-level list, or 1d4+1 except that you can summon one creature
Arcane Focus: A tiny bag and a small (not creatures of the same kind from the 1st- from the 5th-level list, 1d3 creatures of the
necessarily lit) candle. level list. same kind from the 4th-level list, or 1d4+1
creatures of the same kind from a lower-
286 level list.
Summon Monster VI Summon Monster VII Summon Monster VIII CHAPTER 11:
Conjuration (Summoning) [see text for Conjuration (Summoning) [see text for Conjuration (Summoning) [see text for SPELLS
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 I, This spell functions like summon monster I, This spell functions like summon monster I,
except you can summon one creature from except that you can summon one creature except that you can summon one creature
the 6th-level list, 1d3 creatures of the same from the 7th-level list, 1d3 creatures of the from the 8th-level list, 1d3 creatures of the
kind from the 5th-level list, or 1d4+1 crea- same kind from the 6th-level list, or 1d4+1 same kind from the 7th-level list, or 1d4+1
tures of the same kind from a lower-level creatures of the same kind from a lower- creatures of the same kind from a lower-
list. level list. level list.
Summon Monster Fiendish snake, Large viper CE Fiendish monstrous spider, Huge CE
Fiendish wolverine CE Fiendish snake, giant constrictor CE
1st Level
Celestial dog LG 4th Level LG 7th Level LG
Celestial owl LG Archon, lantern LG NG
Celestial giant fire beetle NG Celestial giant owl CG Celestial elephant NG
Celestial porpoise1 NG Celestial giant eagle CG Avoral (guardinal) CG
Celestial badger CG Celestial lion N Celestial baleen whale1 N
Celestial monkey CG Mephit (any) LE Djinni (genie) N
Fiendish dire rat LE Fiendish dire wolf LE Elemental, Huge (any) CN
Fiendish raven LE Fiendish giant wasp NE Invisible stalker LE
Fiendish monstrous centipede, NE Fiendish giant praying mantis NE Slaad, red LE
Fiendish shark, Large1 NE Devil, bone NE
Medium NE Yeth hound CE Fiendish megaraptor CE
Fiendish monstrous scorpion, Fiendish monstrous spider, Large CE Fiendish monstrous scorpion, Huge CE
CE Fiendish snake, Huge viper CE Babau (demon) CE
Small CE Howler Fiendish giant octopus1
Fiendish hawk CE LG Fiendish girallon
Fiendish monstrous spider, Small CE 5th Level LG
Fiendish octopus1 Archon, hound NG 8th Level LG
Fiendish snake, Small viper LG Celestial brown bear NG NG
NG Celestial giant stag beetle CG Celestial dire bear NG
2nd Level NG Celestial sea cat1 N Celestial cachalot whale1 CG
Celestial giant bee CG Celestial griffon LE Celestial triceratops N
Celestial giant bombardier beetle LE Elemental, Medium (any) LE Lillend CN
Celestial riding dog LE Achaierai LE Elemental, greater (any) LE
Celestial eagle LE Devil, bearded LE Slaad, blue LE
Lemure (devil) NE Fiendish deinonychus NE Fiendish giant squid1 NE
Fiendish squid1 Fiendish dire ape NE Hellcat
Fiendish wolf NE Fiendish dire boar NE Fiendish monstrous centipede, CE
Fiendish monstrous centipede, Fiendish shark, Huge CE
NE Fiendish monstrous scorpion, NE Colossal
Large CE CE Fiendish dire tiger CE
Fiendish monstrous scorpion, Large CE Fiendish monstrous spider, CE
CE Shadow mastiff CE
Medium Fiendish dire wolverine Gargantuan
Fiendish shark, Medium1 LG Fiendish giant crocodile LG Fiendish tyrannosaurus
Fiendish monstrous spider, NG Fiendish tiger NG Vrock (demon)
CG CG
Medium CG 6th Level CG 9th Level LG
Fiendish snake, Medium viper N Celestial polar bear N NG
LE Celestial orca whale1 N Couatl CG
3rd Level LE Bralani (eladrin) CN Leonal (guardinal) N
Celestial black bear LE Celestial dire lion LE Celestial roc CN
Celestial bison LE Elemental, Large (any) LE Elemental, elder (any) LE
Celestial dire badger NE Janni (genie) NE Slaad, green NE
Celestial hippogriff NE Chaos beast Devil, barbed NE
Elemental, Small (any) NE Devil, chain NE Fiendish dire shark1
Fiendish ape Xill CE Fiendish monstrous scorpion, NE
Fiendish dire weasel CE Fiendish monstrous centipede, CE
Hell hound CE Gargantuan CE
Fiendish snake, constrictor Gargantuan Night hag CE
Fiendish boar Fiendish rhinoceros Bebilith (demon)
Fiendish dire bat Fiendish elasmosaurus1 Fiendish monstrous spider, Colossal
Fiendish monstrous centipede, Hezrou (demon)
Huge 1 May be summoned only into an aquatic or 287
Fiendish crocodile watery environment.
Dretch (demon)
CHAPTER 11: Summon Monster IX 3rd-level creature, 1d3 2nd-level creatures Summon Nature’s Ally IV
of the same kind, or 1d4+1 1st-level crea-
SPELLS Conjuration (Summoning) [see text for tures of the same kind. Conjuration (Summoning) [see text]
summon monster I] Level: Animal 4, Drd 4, Rgr 4
When you use a summoning spell to Effect: One or more creatures, no two of
Level: Chaos 9, Clr 9, Evil 9, Good 9, summon an air, chaotic, earth, evil, fire,
Law 9, Sor/Wiz 9 good, lawful, or water creature, it is a spell which can be more than 30 ft. apart
of that type. For example, summon nature’s
Effect: One or more summoned crea- ally III is an evil and fire spell when you This spell functions like summon nature’s
tures, no two of which can be more cast it to summon a salamander. ally I, except that you can summon one
than 30 ft. apart 4th-level creature, 1d3 3rd-level creatures
This spell functions like summon monster I, Summon Nature’s Ally 5th Level
except that you can summon one creature Arrowhawk, adult
from the 9th-level list, 1d3 creatures of the 1st Level Bear, polar (animal)
same kind from the 8th-level list, or 1d4+1 Dire rat Dire lion
creatures of the same kind from a lower- Eagle (animal) Elasmosaurus1 (dinosaur)
level list. Monkey (animal) Elemental, Large (any)
Octopus1 (animal) Griffon
Summon Nature’s Ally I Owl (animal) Janni (genie)
Porpoise1 (animal) Rhinoceros (animal)
Conjuration (Summoning) Snake, Small viper (animal) Satyr [CN; with pipes]
Level: Drd 1, Rgr 1 Wolf (animal) Snake, giant constrictor (animal)
Components: V, S, DF Nixie (sprite)
Casting Time: 1 round 2nd Level Tojanida, adult1
Range: Close (25 ft. + 5 ft./2 levels) Bear, black (animal) Whale, orca1 (animal)
Effect: One summoned creature Crocodile (animal)
Duration: 1 round/level (D) Dire badger 6th Level
Saving Throw: None Dire bat Dire bear
Spell Resistance: No Elemental, Small (any) Elemental, Huge (any)
Hippogriff Elephant (animal)
This spell summons a natural creature. It Shark, Medium1 (animal) Girallon
appears where you designate and acts Snake, Medium viper (animal) Megaraptor (dinosaur)
immediately, on your turn. It attacks your Squid1 (animal) Octopus, giant1 (animal)
opponents to the best of its ability. If you Wolverine (animal) Pixie* (sprite) [NG; no special arrows]
can communicate with the creature, you Salamander, average [NE]
can direct it not to attack, to attack partic- 3rd Level Whale, baleen1
ular enemies, or to perform other actions. Ape (animal) Xorn, average
Dire weasel *Can’t cast Otto’s irresistible dance
A summoned monster cannot summon Dire wolf
or otherwise conjure another creature, nor Eagle, giant [NG] 7th Level
can it use any teleportation or planar travel Lion Arrowhawk, elder
abilities. Creatures cannot be summoned Owl, giant [NG] Dire tiger
into an environment that cannot support Satyr [CN; without pipes] Elemental, greater (any)
them. For instance, a porpoise may only be Shark, Large1 (animal) Djinni (genie) [NG]
summoned in an aquatic environment. Snake, constrictor (animal) Invisible stalker
Snake, Large viper (animal) Pixie* (sprite) [NG; with sleep arrows]
The spell conjures one of the creatures Thoqqua Squid, giant1 (animal)
from the 1st-level list on the accompany- Triceratops (dinosaur)
ing Summon Nature’s Ally table. You 4th Level Tyrannosaurus (dinosaur)
choose which kind of creature to summon, Arrowhawk, juvenile Whale, cachalot1 (animal)
and you can change that choice each time Bear, brown (animal) Xorn, elder
you cast the spell. All the creatures on the Crocodile, giant (animal) *Can’t cast Otto’s irresistible dance
table are neutral unless otherwise noted. Deinonychus (dinosaur)
Dire ape 8th Level
Summon Nature’s Ally II Dire boar Dire shark1
Dire wolverine Roc
Conjuration (Summoning) Elemental, Medium (any) Salamander, noble [NE]
Level: Drd 2, Rgr 2 Salamander, flamebrother [NE] Tojanida, elder
Effect: One or more creatures, no two of Sea cat1
Shark, Huge1 (animal) 9th Level
which can be more than 30 ft. apart Snake, Huge viper (animal) Elemental, elder
Tiger (animal) Grig [NG; with fiddle] (sprite)
This spell functions like summon nature’s Tojanida, juvenile1 Pixie* (sprite) [NG; with sleep and memory
ally I, except that you can summon one Unicorn [CG]
2nd-level creature or 1d3 1st-level crea- Xorn, minor loss arrows]
tures of the same kind. Unicorn, celestial charger
*Can cast Otto’s irresistible dance
Summon Nature’s Ally III
Conjuration (Summoning) [see text]
Level: Drd 3, Rgr 3
Effect: One or more creatures, no two of
which can be more than 30 ft. apart
This spell functions like summon nature’s 1 May be summoned only into an aquatic or watery environment.
ally I, except that you can summon one
288
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.
good, lawful, or water creature, it is a spell
of that type. Conjuration (Summoning) [see text] An undead creature caught within the
Level: Drd 9 beam takes 1d6 points of damage per caster
Summon Nature’s Ally V Effect: One or more creatures, no two of level (maximum 20d6), or half damage if a
Reflex save is successful. In addition, the
Conjuration (Summoning) [see text] which can be more than 30 ft. apart beam results in the destruction of any
Level: Drd 5 undead creature specifically harmed by
Effect: One or more creatures, no two of This spell functions like summon nature’s bright light (such as a vampire) if it fails its
ally I, except that you can summon one save.
which can be more than 30 ft. apart 9th-level creature, 1d3 8th-level creatures
of the same kind, or 1d4+1 lower-level The ultraviolet light generated by the
This spell functions like summon nature’s creatures of the same kind.
ally I, except that you can summon one spell deals damage to fungi, mold, oozes,
5th-level creature, 1d3 4th-level creatures When you use a summoning spell to
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
of that type. creatures.
When you use a summoning spell to
summon an air, chaotic, earth, evil, fire, Summon Swarm Sunburst
good, lawful, or water creature, it is a spell
of that type. Conjuration (Summoning) Evocation [Light]
Level: Brd 2, Drd 2, Sor/Wiz 2 Level: Drd 8, Sor/Wiz 8, Sun 8
Summon Nature’s Ally VI Components: V, S, M/DF Components: V, S, M/DF
Casting Time: 1 round Casting Time: 1 standard action
Conjuration (Summoning) [see text] Range: Close (25 ft. + 5 ft./2 levels) Range: Long (400 ft. + 40 ft./level)
Level: Drd 6 Effect: One swarm of bats, rats, or Area: 80-ft.-radius burst
Effect: One or more creatures, no two of Duration: Instantaneous
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 radiance
ally I, except that you can summon one to explode silently from a point you select.
6th-level creature, 1d3 5th-level creatures You summon a swarm of bats, rats, or spi- All creatures in the globe are blinded and
of the same kind, or 1d4+1 lower-level ders (your choice), which attacks all other take 6d6 points of damage. A creature to
creatures of the same kind. creatures within its area. (You may which sunlight is harmful or unnatural
summon the swarm so that it shares the takes double damage. A successful Reflex
When you use a summoning spell to area of other creatures.) If no living crea- save negates the blindness and reduces the
summon an air, chaotic, earth, evil, fire, tures are within its area, the swarm attacks damage by half.
good, lawful, or water creature, it is a spell or pursues the nearest creature as best it
of that type. can. The caster has no control over its An undead creature caught within the
target or direction of travel. globe takes 1d6 points of damage per caster
Summon Nature’s Ally VII level (maximum 25d6), or half damage if a
See the Monster Manual for details of bat, Reflex save is successful. In addition, the
Conjuration (Summoning) [see text] rat, and spider swarms. burst results in the destruction of any
Level: Drd 7 undead creature specifically harmed by
Effect: One or more creatures, no two of Arcane Material Component: A square of bright light (such as a vampire) if it fail its
red cloth. save.
which can be more than 30 ft. apart
Sunbeam The ultraviolet light generated by the
This spell functions like summon nature’s spell deals damage to fungi, mold, oozes,
ally I, except that you can summon one Evocation [Light] and slimes just as if they were undead
7th-level creature, 1d3 6th-level creatures Level: Drd 7, Sun 7 creatures.
of the same kind, or 1d4+1 lower-level Components: V, S, DF
creatures of the same kind. Casting Time: 1 standard action Sunburst dispels any darkness spells of
Range: 60 ft. lower than 9th level within its area.
When you use a summoning spell to Area: Line from your hand
summon an air, chaotic, earth, evil, fire, Duration: 1 round/level or until all Arcane Material Component: A piece of
good, lawful, or water creature, it is a spell sunstone and a naked flame.
of that type. beams are exhausted
Saving Throw: Reflex negates and Symbol of Death
Summon Nature’s Ally VIII
Reflex half; see text Necromancy [Death]
Conjuration (Summoning) [see text] Spell Resistance: Yes Level: Clr 8, Sor/Wiz 8
Level: Animal 8, Drd 8 Components: V, S, M
Effect: One or more creatures, no two of For the duration of this spell, you can use a Casting Time: 10 minutes
standard action to evoke a dazzling beam Range: 0 ft.; see text
which can be more than 30 ft. apart of intense light each round. You can call Effect: One symbol
forth one beam per three caster levels Duration: See text
This spell functions like summon nature’s (maximum six beams at 18th level). The Saving Throw: Fortitude negates
ally I, except that you can summon one spell ends when its duration runs out or Spell Resistance: Yes
8th-level creature, 1d3 7th-level creatures your allotment of beams is exhausted.
of the same kind, or 1d4+1 lower-level This spell allows you to scribe a potent 289
creatures of the same kind. Each creature in the beam is blinded rune of power upon a surface. When trig-
When you use a summoning spell to
CHAPTER 11: gered, a symbol of death slays one or more When scribing a symbol of death, you can Material Component: Mercury and phos-
creatures within 60 feet of the symbol specify a password or phrase that prevents phorus, plus powdered diamond and opal
SPELLS (treat as a burst) whose combined total a creature using it from triggering the with a total value of at least 1,000 gp.
current hit points do not exceed 150. The effect. Anyone using the password remains
290 symbol of death affects the closest creatures immune to that particular rune’s effects so Symbol of Insanity
first, skipping creatures with too many hit long as the creature remains within 60 feet
points to affect. Once triggered, the of the rune. If the creature leaves the Enchantment (Compulsion) [Mind-
symbol becomes active and glows, lasting radius and returns later, it must use the Affecting]
for 10 minutes per caster level or until it password again.
has affected 150 hit points’ worth of Level: Clr 8, Sor/Wiz 8
creatures, whichever comes first. Any You also can attune any number of crea- Saving Throw: Will negates
creature that enters the area while the tures to the symbol of death, but doing this
symbol of death is active is subject to its can extend the casting time. Attuning one This spell functions like symbol of death,
effect, whether or not that creature was in or two creatures takes negligible time, and except that all creatures within the radius
the area when it was triggered. A creature attuning a small group (as many as ten of the symbol of insanity instead become
need save against the symbol only once as creatures) extends the casting time to 1 permanently insane (as the insanity spell).
long as it remains within the area, though hour. Attuning a large group (as many as
if it leaves the area and returns while the twenty-five creatures) takes 24 hours. At- Unlike symbol of death, symbol of insane-
symbol is still active, it must save again. tuning larger groups takes proportionately ity has no hit point limit; once triggered, a
longer, as the DM sees fit. Any creature symbol of insanity simply remains active for
Until it is triggered, the symbol of death is attuned to a symbol of death cannot trigger it 10 minutes per caster level.
inactive (though visible and legible at a and is immune to its effects, even if within
distance of 60 feet). To be effective, a sym- its radius when triggered. You are auto- Note: Magic traps such as symbol of
bol of death must always be placed in plain matically considered attuned to your own insanity are hard to detect and disable. A
sight and in a prominent location. Cover- symbols of death, and thus always ignore the rogue (only) can use the Search skill to
ing or hiding the rune renders the symbol of effects and cannot inadvertently trigger find a symbol of insanity and Disable Device
death ineffective, unless a creature removes them. to thwart it. The DC in each case is 25 +
the covering, in which case the symbol of spell level, or 33 for symbol of insanity.
death works normally. Read magic allows you to identify a sym-
bol of death with a DC 19 Spellcraft check. Material Component: Mercury and phos-
As a default, a symbol of death is triggered Of course, if the symbol of death is set to be phorus, plus powdered diamond and opal
whenever a creature does one or more of triggered by reading it, this will trigger the with a total value of at least 5,000 gp.
the following, as you select: looks at the symbol.
rune; reads the rune; touches the rune; Symbol of Pain
passes over the rune; or passes through a A symbol of death can be removed by a
portal bearing the rune. Regardless of the successful dispel magic targeted solely on Necromancy [Evil]
trigger method or methods chosen, a the rune. An erase spell has no effect on a Level: Clr 5, Sor/Wiz 5
creature more than 60 feet from a symbol symbol of death. Destruction of the surface
of death can’t trigger it (even if it meets where a symbol of death is inscribed destroys This spell functions like symbol of death,
one or more of the triggering conditions, the symbol but also triggers it. except that each creature within the radius
such as reading the rune). Once the spell is of a symbol of pain instead suffers wracking
cast, a symbol of death’s triggering condi- Symbol of death can be made permanent pains that impose a –4 penalty on attack
tions cannot be changed. with a permanency spell. A permanent rolls, skill checks, and ability checks.
symbol of death that is disabled or that has These effects last for 1 hour after the crea-
In this case, “reading” the rune means affected its maximum number of hit points ture moves farther than 60 feet from the
any attempt to study it, identify it, or becomes inactive for 10 minutes, then can symbol.
fathom its meaning. Throwing a cover over be triggered again as normal.
a symbol of death to render it inoperative Unlike symbol of death, symbol of pain has
triggers it if the symbol reacts to touch. Note: Magic traps such as symbol of death no hit point limit; once triggered, a symbol
You can’t use a symbol of death offensively; are hard to detect and disable. A rogue of pain simply remains active for 10 min-
for instance, a touch-triggered symbol of (only) can use the Search skill to find a utes per caster level.
death remains untriggered if an item symbol of death and Disable Device to
bearing the symbol of death is used to touch thwart it. The DC in each case is 25 + spell Note: Magic traps such as symbol of pain
a creature. Likewise, a symbol of death level, or 33 for symbol of death. are hard to detect and disable. A rogue
cannot be placed on a weapon and set to (only) can use the Search skill to find a
activate when the weapon strikes a foe. Material Component: Mercury and phos- symbol of pain and Disable Device to thwart
phorus, plus powdered diamond and opal it. The DC in each case is 25 + spell level,
You can also set special triggering limi- with a total value of at least 5,000 gp each. or 30 for symbol of pain.
tations of your own. These can be as simple
or elaborate as you desire. Special con- Symbol of Fear Material Component: Mercury and phos-
ditions for triggering a symbol of death can phorus, plus powdered diamond and opal
be based on a creature’s name, identity, or Necromancy [Fear, Mind-Affecting] with a total value of at least 1,000 gp.
alignment, but otherwise must be based on Level: Clr 6, Sor/Wiz 6
observable actions or qualities. Intangibles Saving Throw: Will negates Symbol of Persuasion
such as level, class, Hit Dice, and hit points
don’t qualify. For example, a symbol of death This spell functions like symbol of death, Enchantment (Charm) [Mind-Affecting]
can be set to activate when a lawful good except that all creatures within 60 feet of Level: Clr 6, Sor/Wiz 6
creature approaches, but not when a the symbol of fear instead become panicked Saving Throw: Will negates
paladin approaches. for 1 round per caster level.
This spell functions like symbol of death,
Note: Magic traps such as symbol of fear except that all creatures within the radius
are hard to detect and disable. A rogue of a symbol of persuasion instead become
(only) can use the Search skill to find a charmed by the caster (as the charm monster
symbol of fear and Disable Device to thwart spell) for 1 hour per caster level.
it. The DC in each case is 25 + spell level,
or 31 for symbol of fear. Unlike symbol of death, symbol of persua-
sion has no hit point limit; once triggered, a
symbol of persuasion simply remains active
for 10 minutes per caster level.
Note: Magic traps such as symbol of per- 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 SPELLS
find a symbol of persuasion and Disable De- phorus, plus powdered diamond and opal
vice to thwart it. The DC in each case is 25 with a total value of at least 5,000 gp.
+ spell level, or 31 for symbol of persuasion.
Symbol of Weakness
Material Component: Mercury and phos-
phorus, plus powdered diamond and opal Necromancy
with a total value of at least 5,000 gp. Level: Clr 7, Sor/Wiz 7
Symbol of Sleep This spell functions like symbol of death,
except that every creature within 60 feet of
Enchantment (Compulsion) [Mind- a symbol of weakness instead suffers
Affecting] crippling weakness that deals 3d6 points of
Strength damage.
Level: Clr 5, Sor/Wiz 5
Saving Throw: Will negates Unlike symbol of death, symbol of weakness
has no hit point limit; once triggered, a
This spell functions like symbol of death, symbol of weakness simply remains active for
except that all creatures of 10 HD or less 10 minutes per caster level.
within 60 feet of the symbol of sleep instead
fall into a catatonic slumber for 3d6×10 Note: Magic traps such as symbol of
minutes. Unlike with the sleep spell, weakness are hard to detect and disable. A
sleeping creatures cannot be awakened by
nonmagical means before this rogue (only) can use the Search skill to
time expires. find a symbol of weakness and Disable
Device to thwart it. The DC in each
Unlike symbol of death, case is 25 + spell level, or 32 for
symbol of sleep has no hit point symbol of weakness.
limit; once triggered, a symbol Material Component: Mercury
of sleep simply remains active and phosphorus, plus powdered
for 10 minutes per caster level. diamond and opal with a total
value of at least 5,000 gp.
Note: Magic traps such as
symbol of sleep are hard to detect Sympathetic
and disable. A rogue (only) can use Vibration
the Search skill to find a symbol of
sleep and Disable Device to thwart it. Evocation [Sonic]
The DC in each case is 25 + spell level, Level: Brd 6
or 30 for symbol of sleep. Components: V, S, F
Casting Time: 10 minutes
Material Component: Mercury and Range: Touch
phosphorus, plus powdered dia- Target: One freestanding structure
mond and opal with a total value of Duration: Up to 1 round/level
at least 1,000 gp. Saving Throw: None; see text
Spell Resistance: Yes
Symbol of Stunning
By attuning yourself to a freestanding
Enchantment structure such as a building, bridge,
(Compulsion) [Mind- or dam, you can create a damaging
Affecting]
vibration within it. Once it begins,
Level: Clr 7, Sor/Wiz 7 the vibration deals 2d10 points of
Saving Throw: Will damage per round to the target
negates structure. (Hardness has no effect
on the spell’s damage.) You can
This spell functions like symbol choose at the time of casting to
of death, except that all creatures limit the duration of the spell;
within 60 feet of a symbol of otherwise it lasts for 1 round/
stunning instead become stun-
ned for 1d6 rounds. level. If the spell is cast upon a
target that is not freestanding
Note: Magic traps such the surrounding stone dissipates
as symbol of stunning are hard the effect and no damage occurs.
to detect and disable. A rogue
(only) can use the Search skill to Sympathetic vibration cannot
find a symbol of stunning and affect creatures (including con-
Disable Device to thwart it. The structs). Since a structure is an
DC in each case is 25 + spell level, unattended object, it gets no
saving throw to resist the
Jozan casts symbol of pain. effect.
Focus: A tuning fork.
291
CHAPTER 11: Sympathy Telekinesis level (maximum 15) that are within range
and all within 10 feet of each other toward
SPELLS Enchantment (Compulsion) [Mind- Transmutation any target within 10 feet per level of all the
Affecting] Level: Sor/Wiz 5 objects. You can hurl up to a total weight of
Components: V, S 25 pounds per caster level (maximum 375
Level: Drd 9, Sor/Wiz 8 Casting Time: 1 standard action pounds at 15th level).
Components: V, S, M Range: Long (400 ft. + 40 ft./level)
Casting Time: 1 hour Target or Targets: See text You must succeed on attack rolls (one
Range: Close (25 ft. + 5 ft./2 levels) Duration: Concentration (up to 1 per creature or object thrown) to hit the
Target: One location (up to a 10-ft. target with the items, using your base
round/ level) or instantaneous; attack bonus + your Intelligence modifier
cube/level) or one object see text (if a wizard) or Charisma modifier (if a
Duration: 2 hours/level (D) Saving Throw: Will negates (object) or sorcerer). Weapons cause standard damage
Saving Throw: Will negates; see text None; see text (with no Strength bonus; note that arrows
Spell Resistance: Yes Spell Resistance: Yes (object); see text or bolts deal damage as daggers of their
size when used in this manner). Other
You cause an object or location to emanate You move objects or creatures by concen- objects cause damage ranging from 1 point
magical vibrations that attract either a spe- trating on them. Depending on the version per 25 pounds (for less dangerous objects
cific kind of intelligent creature or crea- selected, the spell can provide a gentle, such as a barrel) to 1d6 points of damage
tures of a particular alignment, as defined sustained force, perform a variety of per 25 pounds (for hard, dense objects
by you. The particular kind of creature to combat maneuvers, or exert a single short, such as a boulder).
be affected must be named specifically— violent thrust.
for example, red dragons, hill giants, wer- Creatures who fall within the weight
erats, lammasus, or vampires. A creature Sustained Force: A sustained force moves capacity of the spell can be hurled, but
subtype (such as goblinoid) is not specific an object weighing no more than 25 they are allowed Will saves (and spell re-
enough. Likewise, the specific alignment pounds per caster level (maximum 375 sistance) to negate the effect, as are those
must be named—for example, chaotic evil, pounds at 15th level) up to 20 feet per whose held possessions are targeted by the
chaotic good, lawful neutral, or neutral. round. A creature can negate the effect on spell. If a telekinesed creature is hurled
an object it possesses with a successful against a solid surface, it takes damage as if
Creatures of the specified kind or align- Will save or with spell resistance. it had fallen 10 feet (1d6 points).
ment feel elated and pleased to be in the
area or desire to touch or to possess the This version of the spell can last 1 round Teleport
object. The compulsion to stay in the area per caster level, but it ends if you cease
or touch the object is overpowering. If the concentration. The weight can be moved Conjuration (Teleportation)
save is successful, the creature is released vertically, horizontally, or in both Level: Sor/Wiz 5, Travel 5
from the enchantment, but a subsequent directions. An object cannot be moved Components: V
save must be made 1d6×10 minutes later. If beyond your range. The spell ends if the Casting Time: 1 standard action
this save fails, the affected creature object is forced beyond the range. If you Range: Personal and touch
attempts to return to the area or object. cease concentration for any reason, the Target: You and touched objects or other
object falls or stops.
Sympathy counters and dispels antipathy. touched willing creatures
Material Component: 1,500 gp worth of An object can be telekinetically man- Duration: Instantaneous
crushed pearls and a drop of honey. ipulated as if with one hand. For example, Saving Throw: None and Will negates
a lever or rope can be pulled, a key can be
Tasha’s Hideous Laughter turned, an object rotated, and so on, if the (object)
force required is within the weight limita- Spell Resistance: No and Yes (object)
Enchantment (Compulsion) [Mind- tion. You might even be able to untie
Affecting] simple knots, though delicate activities This spell instantly transports you to a
such as these require Intelligence checks designated destination, which may be as
Level: Brd 1, Sor/Wiz 2 against a DC set by the DM. distant as 100 miles per caster level. Inter-
Components: V, S, M planar travel is not possible. You can bring
Casting Time: 1 standard action Combat Maneuver: Alternatively, once along objects as long as their weight
Range: Close (25 ft. + 5 ft./2 levels) per round, you can use telekinesis to per- doesn’t exceed your maximum load. You
Target: One creature; see text form a bull rush, disarm, grapple (includ- may also bring one additional willing
Duration: 1 round/level ing pin), or trip. Resolve these attempts as Medium or smaller creature (carrying gear
Saving Throw: Will negates normal, except that they don’t provoke at- or objects up to its maximum load) or its
Spell Resistance: Yes tacks of opportunity, you use your caster equivalent (see below) per three caster
level in place of your base attack bonus (for levels. A Large creature counts as two Me-
This spell afflicts the subject with uncon- disarm and grapple), you use your In- dium creatures, a Huge creature counts as
trollable laughter. It collapses into gales of telligence modifier (if a wizard) or Cha- two Large creatures, and so forth. All crea-
manic laughter, falling prone. The subject risma modifier (if a sorcerer) in place of tures to be transported must be in contact
can take no actions while laughing, but is your Strength or Dexterity modifier, and a with one another, and at least one of those
not considered helpless. After the spell failed attempt doesn’t allow a reactive creatures must be in contact with you. As
ends, it can act normally. attempt by the target (such as for disarm or with all spells where the range is personal
trip). No save is allowed against these and the target is you, you need not make a
A creature with an Intelligence score of attempts, but spell resistance applies nor- saving throw, nor is spell resistance appli-
2 or lower is not affected. A creature whose mally. This version of the spell can last 1 cable to you. Only objects held or in use
type (such as humanoid or dragon) is round per caster level, but it ends if you (attended) by another person receive
different from the caster’s receives a +4 cease concentration. saving throws and spell resistance.
bonus on its saving throw, because humor
doesn’t “translate” well. Violent Thrust: Alternatively, the spell You must have some clear idea of the
energy can be spent in a single round. You location and layout of the destination. You
Material Component: Tiny tarts that are can hurl one object or creature per caster
thrown at the target and a feather that is
waved in the air.
292
can’t simply teleport to the warlord’s tent if target area. A wizard heading for her home Teleportation Circle CHAPTER 11:
you don’t know where that tent is, what it laboratory might wind up in another
looks like, or what’s in it. The clearer your wizard’s laboratory or in an alchemy Conjuration (Teleportation) SPELLS
mental image, the more likely the supply shop that has many of the same Level: Sor/Wiz 9
teleportation works. Areas of strong tools and implements as in her laboratory. Components: V, M
physical or magical energy may make Generally, you appear in the closest similar Casting Time: 10 minutes
teleportation more hazardous or even place within range. If the DM determines Range: 0 ft.
impossible. no such area exists within the spell’s range, Effect: 5-ft.-radius circle that teleports
the spell simply fails instead.
To see how well the teleportation works, those who activate it
roll d% and consult the Teleport table. Mishap: You and anyone else teleporting Duration: 10 min./level (D)
Refer to the following information for with you have gotten “scrambled.” You Saving Throw: None
definitions of the terms on the table. each take 1d10 points of damage, and you Spell Resistance: Yes
reroll on the chart to see where you wind
Familiarity: “Very familiar” is a place up. For these rerolls, roll 1d20+80. Each You create a circle on the floor or other
where you have been very often and where time “Mishap” comes up, the characters horizontal surface that teleports, as greater
you feel at home. “Studied carefully” is a take more damage and must reroll. teleport, any creature who stands on it to a
place you know well, either because you designated spot. Once you designate the
can currently see it, you’ve been there Teleport Object destination for the circle, you can’t change
often, or you have used other means (such it. The spell fails if you attempt to set the
as scrying) to study the place for at least Conjuration (Teleportation) circle to teleport creatures into a solid
one hour. “Seen casually” is a place that Level: Sor/Wiz 7 object, to a place with which you are not
you have seen more than once but with Range: Touch familiar and have no clear description, or
which you are not very familiar. “Viewed Target: One touched object of up to 50 to another plane.
once” is a place that you have seen once,
possibly using magic. lb./level and 3 cu. ft./level The circle itself is subtle and nearly
Saving Throw: Will negates (object) impossible to notice. If you intend to keep
“False destination” is a place that does Spell Resistance: Yes (object) creatures from activating it accidentally,
not truly exist, such as if you scryed on a you need to mark the circle in some way,
enemy’s sanctum but instead viewed a false This spell functions like teleport, except such as by placing it on a raised platform.
vision, or if you are teleporting to an that it teleports an object, not you. Crea-
otherwise familiar location that no longer tures and magical forces (such as a delayed Teleportation circle can be made perma-
exists as such or has been so completely blast fireball bead) cannot be teleported. nent with a permanency spell. A permanent
altered as to no longer be familiar to you teleportation circle that is disabled be-
(for instance, a home that has burned to If desired, the target object can be sent comes inactive for 10 minutes, then can be
the ground). When traveling to a false to a distant location on the Ethereal Plane. triggered again as normal.
destination, roll 1d20+80 to obtain results In this case, the point from which the
on the table, rather than rolling d%, since object was teleported remains faintly Note: Magic traps such as teleportation
there is no real destination for you to hope magical until the item is retrieved. A suc- circle are hard to detect and disable. A
to arrive at or even be off target from. cessful targeted dispel magic spell cast on rogue (only) can use the Search skill to
that point brings the vanished item back find the circle and Disable Device to
On Target: You appear where you want from the Ethereal Plane. thwart it. The DC in each case is 25 + spell
to be. level, or 34 in the case of teleportation circle.
Teleport, Greater
Off Target: You appear safely a random Material Component: Amber dust to cover
distance away from the destination in a Conjuration (Teleportation) the area of the circle (cost 1,000 gp).
random direction. Distance off target is Level: Sor/Wiz 7, Travel 7
1d10×1d10% of the distance that was to be Temporal Stasis
traveled. For example, if you tried to travel This spell functions like teleport, except
120 miles, landed off target, and rolled 5 that there is no range limit and there is no Transmutation
and 3 on the two d10s, then you would be chance you arrive off target. In addition, Level: Sor/Wiz 8
15% off target. That’s 18 miles, in this case. you need not have seen the destination, Components: V, S, M
The DM determines the direction off but in that case you must have at least a Casting Time: 1 standard action
target randomly, such as by rolling 1d8 and reliable description of the place to which Range: Touch
designating 1 as north, 2 as northeast, and you are teleporting (such as a detailed Target: Creature touched
so forth. If you were teleporting to a description from someone else or a partic- Duration: Permanent
coastal city and would up 18 miles out at ularly precise map). If you attempt to tele- Saving Throw: Fortitude negates
sea, you could be in trouble. port with insufficient information (or with Spell Resistance: Yes
misleading information), you disappear
Similar Area: You wind up in an area and simply reappear in your original You must succeed on a melee touch attack.
that’s visually or thematically similar to the location. Interplanar travel is not possible. You place the subject into a state of sus-
pended animation. For the creature, time
Teleport On Off Similar Mishap ceases to flow and its condition becomes
Target Target Area — fixed. The creature does not grow older. Its
Familiarity 01–97 98–99 100 100 body functions virtually cease, and no
Very familiar 01–94 95–97 98–99 force or effect can harm it. This state
Studied carefully 01–88 89–94 95–98 99–100 persists until the magic is removed (such
Seen casually 01–76 77–88 89–96 97–100 as by a successful dispel magic spell or a
Viewed once 81–92 93–100 freedom spell).
False destination (1d20+80) — —
Material Component: A powder compo-
sed of diamond, emerald, ruby, and sap- 293
phire dust with a total value of at least
5,000 gp.
CHAPTER 11: Tenser’s Floating Disk Time Stop model of a ziggurat, which shatters when
the verbal component is pronounced.
SPELLS Evocation [Force] Transmutation
Level: Sor/Wiz 1 Level: Sor/Wiz 9, Trickery 9 Touch of Fatigue
Components: V, S, M Components: V
Casting Time: 1 standard action Casting Time: 1 standard action Necromancy
Range: Close (25 ft. + 5 ft./2 levels) Range: Personal Level: Sor/Wiz 0
Effect: 3-ft.-diameter disk of force Target: You Components: V, S, M
Duration: 1 hour/level Duration: 1d4+1 rounds (apparent Casting Time: 1 standard action
Saving Throw: None Range: Touch
Spell Resistance: No time); see text Target: Creature touched
Duration: 1 round/level
You create a slightly concave, circular This spell seems to make time cease to Saving Throw: Fortitude negates
plane of force that follows you about and flow for everyone but you. In fact, you Spell Resistance: Yes
carries loads for you. The disk is 3 feet in speed up so greatly that all other creatures
diameter and 1 inch deep at its center. It seem frozen, though they are actually still You channel negative energy through your
can hold 100 pounds of weight per caster moving at their normal speeds. You are touch, fatiguing the target. You must
level. (If used to transport a liquid, its free to act for 1d4+1 rounds of apparent succeed on a touch attack to strike a target.
capacity is 2 gallons.) The disk floats ap- time. Normal and magical fire, cold, gas,
proximately 3 feet above the ground at all and the like can still harm you. While the The subject is immediately fatigued for
times and remains level. It floats along time stop is in effect, other creatures are the spell’s duration.
horizontally within spell range and will invulnerable to your attacks and spells; you
accompany you at a rate of no more than cannot target such creatures with any This spell has no effect on a creature
your normal speed each round. If not attack or spell. A spell that affects an area that is already fatigued. Unlike with nor-
otherwise directed, it maintains a constant and has a duration longer than the mal fatigue, the effect ends as soon as the
interval of 5 feet between itself and you. remaining duration of the time stop (such as spell’s duration expires.
The disk winks out of existence when the cloudkill) have their normal effects on
spell duration expires. The disk also winks other creatures once the time stop ends. Material Component: A drop of sweat.
out if you move beyond range (by moving Most spellcasters use the additional time
too fast or by such means as a teleport spell) to improve their defenses, summon allies, Touch of Idiocy
or try to take the disk more than 3 feet or flee from combat.
away from the surface beneath it. When Enchantment (Compulsion) [Mind-
the disk winks out, whatever it was You cannot move or harm items held, Affecting]
supporting falls to the surface beneath it. carried, or worn by a creature stuck in nor-
mal time, but you can affect any item that Level: Sor/Wiz 2
Material Component: A drop of mercury. is not in another creature’s possession. Components: V, S
Casting Time: 1 standard action
Tenser’s Transformation You are undetectable while time stop Range: Touch
lasts. You cannot enter an area protected Target: Living creature touched
Transmutation by an antimagic field while under the effect Duration: 10 min./level
Level: Sor/Wiz 6 of time stop. Saving Throw: No
Components: V, S, M Spell Resistance: Yes
Casting Time: 1 standard action Tongues
Range: Personal With a touch, you reduce the target’s
Target: You Divination mental faculties. Your successful melee
Duration: 1 round/level Level: Brd 2, Clr 4, Sor/Wiz 3 touch attack applies a 1d6 penalty to the
Components: V, M/DF target’s Intelligence, Wisdom, and
You become a virtual fighting machine— Casting Time: 1 standard action Charisma scores. This penalty can’t reduce
stronger, tougher, faster, and more skilled Range: Touch any of these scores below 1.
in combat. Your mind-set changes so that Target: Creature touched
you relish combat and you can’t cast spells, Duration: 10 min./level This spell’s effect may make it impos-
even from magic items. Saving Throw: Will negates (harmless) sible for the target to cast some or all of its
Spell Resistance: No spells, if the requisite ability score drops
You gain a +4 enhancement bonus to below the minimum required to cast spells
Strength, Dexterity, and Constitution, a +4 This spell grants the creature touched the of that level.
natural armor bonus to AC, a +5 com- ability to speak and understand the lan-
petence bonus on Fortitude saves, and guage of any intelligent creature, whether Transmute Metal to Wood
proficiency with all simple and martial it is a racial tongue or a regional dialect.
weapons. Your base attack bonus equals The subject can speak only one language at Transmutation
your character level (which may give you a time, although it may be able to Level: Drd 7
multiple attacks). understand several languages. Tongues does Components: V, S, DF
not enable the subject to speak with Casting Time: 1 standard action
You lose your spellcasting ability, in- creatures who don’t speak. The subject can Range: Long (400 ft. + 40 ft./level)
cluding your ability to use spell activation make itself understood as far as its voice Area: All metal objects within a 40-ft.-
or spell completion magic items, just as if carries. This spell does not predispose any
the spells were no longer on your class list. creature addressed toward the subject in radius burst
any way. Duration: Instantaneous
Material Component: A potion of bull’s Saving Throw: None
strength, which you drink (and whose ef- Tongues can be made permanent with a Spell Resistance: Yes (object; see text)
fects are subsumed by the spell effects). permanency spell.
This spell enables you to change all metal
294 Arcane Material Component: A small clay objects within its area to wood. Weapons,
armor, and other metal objects carried by
creatures are affected as well. A magic
object made of metal effectively has spell
resistance equal to 20 + its caster level If transmute rock to mud is cast upon the mum load) or its equivalent per three CHAPTER 11:
against this spell. Artifacts cannot be ceiling of a cavern or tunnel, the mud falls caster levels. Use the following equivalents
transmuted. Weapons converted from to the floor and spreads out in a pool at a to determine the maximum number of SPELLS
metal to wood take a –2 penalty on attack depth of 5 feet. For example, a 10th-level larger creatures you can bring along: A
and damage rolls. The armor bonus of any caster could convert twenty 10-foot cubes Large creature counts as two Medium
armor converted from metal to wood is into mud. Pooling on the floor, this mud creatures, a Huge creature counts as two
reduced by 2. Weapons changed by this would cover an area of forty 10-foot Large creatures, and so forth. All creatures
spell splinter and break on any natural squares to a depth of 5 feet. The falling to be transported must be in contact with
attack roll of 1 or 2, and armor changed by mud and the ensuing cave-in deal 8d6 one another, and at least one of those crea-
this spell loses an additional point of armor points of bludgeoning damage to anyone tures must be in contact with you.
bonus every time it is struck with a natural caught directly beneath the area, or half
attack roll of 19 or 20. damage to those who succeed on Reflex You can’t use this spell to travel through
saves. plant creatures such as shambling mounds
Only limited wish, miracle, wish, or simi- and treants.
lar magic can restore a transmuted object Castles and large stone buildings are
to its metallic state. Otherwise, for generally immune to the effect of the spell, The destruction of an occupied plant
example, a metal door changed to wood is since transmute rock to mud can’t affect slays you and any creatures you have
forevermore a wooden door. worked stone and doesn’t reach deep brought along, and ejects the bodies and all
enough to undermine such buildings’ carried objects from the tree.
Transmute Mud to Rock foundations. However, small buildings or
structures often rest upon foundations Trap the Soul
Transmutation [Earth] shallow enough to be damaged or even
Level: Drd 5, Sor/Wiz 5 partially toppled by this spell. Conjuration (Summoning)
Components: V, S, M/DF Level: Sor/Wiz 8
Casting Time: 1 standard action The mud remains until a successful Components: V, S, M, (F); see text
Range: Medium (100 ft. + 10 ft./level) dispel magic or transmute mud to rock spell Casting Time: 1 standard action or
Area: Up to two 10-ft. cubes/level (S) restores its substance—but not necessarily
Duration: Permanent its form. Evaporation turns the mud to see text
Saving Throw: See text normal dirt over a period of days. The exact Range: Close (25 ft. + 5 ft./2 levels)
Spell Resistance: No time depends on exposure to the sun, Target: One creature
wind, and normal drainage. Duration: Permanent; see text
This spell transforms normal mud or Saving Throw: See text
quicksand of any depth into soft stone Arcane Material Component: Clay and Spell Resistance: Yes; see text
(sandstone or a similar mineral) perma- water.
nently. Any creature in the mud is allowed Trap the soul forces a creature’s life force
a Reflex save to escape before the area is Transport via Plants (and its material body) into a gem.
hardened to stone.
Transmutation The gem holds the trapped entity in-
Transmute mud to rock counters and dis- Level: Drd 6 definitely or until the gem is broken and
pels transmute rock to mud. Components: V, S the life force is released, which allows the
Casting Time: 1 standard action material body to reform. If the trapped
Arcane Material Component: Sand, lime, Range: Unlimited creature is a powerful creature from
and water. Target: You and touched objects or other another plane (which could mean a
character trapped by an inhabitant of
Transmute Rock to Mud touched willing creatures another plane when the character is not on
Duration: 1 round the Material Plane), it can be required to
Transmutation [Earth] Saving Throw: None perform a service immediately upon being
Level: Drd 5, Sor/Wiz 5 Spell Resistance: No freed. Otherwise, the creature can go free
Components: V, S, M/DF once the gem imprisoning it is broken.
Casting Time: 1 standard action You can enter any normal plant (Medium
Range: Medium (100 ft. + 10 ft./level) or larger) and pass any distance to a plant Depending on the version selected, the
Area: Up to two 10-ft. cubes/level (S) of the same kind in a single round, re- spell can be triggered in one of two ways.
Duration: Permanent; see text gardless of the distance separating the two.
Saving Throw: See text The entry plant must be alive. The Spell Completion: First, the spell can be
Spell Resistance: No destination plant need not be familiar to completed by speaking its final word as a
you, but it also must be alive. If you are standard action as if you were casting a
This spell turns natural, uncut or un- uncertain of the location of a particular regular spell at the subject. This allows
worked rock of any sort into an equal kind of destination plant, you need merely spell resistance (if any) and a Will save to
volume of mud. If the spell is cast upon a designate direction and distance (“an oak avoid the effect. If the creature’s name is
boulder, for example, the boulder collapses tree one hundred miles due north of spoken as well, any spell resistance is
into mud. Magical stone is not affected by here”), and the transport via plants spell ignored and the save DC increases by 2. If
the spell. The depth of the mud created moves you as close as possible to the the save or spell resistance is successful,
cannot exceed 10 feet. A creature unable to desired location. If a particular destination the gem shatters.
levitate, fly, or otherwise free itself from plant is desired (the oak tree outside your
the mud sinks until hip- or chest-deep, druid grove, for instance), but the plant is Trigger Object: The second method is far
reducing its speed to 5 feet and causing a not living, the spell fails and you are more insidious, for it tricks the subject
–2 penalty on attack rolls and AC. Brush ejected from the entry plant. into accepting a trigger object inscribed
thrown atop the mud can support crea- with the final spell word, automatically
tures able to climb on top of it. Creatures You can bring along objects as long as placing the creature’s soul in the trap. To
large enough to walk on the bottom can their weight doesn’t exceed your maxi- use this method, both the creature’s name
wade through the area at a speed of 5 feet. mum load. You may also bring one addi- and the trigger word must be inscribed on
tional willing Medium or smaller creature the trigger object when the gem is
(carrying gear or objects up to its maxi- enspelled. A sympathy spell can also be
295
CHAPTER 11: placed on the trigger object. As soon as the You gain the ability to enter trees and Material Component: A sprinkle of holy
subject picks up or accepts the trigger move from inside one tree to inside water and diamonds worth a total of at
SPELLS object, its life force is automatically another tree. The first tree you enter and least 25,000 gp.
transferred to the gem without the benefit all others you enter must be of the same
of spell resistance or a save. kind, must be living, and must have girth True Seeing
at least equal to yours. By moving into an
Material Component: Before the actual oak tree (for example), you instantly know Divination
casting of trap the soul, you must procure a the location of all other oak trees within Level: Clr 5, Drd 7, Knowledge 5,
gem of at least 1,000 gp value for every Hit transport range (see below) and may
Die possessed by the creature to be trapped choose whether you want to pass into one Sor/Wiz 6
(for example, it requires a gem of 10,000 gp or simply step back out of the tree you Components: V, S, M
value to trap a 10 HD creature). If the gem moved into. You may choose to pass to any Casting Time: 1 standard action
is not valuable enough, it shatters when tree of the appropriate kind within the Range: Touch
the entrapment is attempted. (While transport range as shown on the following Target: Creature touched
creatures have no concept of level or Hit table. Duration: 1 min./level
Dice as such, the value of the gem needed Saving Throw: Will negates (harmless)
to trap an individual can be researched. Type of Tree Transport Range Spell Resistance: Yes (harmless)
Remember that this value can change over Oak, ash, yew 3,000 feet
time as creatures gain more Hit Dice.) Elm, linden 2,000 feet You confer on the subject the ability to see
Other deciduous 1,500 feet all things as they actually are. The subject
Focus (Trigger Object Only): If the trigger Any coniferous 1,000 feet sees through normal and magical darkness,
object method is used, a special trigger All other trees 500 feet notices secret doors hidden by magic, sees
object, prepared as described above, is the exact locations of creatures or objects
needed. You may move into a tree up to one time under blur or displacement effects, sees invi-
per caster level (passing from one tree to sible creatures or objects normally, sees
Tree Shape another counts only as moving into one through illusions, and sees the true form of
tree). The spell lasts until the duration polymorphed, changed, or transmuted
Transmutation expires or you exit a tree. This means that things. Further, the subject can focus its
Level: Drd 2, Rgr 3 in a thick oak forest, a 10th-level druid vision to see into the Ethereal Plane (but
Components: V, S, DF could make ten transports over the course not into extradimensional spaces). The
Casting Time: 1 standard action of 10 rounds, traveling as far as 30,000 feet range of true seeing conferred is 120 feet.
Range: Personal (about 6 miles) in doing so. Each transport
Target: You is a full-round action. True seeing, however, does not penetrate
Duration: 1 hour/level (D) solid objects. It in no way confers X-ray
You can, at your option, remain within a vision or its equivalent. It does not negate
By means of this spell, you are able to as- tree without transporting yourself, but you concealment, including that caused by fog
sume the form of a Large living tree or are forced out when the spell ends. If the and the like. True seeing does not help the
shrub or a Large dead tree trunk with a tree in which you are concealed is chopped viewer see through mundane disguises,
small number of limbs. The closest in- down or burned, you are slain if you do not spot creatures who are simply hiding, or
spection cannot reveal that the tree in exit before the process is complete. notice secret doors hidden by mundane
question is actually a magically concealed means. In addition, the spell effects cannot
creature. To all normal tests you are, in True Resurrection be further enhanced with known magic, so
fact, a tree or shrub, although a detect magic one cannot use true seeing through a crystal
spell reveals a faint transmutation on the Conjuration (Healing) ball or in conjunction with clairaudience/
tree. While in tree form, you can observe Level: Clr 9 clairvoyance.
all that transpires around you just as if you Casting Time: 10 minutes
were in your normal form, and your hit Material Component: An ointment for the
points and save bonuses remain This spell functions like raise dead, except eyes that costs 250 gp and is made from
unaffected. You gain a +10 natural armor that you can resurrect a creature that has mushroom powder, saffron, and fat.
bonus to AC but have an effective Dexter- been dead for as long as 10 years per caster
ity score of 0 and a speed of 0 feet. You are level. This spell can even bring back crea- True Strike
immune to critical hits while in tree form. tures whose bodies have been destroyed,
All clothing and gear carried or worn provided that you unambiguously identify Divination
changes with you. the deceased in some fashion (reciting the Level: Sor/Wiz 1
deceased’s time and place of birth or death Components: V, F
You can dismiss tree shape as a free action is the most common method). Casting Time: 1 standard action
(instead of as a standard action). Range: Personal
Upon completion of the spell, the crea- Target: You
Tree Stride ture is immediately restored to full hit Duration: See text
points, vigor, and health, with no loss of
Conjuration (Teleportation) level (or Constitution points) or prepared You gain temporary, intuitive insight into
Level: Drd 5, Rgr 4 spells. the immediate future during your next
Components: V, S, DF attack. Your next single attack roll (if it is
Casting Time: 1 standard action You can revive someone killed by a made before the end of the next round)
Range: Personal death effect or someone who has been gains a +20 insight bonus. Additionally,
Target: You turned into an undead creature and then you are not affected by the miss chance
Duration: 1 hour/level or until destroyed. This spell can also resurrect ele- that applies to attackers trying to strike a
mentals or outsiders, but it can’t resurrect concealed target.
expended; see text constructs or undead creatures.
Focus: A small wooden replica of an
296 Even true resurrection can’t restore to life archery target.
a creature who has died of old age.
Undeath to Death effect lapses, but it can be renewed or Unholy Blight CHAPTER 11:
replaced simply by casting unhallow again.
Necromancy Evocation [Evil] SPELLS
Level: Clr 6, Sor/Wiz 6 Spell effects that may be tied to an Level: Evil 4
Components: V, S, M/DF unhallowed site include aid, bane, bless, cause Components: V, S
Area: Several undead creatures within a fear, darkness, daylight, death ward, deeper Casting Time: 1 standard action
darkness, detect magic, detect good, dimensional Range: Medium (100 ft. + 10 ft./level)
40-ft.-radius burst anchor, discern lies, dispel magic, endure Area: 20-ft.-radius spread
Saving Throw: Will negates elements, freedom of movement, invisibility Duration: Instantaneous (1d4 rounds);
purge, protection from energy, remove fear,
This spell functions like circle of death, ex- resist energy, silence, tongues, and zone of truth. see text
cept that it destroys undead creatures as Saving throws and spell resistance might Saving Throw: Will partial
noted above. apply to these spells’ effects. (See the indi- Spell Resistance: Yes
vidual spell descriptions for details.)
Material Component: The powder of a You call up unholy power to smite your
crushed diamond worth at least 500 gp. An area can receive only one unhallow enemies. The power takes the form of a
spell (and its associated spell effect) at a cold, cloying miasma of greasy darkness.
Undetectable Alignment time. Only good and neutral (not evil) creatures
are harmed by the spell.
Abjuration Unhallow counters but does not dispel
Level: Brd 1, Clr 2, Pal 2 hallow. The spell deals 1d8 points of damage per
Components: V, S two caster levels (maximum 5d8) to a good
Casting Time: 1 standard action Material Component: Herbs, oils, and creature (or 1d6 per caster level, maximum
Range: Close (25 ft. + 5 ft./2 levels) incense worth at least 1,000 gp, plus 1,000 10d6, to a good outsider) and causes it to be
Target: One creature or object gp per level of the spell to be tied to the sickened for 1d4 rounds. A successful Will
Duration: 24 hours unhallowed area. save reduces damage to half and negates
Saving Throw: Will negates (object) the sickened effect. The effects cannot be
Spell Resistance: Yes (object) Unholy Aura negated by remove disease or heal, but remove
curse is effective.
An undetectable alignment spell conceals the Abjuration [Evil]
alignment of an object or a creature from Level: Clr 8, Evil 8 The spell deals only half damage to
all forms of divination. Components: V, S, F creatures who are neither evil nor good,
Casting Time: 1 standard action and they are not sickened. Such a creature
Unhallow Range: 20 ft. can reduce the damage in half again (down
Targets: One creature/level in a 20-ft.- to one-quarter) with a successful Will save.
Evocation [Evil]
Level: Clr 5, Drd 5 radius burst centered on you Unseen Servant
Components: V, S, M Duration: 1 round/level (D)
Casting Time: 24 hours Saving Throw: See text Conjuration (Creation)
Range: Touch Spell Resistance: Yes (harmless) Level: Brd 1, Sor/Wiz 1
Area: 40-ft. radius emanating from the Components: V, S, M
A malevolent darkness surrounds the sub- Casting Time: 1 standard action
touched point jects, protecting them from attacks, grant- Range: Close (25 ft. + 5 ft./2 levels)
Duration: Instantaneous ing them resistance to spells cast by good Effect: One invisible, mindless, shape-
Saving Throw: See text creatures, and weakening good creatures
Spell Resistance: See text when they strike the subjects. This abjura- less servant
tion has four effects. Duration: 1 hour/level
Unhallow makes a particular site, building, Saving Throw: None
or structure an unholy site. This has three First, each warded creature gains a +4 Spell Resistance: No
major effects. deflection bonus to AC and a +4 resistance
bonus on saves. Unlike the effect of An unseen servant is an invisible, mindless,
First, the site or structure is guarded by protection from good, this benefit applies shapeless force that performs simple tasks
a magic circle against good effect. against all attacks, not just against attacks at your command. It can run and fetch
by good creatures. things, open unstuck doors, and hold
Second, all turning checks made to turn chairs, as well as clean and mend. The
undead take a –4 penalty, and turning Second, a warded creature gains spell servant can perform only one activity at a
checks to rebuke undead gain a +4 profane resistance 25 against good spells and spells time, but it repeats the same activity over
bonus. Spell resistance does not apply to cast by good creatures. and over again if told to do so, thus
this effect. (This provision does not apply allowing you to command it to clean the
to the druid version of the spell.) Third, the abjuration blocks possession floor and then turn your attention
and mental influence, just as protection from elsewhere as long as you remain within
Finally, you may choose to fix a single good does. range. It can open only normal doors,
spell effect to the unhallowed site. The spell drawers, lids, and the like. It has an effec-
effect lasts for one year and functions Finally, if a good creature succeeds on a tive Strength score of 2 (so it can lift 20
throughout the entire site, regardless of its melee attack against a warded creature, the pounds or drag 100 pounds). It can trigger
normal duration and area or effect. You offending attacker takes 1d6 points of traps and such, but it can exert only 20
may designate whether the effect applies temporary Strength damage (Fortitude pounds of force, which is not enough to
to all creatures, creatures that share your negates). activate certain pressure plates and other
faith or alignment, or creatures that adhere devices. It can’t perform any task that
to another faith or alignment. For example, Focus: A tiny reliquary containing some requires a skill check with a DC higher
you may create a bless effect that aids all sacred relic, such as a piece of parchment than 10 or that requires a check using a
creatures of like alignment or faith in the from an unholy text. The reliquary costs at
area, or a bane effect that hinders creatures least 500 gp.
of the opposite alignment or an enemy
faith. At the end of the year, the chosen
297
CHAPTER 11: skill that can’t be used untrained. Its speed Ventriloquism Range: Close (25 ft. + 5 ft./2 levels)
Area: One living creature/level within a
SPELLS is 15 feet. Illusion (Figment)
Level: Brd 1, Sor/Wiz 1 40-ft.-radius spread
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 of Range: Close (25 ft. + 5 ft./2 levels) Spell Resistance: Yes
damage from area attacks. (It gets no saves Effect: Intelligible sound, usually speech
against attacks.) If you attempt to send it Duration: 1 min./level (D) You emit a terrible scream that kills crea-
beyond the spell’s range (measured from Saving Throw: Will disbelief (if inter- tures that hear it (except for yourself).
your current position), the servant ceases Creatures closest to the point of origin are
to exist. acted with) affected first.
Spell Resistance: No
Material Component: A piece of string Wall of Fire
and a bit of wood. You can make your voice (or any sound
that you can normally make vocally) seem Evocation [Fire]
Vampiric Touch to issue from someplace else, such as from Level: Drd 5, Fire 4, Sor/Wiz 4
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
Range: Touch recognizes it as illusory (but still hears it). long/level or a ring of fire with a
Target: Living creature touched radius of up to 5 ft. per two levels;
Duration: Instantaneous/1 hour; Focus: A parchment rolled up into a either form 20 ft. high
small cone. Duration: Concentration + 1
see text round/level
Saving Throw: None Virtue Saving Throw: None
Spell Resistance: Yes Spell Resistance: Yes
Transmutation
You must succeed on a melee touch attack. Level: Clr 0, Drd 0, Pal 1 An immobile, blazing curtain of shimmer-
Your touch deals 1d6 points of damage per Components: V, S, DF ing violet fire springs into existence. One
two caster levels (maximum 10d6). You Casting Time: 1 standard action side of the wall, selected by you, sends
gain temporary hit points equal to the Range: Touch forth waves of heat, dealing 2d4 points of
damage you deal. However, you can’t gain Target: Creature touched fire damage to creatures within 10 feet and
more than the subject’s current hit points Duration: 1 min. 1d4 points of fire damage to those past 10
+10, which is enough to kill the subject. Saving Throw: Fortitude negates (harm- feet but within 20 feet. The wall deals this
The temporary hit points disappear 1 hour damage when it appears and on your turn
later. less) each round to all creatures in the area. In
Spell Resistance: Yes (harmless) addition, the wall deals 2d6 points of fire
Veil damage +1 point of fire damage per caster
The subject gains 1 temporary hit point. level (maximum +20) to any creature pass-
Illusion (Glamer) ing through it. The wall deals double
Level: Brd 6, Sor/Wiz 6 Vision damage to undead creatures.
Components: V, S
Casting Time: 1 standard action Divination If you evoke the wall so that it appears
Range: Long (400 ft. + 40 ft./level) Level: Sor/Wiz 7 where creatures are, each creature takes
Targets: One or more creatures, no two Components: V, S, M, XP damage as if passing through the wall.
Casting Time: 1 standard action
of which can be more than 30 ft. apart If any 5-foot length of wall takes 20
Duration: Concentration + 1 hour/level This spell functions like legend lore, except points of cold damage or more in 1 round,
that it works more quickly but produces that length goes out. (Do not divide cold
(D) some strain on you. You pose a question damage by 4, as normal for objects.)
Saving Throw: Will negates; see text about some person, place, or object, then
Spell Resistance: Yes; see text cast the spell. If the person or object is at Wall of fire can be made permanent with
hand or if you are in the place in question, a permanency spell. A permanent wall of fire
298 You instantly change the appearance of the you receive a vision about it by succeeding that is extinguished by cold damage
subjects and then maintain that appear- on a caster level check (1d20 +1 per caster becomes inactive for 10 minutes, then
ance for the spell’s duration. You can make level; maximum +25) against DC 20. If reforms at normal strength.
the subjects appear to be anything you only detailed information on the person,
wish. A party might be made to resemble a place, or object is known, the DC is 25, and Arcane Material Component: A small piece
mixed band of sprites led by a treant. The the information gained is incomplete. If of phosphorus.
subjects look, feel, and smell just like the only rumors are known, the DC is 30, and
creatures the spell makes them resemble. the information gained is vague. Wall of Force
Affected creatures resume their normal
appearances if slain. You must succeed on a XP Cost: 100 XP. Evocation [Force]
Disguise check to duplicate the appearance Level: Sor/Wiz 5
of a specific individual. This spell gives you Wail of the Banshee Components: V, S, M
a +10 bonus on the check. Casting Time: 1 standard action
Necromancy [Death, Sonic] Range: Close (25 ft. + 5 ft./2 levels)
Unwilling targets can negate the spell’s Level: Death 9, Sor/Wiz 9 Effect: Wall whose area is up to one
effect on them by making Will saves or Components: V
with spell resistance. Those who interact Casting Time: 1 standard action 10-ft. square/level
with the subjects can attempt Will disbe- Duration: 1 round /level (D)
lief saves to see through the glamer, but Saving Throw: None
spell resistance doesn’t help. Spell Resistance: No
A wall of force spell creates an invisible wall height that does not exceed 1,000 square If you desire, the wall can be created CHAPTER 11:
of force. The wall cannot move, it is feet). The plane can be oriented in any vertically resting on a flat surface but not
immune to damage of all kinds, and it is fashion as long as it is anchored. A vertical attached to the surface, so that it can be SPELLS
unaffected by most spells, including dispel wall need only be anchored on the floor, tipped over to fall on and crush creatures
magic. However, disintegrate immediately while a horizontal or slanting wall must be beneath it. The wall is 50% likely to tip in
destroys it, as does a rod of cancellation, a anchored on two opposite sides. either direction if left unpushed. Creatures
sphere of annihilation, or a Mordenkainen’s can push the wall in one direction rather
disjunction spell. Breath weapons and spells The wall is primarily defensive in nature than letting it fall randomly. A creature
cannot pass through the wall in either and is used to stop pursuers from must make a DC 40 Strength check to
direction, although dimension door, teleport, following you and the like. Each 10-foot push the wall over. Creatures with room to
and similar effects can bypass the barrier. square of wall has 3 hit points per inch of flee the falling wall may do so by making
It blocks ethereal creatures as well as thickness. Creatures can hit the wall auto- successful Reflex saves. Any Large or
material ones (though ethereal creatures matically. A section of wall whose hit smaller creature that fails takes 10d6 points
can usually get around the wall by floating points drop to 0 is breached. If a creature of damage. The wall cannot crush Huge
under or over it through material floors tries to break through the wall with a and larger creatures.
and ceilings). Gaze attacks can operate single attack, the DC for the Strength
through a wall of force. check is 15 + caster level. Like any iron wall, this wall is subject to
rust, perforation, and other natural
The caster can form the wall into a flat, Even when the ice has been broken phenomena.
vertical plane whose area is up to one 10- through, a sheet of frigid air remains. Any
foot square per level. The wall must be creature stepping through it (including the Material Component: A small piece of
continuous and unbroken when formed. If one who broke through the wall) takes 1d6 sheet iron plus gold dust worth 50 gp (1
its surface is broken by any object or points of cold damage +1 point per caster pound of gold dust).
creature, the spell fails. level (no save).
Wall of Stone
Wall of force can be made permanent Hemisphere: The wall takes the form of a
with a permanency spell. hemisphere whose maximum radius is 3 Conjuration (Creation) [Earth]
feet + 1 foot per caster level. Thus, a 7th- Level: Clr 5, Drd 6, Earth 5, Sor/Wiz 5
Material Component: A pinch of powder level caster can create a hemisphere 10 feet Components: V, S, M/DF
made from a clear gem. in radius. The hemisphere is as hard to break Casting Time: 1 standard action
through as the ice plane form, but it does Range: Medium (100 ft. + 10 ft./level)
Wall of Ice not deal damage to those who go through a Effect: Stone wall whose area is up to
breach.
Evocation [Cold] one 5-ft. square/level (S)
Level: Sor/Wiz 4 Material Component: A small piece of Duration: Instantaneous
Components: V, S, M quartz or similar rock crystal. Saving Throw: See text
Casting Time: 1 standard action Spell Resistance: No
Range: Medium (100 ft. + 10 ft./level) Wall of Iron
Effect: Anchored plane of ice, up to one This spell creates a wall of rock that
Conjuration (Creation) merges into adjoining rock surfaces. It is
10-ft. square/level, or hemisphere of Level: Sor/Wiz 6 typically employed to close passages,
ice with a radius of up to 3 ft. + Components: V, S, M portals, and breaches against opponents. A
1 ft./level Casting Time: 1 standard action wall of stone is 1 inch thick per four caster
Duration: 1 min./level Range: Medium (100 ft. + 10 ft./level) levels and composed of up to one 5-foot
Saving Throw: Reflex negates; see text Effect: Iron wall whose area is up to one square per level. You can double the wall’s
Spell Resistance: Yes
5-ft. square/level; see text 299
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 spring
unbroken when created. Any creature into being. This wall can be used to seal off
adjacent to the wall when it is created may a passage or close a breach, for the wall
attempt a Reflex save to disrupt the wall as inserts itself into any surrounding
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
dragon breath, can melt a wall of ice, and it creature or another object. It must always
deals full damage to the wall (instead of the be a flat plane, though you can shape its
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-foot
Ice Plane: A sheet of strong, hard ice ap- square of the wall has 30 hit points
pears. The wall is 1 inch thick per caster per inch of thickness and hardness
level. It covers up to a 10-foot-square area 10. A section of wall whose hit
per caster level (so a 10th-level wizard can points drop to 0 is breached. If a
create a wall of ice 100 feet long and 10 feet creature tries to break through the wall
high, a wall 50 feet long and 20 feet high, with a single attack, the DC for the
or some other combination of length and Strength check is 25 + 2 per inch of
thickness.