Evocation [Darkness] | |
Level: | Darkness 3, Sorcerer/Wizard 3 |
Components: | V, S, M |
Casting Time: | 1 action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Area: | A 20-ft. -radius emanation centered on a creature, object, or point in space |
Duration: | 1 round/level (D) |
Saving Throw: | Will negates or none (object) |
Spell Resistance: | Yes or no (object) |
The caster creates an area of total darkness. The darkness is
impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell's area, even the caster, cannot see through it.
The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.
Blacklight counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell daylight counters or dispels blacklight.
Transmutation | |
Level: | Sorcerer/Wizard 6, Artifice 7 |
Components: | V, S |
Casting Time: | 1 action |
Range: | Touch |
Target: | One item of a volume no greater than 10 cu. ft./level (see text) |
Duration: | Permanent |
Saving Throw: | None |
Spell Resistance: | Yes (object) |
This spell increases the hardness of materials. For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This
hardness increase improves only the material's resistance to damage. Nothing else is modified by the improvement.
The hardening spell does not in any way affect resistance to other forms of transformation.
This spell affects up to 10 cubic feet per level of the spellcaster.
If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Sorcerer/Wizard 8, Madness 8 |
Components: | V |
Casting Time: | One action |
Range: | Touch |
Target: | Living creature touched |
Duration: | 1d4+1 rounds |
Saving Throw: | None |
Spell Resistance: | Yes |
The subject cannot keep him or herself from behaving as though completely mad. This spell makes it impossible for the victim to do anything other than race
about caterwauling.
The effect worsens the Armor Class of the creature by 4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.
Necromancy | |
Level: | Sorcerer/Wizard 6, Cleric 6, Repose 6 |
Components: | V, S, M, D F |
Casting Time: | 1 action |
Range: | Medium (100 ft. + 10 ft./level) |
Area: | Several undead creatures within a 50-ft. -radius burst |
Duration: | Instantaneous |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
Undeath to death snuffs out the animating forces of undead creatures, killing them instantly. The
spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first
Conjuration (Healing) | |
Spellcraft DC: | 49 |
Components: | V, S, D F |
Casting Time: | 7 days |
Target: | Dead creature touched |
Duration: | Permanent |
Saving Throw: | Fortitude negates (harmless) |
Spell Resistance: | Yes (harmless) |
To Develop: | 441,000 gp |
Evocation [Cold] | |
Spellcraft DC: | 50 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 300 ft. |
Area: | 20-ft. -radius hemisphere burst |
Duration: | Instantaneous |
Saving Throw: | Reflex half |
Spell Resistance: | Yes |
To Develop: | 450,000 gp |
Evocation [Cold] | |
Spellcraft DC: | 78 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | 300 ft. |
Area: | 20-ft. -radius hemisphere burst |
Duration: | Instantaneous |
Saving Throw: | Reflex half |
Spell Resistance: | Yes |
To Develop: | 702,000 gp |
Conjuration (Healing) | |
Spellcraft DC: | 52 |
Components: | V, S, D F |
Casting Time: | 1 minute |
Range: | Touch |
Target: | You or creature touched |
Duration: | Contingent until expended, then instantaneous |
Saving Throw: | None (see text) |
Spell Resistance: | Yes (harmless) |
To Develop: | 468,000 gp |
Conjuration (Creation) | |
Spellcraft DC: | 58 |
Components: | V, S, XP |
Casting Time: | 100 days, 11 minutes |
Range: | 0 ft. |
Effect: | One living vault, 50 ft. by 50 ft. by 10 ft. |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | None |
To Develop: | 540,000 gp |
Conjuration (Summoning) | |
Spellcraft DC: | 56 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | Personal |
Effect: | Aura of one thousand insects that surrounds you in a 10-ft. -radius spread |
Duration: | 20 rounds (D) |
Saving Throw: | None (see text) |
Spell Resistance: | No |
To Develop: | 504,000 gp |
Enchantment (Compulsion) [Teleportation] [Mind-Affecting] | |
Spellcraft DC: | 97 |
Components: | V, S, XP |
Casting Time: | 1 standard action |
Target: | Creature touched |
Duration: | Instantaneous (20 hours for compulsion) |
Saving Throw: | Will negates (see text) |
Spell Resistance: | Yes |
To Develop: | 873,000 gp |
Necromancy (Death, Evil), Illusion (Figment) | |
Spellcraft DC: | 80 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 300 ft. |
Target: | One creature of up to 80 HD |
Duration: | Instantaneous |
Saving Throw: | Fort negates |
Spell Resistance: | Yes |
To Develop: | 738,000 gp |
Evocation [Cold] | |
Spellcraft DC: | 319 |
Components: | V, S, X P |
Casting Time: | 1 minute |
Range: | 1,000 ft. |
Area: | 1,000-ft. -radius emanation |
Duration: | 20 hours |
Saving Throw: | None |
Spell Resistance: | None |
To Develop: | 2,871,000 gp |
Conjuration (Summoning) [Fire] | |
Spellcraft DC: | 38 |
Components: | V, S, Ritual |
Casting Time: | 1 standard action |
Range: | 75 ft. |
Effect: | One summoned adult red dragon |
Duration: | 20 rounds (D) |
Saving Throw: | None (see text) |
Spell Resistance: | No |
To Develop: | 342,000 gp |
Conjuration (Summoning) [Fire] | |
Spellcraft DC: | 50 |
Components: | V, S, Ritual, XP |
Casting Time: | 1 standard action |
Range: | 75 ft. |
Effect: | Ten summoned adult red dragons |
Duration: | 20 rounds (D) |
Saving Throw: | None (see text) |
Spell Resistance: | No |
To Develop: | 450,000 gp |
Conjuration [Teleportation] | |
Spellcraft DC: | 29 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | Touch |
Target: | You and other touched willing creatures weighing up to 1,000 lb. |
Duration: | Instantaneous (D) |
Saving Throw: | Yes (harmless) (see text) |
Spell Resistance: | Yes (harmless) |
To Develop: | 261,000 gp |
Conjuration (Creation) [Transportation] | |
Spellcraft DC: | 42 |
Components: | V, S, X P |
Casting Time: | 10 minutes |
Range: | 200 miles |
Area: | 5-mile radius, centered on you |
Duration: | Up to 8 hours (D) |
Saving Throw: | None |
Spell Resistance: | No |
To Develop: | 378,000 gp |
Conjuration (Creation) [Transportation] | |
Spellcraft DC: | 79 |
Components: | V, S, X P |
Casting Time: | 1 minute |
Range: | 5 ft. |
Effect: | One duplicate of caster |
Duration: | 8 hours |
Saving Throw: | None |
Spell Resistance: | No |
To Develop: | 711,000 gp |
Enchantment (Compulsion) [Mind-Affecting] | |
Spellcraft DC: | 80 |
Components: | V, S, XP |
Casting Time: | 1 standard action |
Range: | 75 ft. |
Target: | One living creature |
Duration: | Permanent |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
To Develop: | 720,000 gp |
Abjuration | |
Spellcraft DC: | 69 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 300 ft. |
Target: | One creature or object |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | No |
To Develop: | 621,000 gp |
Conjuration (Creation) [Force] | |
Spellcraft DC: | 46 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | Touch |
Target: | Creature touched |
Duration: | 24 hours (D) |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
To Develop: | 414,000 gp |
Abjuration | |
Spellcraft DC: | 52 |
Components: | V, S |
Casting Time: | 10 minutes |
Range: | Touch |
Target: | Object or creature touched |
Duration: | Permanent |
Saving Throw: | None |
Spell Resistance: | Yes |
To Develop: | 468,000 gp |
Abjuration | |
Spellcraft DC: | 68 |
Components: | V, S, X P |
Casting Time: | 41 days, 11 minutes |
Range: | Touch |
Target: | Object or creature touched |
Duration: | Permanent |
Saving Throw: | None |
Spell Resistance: | Yes |
To Develop: | 630,000 gp |
Abjuration | |
Spellcraft DC: | 150 |
Components: | V, S, Ritual, XP |
Casting Time: | 1 minute |
Range: | Touch |
Target: | Touched creature or object of 2,000 lb. or less |
Duration: | Permanent |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
To Develop: | 1,350,000 gp |
Transmutation | |
Spellcraft DC: | 45 |
Components: | V, S, Ritual |
Casting Time: | 1 minute |
Range: | Touch |
Target: | Creature touched |
Duration: | 20 hours |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
To Develop: | 405,000 gp |
Transmutation | |
Spellcraft DC: | 59 |
Components: | V, S, X P |
Casting Time: | 1 standard action |
Range: | 12,000 ft. |
Target: | One creature, or up to a 10-foot cube of nonliving matter |
Duration: | Instantaneous |
Saving Throw: | Fortitude half |
Spell Resistance: | Yes |
To Develop: | 531,000 gp |
Evocation [Acid, Fire, Electricity, Sonic] | |
Spellcraft DC: | 90 |
Components: | V, S, X P |
Casting Time: | 1 standard action |
Range: | 300 ft. |
Area: | 40-ft. -radius spread |
Duration: | Instantaneous |
Saving Throw: | Reflex half |
Spell Resistance: | Yes |
To Develop: | 810,000 gp |
12 hours or until discharged
Transmutation | |
Spellcraft DC: | 43 |
Components: | None |
Casting Time: | 1 free action |
Range: | Touch (see text) |
Target: | One creature or force grappling you |
Duration: | Instantaneous |
Saving Throw: | Fortitude half |
Spell Resistance: | Yes |
To Develop: | 387,000 gp |
Evocation [Electricity] | |
Spellcraft DC: | 140 |
Components: | None |
Casting Time: | 1 standard action |
Range: | 300 ft. or 150 ft. |
Area: | A bolt 5 ft. wide by 300 ft. long, or 10 ft. wide by 150 ft. long |
Duration: | Instantaneous |
Saving Throw: | Reflex half |
Spell Resistance: | Yes |
To Develop: | 1,260,000 gp |
Conjuration (Summoning) | |
Spellcraft DC: | 50 |
Components: | V, S, X P |
Casting Time: | 1 standard action |
Range: | 75 ft. |
Effect: | One summoned creature |
Duration: | 20 rounds |
Saving Throw: | None |
Spell Resistance: | No |
To Develop: | 450,000 gp |
Transmutation | |
Spellcraft DC: | 55 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 300 ft. |
Area: | 40-ft. -radius hemisphere |
Duration: | Permanent |
Saving Throw: | Fortitude negates |
Spell Resistance: | Yes |
To Develop: | 495,000 gp |
Necromancy [Death] | |
Spellcraft DC: | 86 |
Components: | None |
Casting Time: | 1 quickened action |
Range: | 300 ft. |
Target: | One living creature |
Duration: | Instantaneous |
Saving Throw: | Fortitude partial (see text) |
Spell Resistance: | Yes |
To Develop: | 774,000 gp |
Necromancy [Evil] | |
Spellcraft DC: | 35 |
Components: | V, S ,M, XP |
Casting Time: | 1 standard action |
Range: | Touch |
Effect: | Two 18-HD mummies |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | No |
To Develop: | 315,000 gp |
Conjuration [Teleportation] | |
Spellcraft DC: | 62 |
Components: | V, S ,XP |
Casting Time: | 1 standard action |
Range: | 300 ft. |
Target: | Creature or object weighing up to 1,000 lb. |
Duration: | Instantaneous |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
To Develop: | 558,000 gp |
Conjuration (Creation, Healing) | |
Spellcraft DC: | 38 |
Components: | V, S, DF, XP |
Casting Time: | 100 days, 11 minutes |
Range: | 0 ft. |
Effect: | One constructed creature up to Medium (20 cu. ft.) |
Duration: | Permanent |
Saving Throw: | None |
Spell Resistance: | No |
To Develop: | 360,000 gp |
Abjuration | |
Spellcraft DC: | 27 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | Personal |
Target: | You |
Duration: | 12 hours |
To Develop: | 243,000 gp |
Conjuration, Necromancy | |
Spellcraft DC: | 104 |
Components: | V, S, Ritual, XP |
Casting Time: | 10 minutes |
Range: | 0 ft. |
Area: | 1,000-ft. -radius hemisphere |
Duration: | Instantaneous |
Saving Throw: | Fortitude negates |
Spell Resistance: | Yes |
To Develop: | 936,000 gp |
Evocation [Fire] | |
Spellcraft DC: | 50 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | 0 ft. |
Area: | 2-mile-radius emanation |
Duration: | 20 hours |
Saving Throw: | Reflex negates (see text) |
Spell Resistance: | Yes |
To Develop: | 450,000 gp |
Conjuration (Creation) | |
Spellcraft DC: | 38 |
Components: | V, S, XP, Ritual |
Casting Time: | 65 days, 11 minutes |
Range: | 0 ft. |
Area: | 100-ft. -radius hemispherical island |
Duration: | Permanent |
Saving Throw: | None |
Spell Resistance: | No |
To Develop: | 360,000 gp |
Transmutation | |
Spellcraft DC: | 27 |
Components: | V, S, X P |
Casting Time: | 1 full round |
Range: | 12,000 ft. |
Target: | One creature, or up to a 10-foot cube of nonliving matter |
Duration: | Instantaneous |
Saving Throw: | Fortitude half |
Spell Resistance: | Yes |
To Develop: | 243,000 gp |
Conjuration [Teleportation] | |
Spellcraft DC: | 64 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | Touch |
Target: | You or creature touched |
Duration: | Contingent until expended, then 1 round of safe time |
Saving Throw: | None |
Spell Resistance: | No |
To Develop: | 576,000 gp |
Divination, Enchantment (Compulsion) [Mind-Affecting] | |
Spellcraft DC: | 72 |
Components: | V, S |
Casting Time: | 10 minutes |
Range: | See text |
Target: | One other living creature |
Duration: | 20 minutes (D) |
Saving Throw: | Will negates (see text) |
Spell Resistance: | No |
To Develop: | 648,000 gp |
Divination | |
Spellcraft DC: | 55 |
Components: | V, S |
Casting Time: | 10 minutes |
Range: | See text |
Target: | One other living creature |
Duration: | 20 minutes (D) |
Saving Throw: | Will negates |
Spell Resistance: | No |
To Develop: | 495,000 gp |
Enchantment (Compulsion) [Mind-Affecting] | |
Spellcraft DC: | 45 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 75 ft. |
Target: | One living creature |
Duration: | 20 hours or until completed |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
To Develop: | 405,000 gp |
Conjuration (Summoning) | |
Spellcraft DC: | 72 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 75 ft. |
Effect: | Summoned creature |
Duration: | 20 rounds (D) |
Saving Throw: | None |
Spell Resistance: | No |
To Develop: | 648,000 gp |
Abjuration | |
Spellcraft DC: | 59 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 300 ft. |
Target: | One creature or object |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | No |
To Develop: | 531,000 gp |
Conjuration [Teleportation] | |
Spellcraft DC: | 71 |
Components: | V, S |
Casting Time: | 1 free action |
Effect: | You |
Duration: | 1 round (see text) |
Saving Throw: | None (harmless) |
Spell Resistance: | None (harmless) |
To Develop: | 639,000 gp |
Transmutation | |
Spellcraft DC: | 419 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 12,000 ft. |
Target: | One creature, or up to a 10-foot cube of nonliving matter in line of sight |
Duration: | Instantaneous |
Saving Throw: | Fortitude half |
Spell Resistance: | Yes |
To Develop: | 3,771,000 gp |
Conjuration (Creation) | |
Spellcraft DC: | 58 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | 300 ft. |
Area: | 100-ft. -radius hemisphere |
Duration: | 24 hours |
Saving Throw: | Reflex half |
Spell Resistance: | No |
To Develop: | 522,000 gp |
Conjuration (Creation) | |
Spellcraft DC: | 170 |
Components: | V, S, Ritual, XP |
Casting Time: | 10 minutes |
Range: | 1,500 ft. |
Area: | 1,000-ft. -radius hemisphere |
Duration: | Permanent |
Saving Throw: | Reflex half |
Spell Resistance: | No |
To Develop: | 1,530,000 gp |
Enchantment (Compulsion) [Fear, Mind-Affecting] | |
Spellcraft DC: | 14 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 300 ft. |
Target: | One living creature |
Duration: | 20 minutes |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
Afflicts the target with a -2 morale penalty on attack rolls, checks, and saving throws. For each additional -1 penalty assessed on either the target's attack
rolls, checks, or saving throws, increase the Spellcraft DC by +2. A character may also develop a spell with this seed that afflicts the target with a -1 penalty on caster level checks, a -1 penalty to an ability score, a -1 penalty to spell resistance, or a -1 penalty to some other aspect of the target. For each additional -1 penalty assessed in one of the above categories, increase the Spell-craft DC by +4. This seed can afflict a character's ability scores to the point where they reach 0, except for Constitution where 1 is the minimum. If a factor is applied to increase the duration of this seed, ability score penalties instead become temporary ability damage. If a factor is applied to make the duration permanent, any ability score penalties become permanent ability drain. Finally, by increasing the Spellcraft DC by +2, one of the target's senses can be afflicted: sight, smell, hearing, taste, touch, or a special sense the target possesses. If the target fails its saving throw, the sense selected doesn't function for the spell's duration, with all attendant penalties that apply for losing the specified sense.
Transmutation | |
Spellcraft DC: | 25 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | 300 ft. |
Target: | Object or 20 cu. ft. of matter |
Duration: | 20 rounds |
Saving Throw: | None |
Spell Resistance: | No |
This seed can imbue inanimate objects with mobility and a semblance of life (not actual life). The animated object attacks whomever or whatever the caster initially designates. The animated object can be
of any nonmagical material. The caster can also animate part of a larger mass of raw matter, such as a volume of water in the ocean, part of a stony wall, or the earth itself, as long as the volume of material does not exceed 20 cubic feet. For each additional 10 cubic feet of matter animated, increase the Spellcraft DC by +1, up to 1,000 cubic feet. For each additional 100 cubic feet of matter animated after the first 1,000 cubic feet, increase the spellcraft DC by +1. For each additional Hit Die granted to an animated object of a given size, increase the Spellcraft DC by +2. To animate attended objects (objects carried or worn by another creature), increase the Spellcraft DC by +10.
Necromancy [Evil] | |
Spellcraft DC: | 23 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | Touch |
Target: | One or more corpses touched |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | No |
The caster can turn the bones or bodies of dead creatures into undead that follow his or her spoken commands. The undead can follow the caster, or they can remain in an area and attack any
creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed undead can't be animated again.) Intelligent undead can follow more sophisticated commands. The animate dead seed allows a character to create 20 HD of undead. For each additional 1 HD of undead created, increase the Spellcraft DC by +1. The undead created remain under the caster's control indefinitely. A caster can naturally control 1 HD per caster level of undead creatures he or she has personally created, regardless of the method used. If the caster exceeds this number, newly created creatures fall under his or her control, and excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). If the caster is a cleric, any undead he or she commands through his or her ability to command or rebuke undead do not count toward the limit. For each additional 2 HD of undead to be controlled, increase the Spellcraft DC by +1. Only undead in excess of 20 HD created with this seed can be controlled using this DC adjustment. To both create and control more than 20 HD of undead, increase the Spellcraft DC by +3 per additional 2 HD of
undead.
Type of Undead: All types of undead can be created with the animate dead seed, although creating more powerful undead increases the Spellcraft DC of the epic spell, according to the table below. The GM must set the Spellcraft DC for undead not included on the table, using similar undead as a basis for comparison.
Undead | Spellcraft DC Modifier | Undead | Spellcraft DC Modifier |
Skeleton | -12 | Wraith | -2 |
Zombie | -12 | Mummy | +0 |
Ghoul | -10 | Spectre | +2 |
Shadow | -8 | Morhg | +4 |
Ghast | -6 | Vampire | +6 |
Wight | -4 |
Conjuration (Creation) [Force] | |
Spellcraft DC: | 14 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | Touch |
Target: | Creature touched |
Duration: | 24 hours (D) |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
This seed grants a creature additional armor, providing a +4 bonus to Armor Class. The bonus is either an armor bonus or a natural armor bonus, whichever the caster selects.
Unlike mundane armor, the Armor seed provides an intangible protection that entails no armor check penalty, arcane spell failure chance, or speed reduction. Incorporeal creatures can't bypass the Armor seed the way they can ignore normal armor. For each additional point of Armor Class bonus, increase the Spellcraft DC by +2. The caster can also grant a creature a +1 bonus to Armor Class using a different bonus type, such as deflection, divine, or insight. For each additional point of bonus to Armor Class of one of these types, increase the Spellcraft DC by +10.
Abjuration | |
Spellcraft DC: | 27 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | 75 ft. |
Target: | One or more extraplanar creatures, no two of which can be more than 30 ft. apart |
Duration: | Instantaneous |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
This seed forces extraplanar creatures out of the caster's home plane. The caster can banish up to 14 HD of extraplanar creatures. For each
additional 2 HD of extraplanar creatures banished, increase the Spellcraft DC by +1. To specify a type or sub-type of creature other than outsider to be banished, increase the Spellcraft DC by +20.
Enchantment (Compulsion) [Mind-Affecting] | |
Spellcraft DC: | 19 |
Components: | V, M |
Casting Time: | 1 minute |
Range: | 75 ft. |
Target: | One living creature |
Duration: | 20 hours or until completed |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
This seed compels a target to follow a course of activity. At the basic level of effect, a spell using the compel seed must be worded in such a manner as to
make the activity sound reasonable. Asking the creature to do an obviously harmful act automatically negates the effect (unless the Spellcraft DC has been increased to avoid this limitation
Illusion (Glamer) | |
Spellcraft DC: | 17 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | Personal or touch |
Target: | You or a creature or object of up to 2,000 lb. |
Duration: | 200 minutes or until expended (D) |
Saving Throw: | None or Will negates (harmless, object) |
Spell Resistance: | No or Yes (harmless, object) |
This seed can conceal a creature or object touched from sight, even from darkvision. If
the subject is a creature carrying gear, the gear vanishes too, rendering the creature invisible. A spell using the conceal seed ends if the subject attacks any creature. Actions directed at unattended objects do not break the spell, and causing harm indirectly is not an attack. To create invisibility that lasts regardless of the actions of the subject, increase the Spellcraft DC by +4. Alternatively, this seed can conceal the exact location of the subject so that it appears to be about 2 feet away from its true location
Conjuration (Creation) | |
Spellcraft DC: | 21 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | 0 ft. |
Effect: | Unattended, nonmagical object of nonliving matter up to 20 cu. ft. |
Duration: | 8 hours |
Saving Throw: | None |
Spell Resistance: | No |
This seed creates a nonmagical, unattended object of nonliving matter of up to 20 cubic feet in volume. The caster must succeed at an appropriate skill check to
make a complex item. The seed can create matter ranging in hardness and rarity from vegetable matter all the way up to mithral and even adamantine. Simple objects have a natural duration of 24 hours. For each additional cubic foot of matter created, increase the Spellcraft DC by +2. Attempting to use any created object as a material component or a resource during epic spell development causes the spell to fail and the object to disappear.
The Conjure seed can be used in conjunction with the life and fortify seeds for an epic spell that creates an entirely new creature, if made permanent. To give a creature spell-like abilities, apply other epic seeds to the epic spell that replicate the desired ability. To give the creature a supernatural or extraordinary ability rather than a spell-like ability, double the cost of the relevant seed. Remember that two doublings equals a tripling, and so forth. To give a creature Hit Dice, use the fortify seed. Each 5 hit points granted to the creature gives it an additional 1 HD. Once successfully created, the new creature will breed true.
Divination | |
Spellcraft DC: | 23 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | See text |
Target: | One creature |
Duration: | 200 minutes |
Saving Throw: | None |
Spell Resistance: | No |
This seed forges a telepathic bond with a particular creature with which the caster is familiar (or one that the caster can currently see directly or through magical means) and can converse back and forth. The subject
recognizes the caster if it knows him or her. It can answer in like manner immediately, though it does not have to. The caster can forge a communal bond among more than two creatures. For each additional creature contacted, increase the Spellcraft DC by +1. The bond can be established only among willing subjects, which therefore receive no saving throw or spell resistance. For telepathic communication through the bond regardless of language, increase the Spellcraft DC by +4. No special influence is established as a result of the bond, only the power to communicate at a distance.
At the base Spellcraft DC of 20, a caster can also use the contact seed to imbue an object (or creature) with a message he or she prepares that appears as written text for the spell's duration or is spoken aloud in a language the caster knows. The spoken message can be of any length, but the length of written text is limited to what can be contained (as text of a readable size) on the surface of the target. The message is delivered when specific conditions are fulfilled according to the caster's desire when the spell is cast.
Illusion (Figment) | |
Spellcraft DC: | 14 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | 12,000 ft. |
Effect: | Visual figment that can extend for up to twenty 30-ft. cubes (S) |
Duration: | Concentration plus 20 hours |
Saving Throw: | Will disbelief (if interacted with) |
Spell Resistance: | No |
A spell developed with the delude seed creates the visual illusion of an object, creature, or force, as
visualized by the caster. The caster can move the image within the limits of the size of the effect by concentrating (the image is otherwise stationary). The image disappears when struck by an opponent unless the caster causes the illusion to react appropriately. For an illusion that includes audible, olfactory, tactile, taste, and thermal aspects, increase the Spellcraft DC by +2 per extra aspect. Even realistic tactile and thermal illusions can't deal damage, however. For each additional image to be created, increase the Spellcraft DC by +1. For an illusion that follows a script determined by the caster, increase the Spellcraft DC by +9. The figment follows the script without the caster having to concentrate on it. The illusion can include intelligible speech if desired. For an illusion that makes any area appear to be something other than it is, increase the Spellcraft DC by +4. Additional components, such as sounds, can be added as noted above. Concealing creatures requires additional spell development using this or other seeds.
Transmutation | |
Spellcraft DC: | 29 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | 12,000 ft. |
Target: | One creature, or up to a 10-foot cube of nonliving matter |
Duration: | Instantaneous |
Saving Throw: | Fortitude half |
Spell Resistance: | Yes |
This seed deals 20d6 points of damage to the target. The damage is of no particular type or energy. For each additional 1d6 points of damage dealt, increase the
Spellcraft DC by +2. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the Destroy seed destroys only part of any very large object or structure targeted. The Destroy seed affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the Ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a Ward spell.
Abjuration | |
Spellcraft DC: | 19 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | 300 ft. |
Target: | One creature, object, or spell |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | No |
This seed can end ongoing spells that have been cast on a creature or object, temporarily suppress the magical abilities of a magic item, or end ongoing spells (or at least their effects) within an area. A
dispelled spell ends as if its duration had expired. The Dispel seed can defeat all spells, even those not normally subject to dispel magic. The Dispel seed can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells, and it affects spell-like effects just as it affects spells. One creature, object, or spell is the target of the Dispel seed. The caster makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 + 10 against a DC of 11 + the target spell's caster level. For each additional +1 on the dispel check, increase the Spellcraft DC by +1. If targeting an object or creature that is the effect of an ongoing spell, make a dispel check to end the spell that affects the object or creature. If the object targeted is a magic item, make a dispel check against the item's caster level. If succeessful, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface is temporarily closed. A magic item's physical properties are unchanged. Any
creature, object, or spell is potentially subject to the Dispel seed, even the spells of gods and the abilities of artifacts. A character automatically succeeds on the dispel check against any spell that he or she cast him or her self.
Evocation [Acid, Fire, Electricity, Cold, or Sonic] | |
Spellcraft DC: | 19 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | 300 ft. or touched creature or object of 2,000 lb. or less |
Area: | A bolt 5 ft. wide to 300 ft. long |
Divination | |
Spellcraft DC: | 17 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | Personal |
Target: | You |
Duration: | Instantaneous or concentration (see text) |
The caster can foretell the immediate future, or gain information about specific questions. He or she is 90% likely to receive a meaningful reading of the future of the next 30 minutes. If successful, the caster knows if a particular action will bring good results, bad results, or no result. For each additional 30 minutes into the future, multiply the Spellcraft DC by x2. For better results,
the caster can pose up to ten specific questions (one per round while he or she concentrates) to unknown powers of other planes, but the base Spellcraft DC for such an attempt is 23. The answers return in a language the caster understands, but use only one-word replies: 'yes,' 'no,' 'maybe,' 'never,' 'irrelevant,' or some other one-word answer. Unlike 0- to 9th-level spells of similar type, all questions answered are 90% likely to be answered truthfully. However, a specific spell using the foresee seed can only be cast once every five weeks. The foresee seed is also useful for epic spells requiring specific information before functioning, such as spells using the reveal and Transport seeds. The foresee seed can also be used to gain one basic piece of information about a living target: level, class, alignment, or some special ability (or one of an object's magical abilities, if any). For each additional piece of information revealed, increase the Spellcraft DC by +2.
permanent for age adjustment
Conjuration (Healing) | |
Spellcraft DC: | 25 |
Components: | V, S, DF |
Casting Time: | 1 minute |
Range: | Touch |
Target: | Creature touched |
Duration: | Instantaneous |
Saving Throw: | Yes (harmless |
Conjuration (Healing) | |
Spellcraft DC: | 27 |
Components: | V, S, DF |
Casting Time: | 1 minute |
Range: | Touch |
Target: | Dead creature touched |
Duration: | Instantaneous |
Saving Throw: | None (see text) |
Spell Resistance: | Yes (harmless) |
A spell developed with the life seed will restore life and complete vigor to any deceased creature. The condition of the remains is not a factor. So long as some small portion
of the creature's body still exists, it can be returned to life, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead for no longer than two hundred years. For each additional ten years, increase the Spellcraft DC by +1. The creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). The life seed cannot revive someone who has died of old age.
An epic caster with 24 ranks in Knowledge (arcana), Knowledge (nature), or Knowledge (religion) can cast a spell developed with a special version of the life seed that gives actual life to normally inanimate objects. The caster can give inanimate plants and animals a soul, personality, and humanlike sentience. To succeed, the caster must make a Will save (DC 10 + the target's Hit Dice, or the Hit Dice a plant will have once it comes to life).
The newly living object, intelligent animal, or sentient plant is friendly toward the caster. An object or
plant has characteristics as if it were an animated object, except that its Intelligence, Wisdom, and Charisma scores are all 3d6. Animated objects and plants gain the ability to move their limbs, projections, roots, carved legs and arms, or other appendages, and have senses similar to a human's. A newly intelligent animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Objects, animals, and plants speak one language that the caster knows, plus one additional language that he or she knows per point of Intelligence bonus (if any).
Abjuration | |
Spellcraft DC: | 27 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | Personal |
Target: | You |
Duration: | Until expended or 12 hours |
Attacks targeted against the caster rebound on the original attacker. Each use of the reflect seed in an epic spell is effective against one type of attack only: spells (and spell-like effects), ranged attacks, or melee attacks. To reflect an area spell, where the caster is not the target but are caught in the vicinity, increase the Spellcraft DC by +20. A single successful use of reflect
expends its protection. Spells developed with the reflect seed against spells and spell-like effects return all spell effects of up to 1st level. For each additional level of spells to be reflected, increase the Spellcraft DC by +20. Epic spells are treated as 10th-level spells for this purpose.
The desired effect is automatically reflected if the spell in question is 9th level or lower. An opposed caster level check is required when the reflect seed is used against another epic spell. If the enemy spellcaster gets his or her spell through by winning the caster level check, the epic spell using the reflect seed is not expended, just momentarily suppressed.
If the reflect seed is used against a melee attack or ranged attack, five such attacks are automatically reflected back on the original attacker. For each additional attack reflected, increase the Spellcraft DC by +4. The reflected attack rebounds on the attacker using the same attack roll. Once the allotted attacks are reflected, the spell using the reflect seed is expended.
Divination | |
Spellcraft DC: | 19 (see text) |
Components: | V, S |
Casting Time: | 1 minute |
Range: | See text |
Effect: | Magical sensor |
Duration: | 20 minutes (D) |
Saving Throw: | None |
Spell Resistance: | No |
The caster of this seed can see some distant location or hear the sounds at some distant location almost as if he or she was there. To both hear and see, increase the Spellcraft DC by +2. Distance is not a
factor, but the locale must be known-a place familiar to the caster or an obvious one. The spell creates an invisible sensor that can be dispelled. Lead sheeting or magical protection blocks the spell, and the caster senses that the spell is so blocked. If the caster prefers to create a mobile sensor (speed 30 feet) that he or she controls, increase the Spellcraft DC by +2. To use the reveal seed to reach one specific different plane of existence, increase the Spellcraft DC by +8. To allow magically enhanced senses to work through a spell built with the reveal seed, increase the Spellcraft DC by +4. To cast any spell from the sensor whose range is touch or greater, increase the Spellcraft DC by +6
Necromancy [Death] | |
Spellcraft DC: | 25 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | 300 ft. |
Target: | One living creature |
Duration: | Instantaneous |
Saving Throw: | Fortitude partial or half (see text) |
Spell Resistance: | Yes |
A spell developed using the Slay seed snuffs out the life force of a living creature, killing it instantly. The Slay seed kills a creature of up to 80 HD. The subject
is entitled to a Fortitude saving throw to survive the attack. If the save is successful, it instead takes 3d6+20 points of damage. For each additional 80 HD affected (or each additional creature affected), increase the Spellcraft DC by +8. Alternatively, a caster can use the Slay seed in an epic spell to suppress the life force of the target by bestowing 2d4 negative levels on the target (or half as many negative levels on a successful Fortitude save). For each additional 1d4 negative levels bestowed, increase the Spellcraft DC by +4. If the subject has at least as many negative levels as Hit Dice, it dies. If the subject survives and the negative levels persist for 24 hours or longer, the subject must make another Fortitude saving throw, or the negative levels are converted to actual level loss.
Conjuration (Summoning) | |
Spellcraft DC: | 14 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | 75 ft. |
Effect: | One summoned creature |
Duration: | 20 rounds (D) |
Saving Throw: | Will negates (see text) |
Spell Resistance: | Yes (see text) |
This seed can summon an outsider. It appears where the caster designates and acts immediately, on his or her turn, if its spell resistance is overcome and it fails a Will
saving throw. It attacks the caster's opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures an outsider the caster selects of CR 2 or less. For each +1 CR of the summoned outsider, increase the Spellcraft DC by +2. For each additional outsider of the same Challenge Rating summoned, multiply the Spellcraft DC by x2. When a caster develops a spell with the summon seed that summons an air, chaotic, earth, evil, fire, good, lawful, or water creature, the completed spell is also of that type.
If the caster increases the Spellcraft DC by +10, he or she can summon a creature of CR 2 or less from another monster type or subtype. The summoned creature is assumed to have been plucked from some other plane (or somewhere on the same plane). The summoned creature attacks the caster's opponents to the best of its ability
Transmutation | |
Spellcraft DC: | 21 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | 300 ft. |
Target: | One creature or inanimate, nonmagical object |
Duration: | Permanent |
Saving Throw: | Fortitude negates (see text) |
Spell Resistance: | Yes |
Spells using the transform seed change the subject into another form of creature or object. The new form can range in size from Diminutive to one size
larger than the subject's normal form. For each additional increment of size change, increase the Spellcraft DC by +6. If the caster wants to transform a nonmagical, inanimate object into a creature of his or her type or transform a creature into a nonmagical, inanimate object, increase the Spellcraft DC by +10. To change a creature of one type into another type increase the Spellcraft DC by +5.
Transformations involving nonmagical, inanimate substances with hardness are more difficult
Conjuration [Teleportation] | |
Spellcraft DC: | 27 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | Touch |
Target: | You and touched objects or other touched willing creatures weighing up to 1,000 lb. |
Duration: | Instantaneous, or 5 rounds for temporal transport |
Saving Throw: | None or Will negates (see text) |
Spell Resistance: | No or Yes (see text) |
Spells using the Transport seed instantly
take the caster to a designated destination, regardless of distance. For interplanar travel, increase the Spellcraft DC by +4. For each additional 50 pounds in objects and willing creatures beyond the base 1,000 pounds, increase the Spellcraft DC by +2. The base use of the Transport seed provides instantaneous travel through the Astral Plane. To shift the transportation medium to another medium increase the Spellcraft DC by +2. The caster does not need to make a saving throw, nor is spell resistance applicable to him or her. Only objects worn or carried (attended) by another person receive saving throws and spell resistance. For a spell intended to transport unwilling creatures, increase the Spellcraft DC by +4. The caster must have at least a reliable description of the place to which he or she is transporting. If the caster attempts to use the Transport seed with insufficient or misleading information, the character disappears and simply reappear in his or her original location.
As a special use of the Transport seed, a caster can develop a spell that temporarily transports him or her into a different time stream (leaving the caster in the same physical location)
Abjuration | |
Spellcraft DC: | 14 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | Touch |
Target or Effect: | Touched creature or object of 2,000 lb. or less |
Conjuration (Creation) | |
Level: | Sorcerer/Wizard 9, Creation 9 |
Components: | V, S, M, XP |
Casting Time: | 1 week (8 hours/day) |
Range: | 180 ft. (see text) |
Effect: | A demiplane coterminous with the Ethereal Plane, centered on your location |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | No |
The spellcaster creates a finite plane with limited access: a demiplane. Demiplanes created by this power are
very small, very minor planes.
A character can only cast this spell while on the Ethereal Plane. When he or she casts the spell, a local density fluctuation precipitates the creation of a demiplane. At first, the fledgling plane grows at a rate of 1 foot in radius per day to an initial maximum radius of 180 feet as it rapidly draws substance from surrounding ethereal vapors and protomatter.
The spellcaster determines the environment within the demiplane when he or she first casts genesis, reflecting most any desire the spellcaster can visualize. The spellcaster determines factors such as atmosphere, water, temperature, and the general shape of the terrain. This spell cannot create life (including vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth). The spellcaster must add these things in some other fashion if he or she desires. Once the basic demiplane reaches its maximum size, the spellcaster can continue to cast this spell to enlarge the demiplane, adding another 180 feet of radius to the demiplane each time.
Material Component: A crystalline sphere
XP
Cost: 5,000 XP.
Evocation | |
Level: | Cleric 4, Sorcerer/Wizard 4 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One willing psionic creature |
Duration: | 1 round/level |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
With this spell, you form a radiating corona around the head of a psionic ally, then convert some of your spells
into psionic power points. When you finish casting dweomer of transference, a red-orange glow surrounds the psionic creature's head. For the duration of the spell, any spells cast at the subject don't have their usual effect, instead converting themselves harmlessly into psionic energy that the subject can use as energy for psionic powers. You can cast any spell you like at the subject, even area spells, effect spells, and spells for whom the subject would ordinarily not be a legitimate target. The spells don't do anything other than provide the subject with power points, but you must still cast them normally, obeying the component and range requirements listed in the description of each spell.
For each spell you cast into the dweomer of transference, the psionic creature gets temporary power points, according to the following table. The transference isn't perfectly efficient. The temporary power points acquired through a dweomer of transference dissipate after 1 hour if they haven't already been spent.
Spell Level | Power Points |
Acquired
Transmutation | |
Level: | Sorcerer/Wizard 6 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | 1 round/level |
For a brief time, you achieve the mental dominance of a powerful psion, able to lash out at enemies using only the power of your mind. Your revel in your new mental powers to the point that you disdain using spells, even in the form of effects from magic items. You gain a +4 enhancement bonus to Intelligence and Wisdom, 3 power points per caster level, and access to the following
powers.
You manifest the powers as a psion of your caster level does, creating displays as described in each power's description. You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if those spells were no longer on your class list. For the duration of this spell, you use magic items and psionic items as if you were a psion with only the five powers given above on your class list.
Any unspent power points dissipate when the spell ends.
Material Component: A potion of fox's cunning, which you drink (its effect is overridden by the effect of this spell).
Divination [Mind-Affecting] | |
Level: | Mind 6, Sorcerer/Wizard 6 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One living creature |
Duration: | Concentration |
Saving Throw: | Fortitude negates |
Abjuration | |
Level: | Cleric 5, Sorcerer/Wizard 5 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Area: | 40-ft. -radius emanation centered on a point in space |
Duration: | 1 round/level |
Saving Throw: | Will partial |
Abjuration | |
Level: | Cleric 7, Sorcerer/Wizard 7 |
Duration: | 1 round/level |
As psychic turmoil, except you gain 1 temporary hit point for each power point the spell takes from a psionic creature. The temporary hit points last for 1 hour.
Divination [Mind-Affecting] | |
Level: | Cleric 3, Mind 3, Sorcerer/Wizard 3 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 30 ft. |
Targets: | You and one willing creature within 30 ft. |
Duration: | 10 min./level |
Saving Throw: | None |
Spell Resistance: | No |
You forge a telepathic bond with another creature with an Intelligence score of 6 or higher. The bond can be established
only with a willing subject. You can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
Conjuration (Creation) [Acid] | |
Level: | Sorcerer/Wizard 2 |
Components: | V, S, M, F |
Casting Time: | 1 standard action |
Range: | Long (400 ft. + 40 ft./level) |
Effect: | One arrow of acid |
Duration: | 1 round + 1 round per three levels |
Saving Throw: | None |
Spell Resistance: | No |
A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The
arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.
Material Component: Powdered rhubarb leaf and an adder's stomach.
Focus: A dart.
Conjuration (Creation) [Acid] | |
Level: | Sorcerer/Wizard 6, Water 7 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | Fog spreads in 20-ft. radius, 20 ft. high |
Duration: | 1 round/level |
Saving Throw: | None |
Spell Resistance: | No |
Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to
slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.
Arcane Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.
Conjuration (Creation) [Acid] | |
Level: | Sorcerer/Wizard 0 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | One missile of acid |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | No |
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.
Abjuration | |
Level: | Bard 1, Ranger 1, Sorcerer/Wizard 1 |
Components: | V, S, F/DF |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Area: | 20-ft. -radius emanation centered on a point in space |
Duration: | 2 hours/level (D) |
Saving Throw: | None |
Spell Resistance: | No |
Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A
creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.
Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental 'ping' that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.
alarm can be made permanent with a permanency spell.
Arcane Focus: A tiny bell and a piece of very fine silver wire
Transmutation | |
Level: | Bard 2, Sorcerer/Wizard 2 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | 10 min./level (D) |
You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.
You retain your own ability scores. Your class and level, hit points, alignment,
base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).
You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.
If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.
You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross
physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.
You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.
You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn't change the creature type or subtype.
You can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form's significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form's kind. You are effectively disguised as an average member of the new form's race. If you use this spell to create a disguise,
you get a +10 bonus on your Disguise check.
When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can't wear in your normal form fall off and land at your feet
Divination | |
Level: | Bard 6, Sorcerer/Wizard 6 |
Components: | V, S, F |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Targets: | One object or creature per caster level |
Duration: | 1 round/level (D) |
Saving Throw: | None or Will negates |
Transmutation | |
Level: | Druid 5, Ranger 4, Sorcerer/Wizard 5 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Targets: | Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart |
Duration: | 1 min./level |
Saving Throw: | Fortitude negates |
Spell Resistance: | Yes |
A number of animals grow to twice their normal size and
eight times their normal weight. This alteration changes each animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC and attack rolls and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change.
The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it- the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.
Any enlarged item that leaves the enlarged creature's possession instantly
returns to its normal size.
The spell gives no means of command or influence over the enlarged animals.
Multiple magical effects that increase size do not stack.
Necromancy [Evil] | |
Level: | Cleric 3, Death 3, Sorcerer/Wizard 4 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Targets: | One or more corpses touched |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | No |
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
The undead can follow you, or they
can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can't be animated again.)
Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a mostly intact corpse. The
corpse must be that of a creature with a true anatomy.
Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.
Transmutation | |
Level: | Bard 6, Chaos 6, Cleric 6 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Targets: | One Small object per caster level |
Transmutation | |
Level: | Bard 1, Sorcerer/Wizard 1 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Target: | One ropelike object, length up to 50 ft. + 5 ft./level |
Abjuration | |
Level: | Cleric 8, Magic 6, Protection 6, Sorcerer/Wizard 6 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | 10 ft. |
Area: | 10-ft. -radius emanation, centered on you |
Duration: | 10 min./level (D) |
Saving Throw: | None |
Spell Resistance: | See text |
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects,
including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.
Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)
A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a
masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field. dispel magic does not remove the field.
Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this.
Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
Arcane Material Component: A pinch of powdered iron or iron filings.
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Druid 9, Sorcerer/Wizard 8 |
Components: | V, S, M/DF |
Casting Time: | 1 hour |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One location (up to a 10-ft. cube/level) or one object |
Duration: | 2 hours/level (D) |
Saving Throw: | Will partial |
Spell Resistance: | Yes |
You cause an object or location to emanate magical vibrations that repel either a specific kind of
intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.
Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item.
A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points.
Antipathy counters and dispels sympathy.
Arcane Material Component: A lump of alum soaked in vinegar.
Divination (Scrying) | |
Level: | Sorcerer/Wizard 4 |
Components: | V, S, M |
Casting Time: | 10 minutes |
Range: | Unlimited |
Effect: | Magical sensor |
Duration: | 1 min./level (D) |
Saving Throw: | None |
Spell Resistance: | No |
You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without
hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.
The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can't enter another plane of existence, even through a gate or similar magical portal.
You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.
Material Component: A bit of bat fur.
Abjuration | |
Level: | Sorcerer/Wizard 2 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | The door, chest, or portal touched, up to 30 sq. ft./level in size |
Duration: | Permanent |
Saving Throw: | None |
Spell Resistance: | No |
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it
Universal | |
Level: | Sorcerer/Wizard 0 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 0 ft. |
Effect: | One personal rune or mark, all of which must fit within 1 sq. ft. |
Duration: | Permanent |
Saving Throw: | None |
Spell Resistance: | No |
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An
arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.
arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).
Divination | |
Level: | Sorcerer/Wizard 3 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | 1 min./level (D) |
This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but Arcane sight does not require concentration and discerns aura location and power more quickly.
You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an
item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura
Divination | |
Level: | Sorcerer/Wizard 7 |
This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see.
Greater arcane sight doesn't let you identify magic items.
Unlike arcane sight, this spell cannot be made permanent with a permanency spell.
Necromancy | |
Level: | Cleric 9, Sorcerer/Wizard 9, Travel 9 |
Components: | V, S, M |
Casting Time: | 30 minutes |
Range: | Touch |
Targets: | You plus one additional willing creature touched per two caster levels |
Duration: | See text |
Saving Throw: | None |
Spell Resistance: | Yes |
By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane
altogether.
You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.
You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.
While you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second
body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane
Transmutation | |
Level: | Druid 5, Sorcerer/Wizard 5 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One creature |
Duration: | Permanent |
Saving Throw: | Fortitude negates, Will partial |
Abjuration | |
Level: | Cleric 6, Sorcerer/Wizard 7 |
Components: | V, S, F |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Targets: | One or more extraplanar creatures, no two of which can be more than 30 ft. apart |
Duration: | Instantaneous |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
A banishment spell is a more powerful version of the dismissal spell. It enables
you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.
You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's spell resistance (if any), the saving throw DC increases by 2.
Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).
Arcane Focus: Any item that is distasteful to the subject (optional, see above).
Transmutation | |
Level: | Cleric 2, Druid 2, Ranger 2, Sorcerer/Wizard 2 |
Components: | V, S, DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 1 min./level |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes |
The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the
usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.
Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.
Transmutation | |
Level: | Cleric 6, Druid 6, Sorcerer/Wizard 6 |
Range: | Close (25 ft. + 5 ft./2 levels) |
Targets: | One creature/level, no two of which can be more than 30 ft. apart |
Mass bear's endurance works like bear's endurance, except that it affects multiple creatures.
Necromancy | |
Level: | Cleric 3, Sorcerer/Wizard 4 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | Permanent |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
You place a curse on the subject. Choose one of the following three effects.
checks, and skill checks.
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Sorcerer/Wizard 8 |
Components: | V, S, M |
Casting Time: | One minute |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One living creature |
Duration: | See text (D) |
Saving Throw: | Will negates |
Conjuration (Creation) | |
Level: | Sorcerer/Wizard 4 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Area: | 20-ft. -radius spread |
Duration: | 1 round/level (D) |
Saving Throw: | None |
Spell Resistance: | No |
This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever
surface is underfoot-including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.
Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage.
Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.
Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren't grappling with the tentacles may move through the area at only half normal speed.
Material Component: A piece of tentacle from a giant octopus or a giant squid.
Necromancy | |
Level: | Druid 4, Sorcerer/Wizard 5 |
Components: | V, S, DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | One plant |
Duration: | Instantaneous |
Saving Throw: | Fortitude half |
Necromancy | |
Level: | Bard 2, Cleric 3, Sorcerer/Wizard 2 |
Components: | V |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Target: | One living creature |
Duration: | Permanent (D) |
Saving Throw: | Fortitude negates |
Spell Resistance: | Yes |
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
Transmutation | |
Level: | Bard 3, Sorcerer/Wizard 3 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | 1 round/level (D) |
You 'blink' back and forth between the Material Plane and the Ethereal Plane. You look as though you're winking in and out of reality very quickly and at random.
Blinking has several effects, as follows.
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of
striking ethereal creatures, the miss chance is only 20% (for concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while you're Blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.
While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.
You take only half damage from falling, since you fall only while you are material.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are
shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)
Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.
An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.
An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.
Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal
creatures and objects as material.
Illusion (Glamer) | |
Level: | Bard 2, Sorcerer/Wizard 2 |
Components: | V |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 1 min./level (D) |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
The subject's outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).
A see invisibility spell does not
counteract the blur effect, but a true seeing spell does.
Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).
Abjuration | |
Level: | Bard 4, Cleric 5, Luck 5, Paladin 4, Sorcerer/Wizard 5 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | Close (25 ft. + 5 ft./2 levels) |
Targets: | Up to one creature per level, all within 30 ft. of each other |
Duration: | Instantaneous |
Saving Throw: | See text |
Spell Resistance: | No |
This spell frees victims from enchantments, transmutations, and curses. Break
enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.
If the spell is one that cannot be dispelled by dispel magic, Break enchantment works only if that spell is 5th level or lower.
If the effect comes from some permanent magic item Break enchantment does not remove the curse from the item, but it does frees the victim from the item's effects.
Transmutation | |
Level: | Cleric 2, Druid 2, Paladin 2, Sorcerer/Wizard 2, Strength 2 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 1 min./level |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee
attack rolls, melee damage rolls, and other uses of the Strength modifier.
Arcane Material Component: A few hairs, or a pinch of dung, from a bull.
Transmutation | |
Level: | Cleric 6, Druid 6, Sorcerer/Wizard 6 |
Range: | Close (25 ft. + 5 ft./2 levels) |
Targets: | One creature/level, no two of which can be more than 30 ft. apart |
This spell functions like bull's strength, except that it affects multiple creatures.
Evocation [Fire] | |
Level: | Fire 1, Sorcerer/Wizard 1 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 15 ft. |
Area: | Cone-shaped burst |
Duration: | Instantaneous |
Saving Throw: | Reflex half |
Spell Resistance: | Yes |
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn
if the flames touch them. A character can extinguish burning items as a full-round action.
Transmutation | |
Level: | Bard 2, Druid 2, Ranger 2, Sorcerer/Wizard 2 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 1 min./level |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes |
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to
AC, Reflex saves, and other uses of the Dexterity modifier.
Material Component: A pinch of cat fur.
Transmutation | |
Level: | Bard 6, Druid 6, Sorcerer/Wizard 6 |
Range: | Close (25 ft. + 5 ft./2 levels) |
Targets: | One creature/level, no two of which can be more than 30 ft. apart |
This spell functions like cat's grace, except that it affects multiple creatures.
see text
Evocation [Electricity] | |
Level: | Air 6, Sorcerer/Wizard 6 |
Components: | V, S, F |
Casting Time: | 1 standard action |
Range: | Long (400 ft. + 40 ft./level) |
Targets: | One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target) |
Duration: | Instantaneous |
Saving Throw: | Reflex half |
Spell Resistance: | Yes |
This spell creates an electrical discharge that
begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.
The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).
Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
Focus: A bit of fur
Enchantment (Charm) [Mind-Affecting] | |
Level: | Bard 3, Sorcerer/Wizard 4 |
Target: | One living creature |
Duration: | One day/level |
This spell functions like charm person, except that the effect is not restricted by creature type or size.
Enchantment (Charm) [Mind-Affecting] | |
Level: | Bard 6, Sorcerer/Wizard 8 |
Components: | V |
Targets: | One or more creatures, no two of which can be more than 30 ft. apart |
Duration: | One day/level |
This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.
Enchantment (Charm) [Mind-Affecting] | |
Level: | Bard 1, Sorcerer/Wizard 1 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One humanoid creature |
Duration: | 1 hour/level |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the
creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.
Necromancy | |
Level: | Sorcerer/Wizard 1 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Touch |
Targets: | Creature or creatures touched (up to one/level) |
Duration: | Instantaneous |
Saving Throw: | Fortitude partial or Will negates |
Necromancy [Death] | |
Level: | Sorcerer/Wizard 6 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Area: | Several living creatures within a 40-ft. -radius burst |
Duration: | Instantaneous |
Saving Throw: | Fortitude negates |
Spell Resistance: | Yes |
A circle of death snuffs out the life force of living creatures, killing them instantly.
The spell
slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first
Divination (Scrying) | |
Level: | Bard 3, Knowledge 3, Sorcerer/Wizard 3 |
Components: | V, S, F/DF |
Casting Time: | 10 minutes |
Range: | Long (400 ft. + 40 ft./level) |
Effect: | Magical sensor |
Duration: | 1 min./level (D) |
Saving Throw: | None |
Spell Resistance: | No |
Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or
see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be known-a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the spell's effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.
Arcane Focus: A small horn (for hearing) or a glass eye (for seeing).
Evocation [Force] | |
Level: | Sorcerer/Wizard 8, Strength 8 |
Components: | V, S, F/DF |
This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.
The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hand's Strength score (33), -1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round. Directing the
spell to a new target is a move action.
The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength check.
Clerics who cast this spell name it for their deities.
Arcane Focus: A leather glove.
Necromancy | |
Level: | Sorcerer/Wizard 8 |
Components: | V, S, M, F |
Casting Time: | 10 minutes |
Range: | 0 ft. |
Effect: | One clone |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | No |
This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The
original's physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.
To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.
When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than
the clone would otherwise be, the clone is one level below the level at which the original died.
The spell duplicates only the original's body and mind, not its equipment.
A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.
Material Component: The piece of flesh and various laboratory supplies (cost 1,000 gp).
Focus: Special laboratory equipment (cost 500 gp).
Conjuration (Creation) | |
Level: | Sorcerer/Wizard 5 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | Cloud spreads in 20-ft. radius, 20 ft. high |
Duration: | 1 min./level |
Saving Throw: | Fortitude partial |
see text
Necromancy | |
Level: | Sorcerer/Wizard 2 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Targets: | One undead creature |
Duration: | One day/level |
Saving Throw: | Will negates |
Divination | |
Level: | Bard 1, Cleric 1, Sorcerer/Wizard 1 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | 10 min./level |
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written
material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.
Arcane Material Component: A pinch of soot and a few grains of salt.
Evocation [Cold] | |
Level: | Sorcerer/Wizard 5, Water 6 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | 60 ft. |
Area: | Cone-shaped burst |
Duration: | Instantaneous |
Saving Throw: | Reflex half |
Spell Resistance: | Yes |
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level
(maximum 15d6).
Arcane Material Component: A very small crystal or glass cone.
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Bard 3, Sorcerer/Wizard 4, Trickery 4 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Targets: | All creatures in a 15-ft. radius burst |
Duration: | 1 round/level |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
This spell causes the targets to become confused, making them unable to independently
determine what they will do.
Roll on the following table at the beginning of each subject's turn each round to see what the subject does in that round.
d% | Behavior |
01-10 | Attack caster with melee or ranged weapons (or close with caster if attack is not possible). |
11-20 | Act normally. |
21-50 | Do nothing but babble incoherently. |
51-70 | Flee away from caster at top possible speed. |
71-100 | Attack nearest creature (for this purpose, a familiar counts as part of the subject's self). |
A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically
attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
Arcane Material Component: A set of three nut shells.
Divination | |
Level: | Sorcerer/Wizard 5 |
Components: | V |
Casting Time: | 10 minutes |
Range: | Personal |
Target: | You |
Duration: | Concentration |
You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. (See the accompanying table for possible consequences and results of the attempt.) The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. (All questions are answered with
'yes,' 'no,' 'maybe,' 'never,' 'irrelevant,' or some other one-word answer.)
You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two caster levels, you may ask one question.
Contact with minds far removed from your home plane increases the probability that you will incur a decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes.
Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.)
On rare occasions, this divination may be blocked by an act of certain deities or forces.
Plane Contacted | Avoid Int/Cha Decrease | True Answer | Don't Know | Lie | Random |
Answer
Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. (The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.)
Results of a Successful Contact: d% is rolled for the result shown on the table:
True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.
Don't Know: The entity tells you that it doesn't know.
Lie: The entity intentionally lies to you.
Random Answer: The entity tries to lie but doesn't know
the answer, so it makes one up.
Necromancy [Evil] | |
Level: | Cleric 3, Destruction 3, Druid 3, Sorcerer/Wizard 4 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Living creature touched |
Duration: | Instantaneous |
Saving Throw: | Fortitude negates |
Spell Resistance: | Yes |
The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent
saves (use contagion's normal save DC for the initial saving throw).
Disease | DC | Damage |
Blinding sickness | 16 | 1d4 Str1 |
Cackle fever | 16 | 1d6 Wis |
Filth fever | 12 | 1d3 Dex and 1d3 Con |
Mindfire | 12 | 1d4 Int |
Red ache | 15 | 1d6 Str |
Shakes | 13 | 1d8 Dex |
Slimy doom | 14 | 1d4 Con |
1 Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease's save DC) or be permanently |
blinded.
One day/level (D) or until discharged
Evocation [Light] | |
Level: | Cleric 3, Sorcerer/Wizard 2 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Object touched |
Effect: | Magical, heatless flame |
Duration: | Permanent |
Saving Throw: | None |
Spell Resistance: | No |
A flame, equivalent in brightness to a torch, springs forth from an object
that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.
Light spells counter and dispel darkness spells of an equal or lower level.
Material Component: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.
Necromancy | |
Level: | Sorcerer/Wizard 7 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Targets: | Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart |
Duration: | 1 min./level |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
This spell enables you to command undead creatures for a short period of time. You command them
by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.
Intelligent undead creatures remember that you controlled them.
Material Component: A small piece of bone and a small piece of raw meat.
Transmutation [Water] | |
Level: | Cleric 4, Druid 4, Sorcerer/Wizard 6, Water 4 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Long (400 ft. + 40 ft./level) |
Area: | Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S) |
Duration: | 10 min./level (D) |
Saving Throw: | None |
4d12 hours
Necromancy [Evil] | |
Level: | Cleric 8, Death 8, Sorcerer/Wizard 8 |
This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.
Caster Level | Undead Created |
15th or lower | Shadow |
16th-17th | Wraith |
18th-19th | Spectre |
20th or higher | Devourer |
Necromancy [Evil] | |
Level: | Cleric 6, Death 6, Evil 6, Sorcerer/Wizard 6 |
Components: | V, S, M |
Casting Time: | 1 hour |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One corpse |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | No |
A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs.
The type or types of undead you can create is based on your caster level, as shown on the table below.
Caster Level | Undead Created |
11th or lower | Ghoul |
12th-14th | Ghast |
15th-17th | Mummy |
18th or higher | Mohrg |
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
This spell must be cast at night.
Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell
turns these gems into worthless shells.
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Bard 3, Sorcerer/Wizard 4 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | 30 ft. |
Area: | Cone-shaped burst |
Duration: | 1 min./level |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability
checks, skill checks, and weapon damage rolls.
Crushing despair counters and dispels good hope.
Material Component: A vial of tears.
Evocation [Force] | |
Level: | Sorcerer/Wizard 9, Strength 9 |
Components: | V, S, M, F/DF |
This spell functions like interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select.
The crushing hand can grapple an opponent like grasping hand does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hand's Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.
The crushing hand can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +18 bonus.
Directing the spell to a new target is a
move action.
Clerics who cast this spell name it for their deities.
Arcane Material Component: The shell of an egg.
Arcane Focus: A glove of snakeskin.
Evocation [Light] | |
Level: | Bard 0, Sorcerer/Wizard 0 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | Up to four lights, all within a 10- ft. -radius area |
Duration: | 1 minute (D) |
Saving Throw: | None |
Spell Resistance: | No |
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of
light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The Dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.
Dancing lights can be made permanent with a permanency spell.
Evocation [Darkness] | |
Level: | Bard 2, Cleric 2, Sorcerer/Wizard 2 |
Components: | V, M/DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Object touched |
Duration: | 10 min./level (D) |
Saving Throw: | None |
Spell Resistance: | No |
This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally
see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.
darkness counters or dispels any light spell of equal or lower spell level.
Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.
Transmutation | |
Level: | Ranger 3, Sorcerer/Wizard 2 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 1 hour/level |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not
grant one the ability to see in magical darkness.
Darkvision can be made permanent with a permanency spell.
Material Component: Either a pinch of dried carrot or an agate.
Evocation [Light] | |
Level: | Bard 3, Cleric 3, Druid 3, Paladin 3, Sorcerer/Wizard 3 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Object touched |
Duration: | 10 min./level (D) |
Saving Throw: | None |
Spell Resistance: | No |
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in
bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.
If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spell's effects are blocked until the covering is removed.
daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Bard 0, Sorcerer/Wizard 0 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One humanoid creature of 4 HD or less |
Duration: | 1 round |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or
more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.
Material Component: A pinch of wool or similar substance.
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Bard 2, Sorcerer/Wizard 2 |
Range: | Medium (100 ft. + 10 ft./level) |
Target: | One living creature of 6 HD or less |
This spell functions like daze, but daze monster can affect any one living creature of any type. Creatures of 7 or more HD are not affected.
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Bard 3, Sorcerer/Wizard 3 |
Range: | Close (25 ft. + 5 ft./2 levels) |
This spell functions like sleep, except that it affects 10 HD of creatures.
see text
see text
Divination | |
Level: | Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 60 ft. |
Area: | Cone-shaped emanation |
Duration: | Concentration, up to 1 min./level (D) |
Saving Throw: | None |
Spell Resistance: | No |
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round:
Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura
Divination | |
Level: | Cleric 0, Druid 0, Paladin 1, Ranger 1, Sorcerer/Wizard 0 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target or Area: | One creature, one object, or a 5-ft. cube |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | No |
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine
the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Divination | |
Level: | Bard 4, Sorcerer/Wizard 4 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | 40 ft. |
Area: | 40-ft. -radius emanation centered on you |
Duration: | 24 hours |
Saving Throw: | None |
Spell Resistance: | No |
You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell's area radiates from you and moves as you move. You
know the location of every magical sensor within the spell's area.
If the scrying attempt originates within the area, you also know its location
Divination | |
Level: | Bard 1, Knowledge 1, Sorcerer/Wizard 1 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 60 ft. |
Area: | Cone-shaped emanation |
Duration: | Concentration, up to 1 min./level (D) |
Saving Throw: | None |
Spell Resistance: | No |
You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to
escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of secret doors.
2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Divination [Mind-Affecting] | |
Level: | Bard 2, Knowledge 2, Sorcerer/Wizard 2 |
Components: | V, S, F/DF |
Casting Time: | 1 standard action |
Range: | 60 ft. |
Area: | Cone-shaped emanation |
Duration: | Concentration, up to 1 min./level (D) |
Saving Throw: | Will negates |
Divination | |
Level: | Cleric 1, Paladin 1, Sorcerer/Wizard 1 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | 60 ft. |
Area: | Cone-shaped emanation |
Duration: | Concentration, up to 1 minute/level (D) |
Saving Throw: | None |
Spell Resistance: | No |
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular
area.
1st Round: Presence or absence of undead auras.
2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:
HD | Strength |
1 or lower | Faint |
2-4 | Moderate |
5-10 | Strong |
11 or higher | Overwhelming |
Lingering
Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength | Duration of Lingering Aura |
Faint | 1d6 rounds |
Moderate | 1d6 minutes |
Strong | 1d6x10 minutes |
Overwhelming | 1d6 days |
Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Arcane Material Component: A bit of earth from a grave.
Conjuration (Teleportation) | |
Level: | Bard 4, Sorcerer/Wizard 4, Travel 4 |
Components: | V |
Casting Time: | 1 standard action |
Range: | Long (400 ft. + 40 ft./level) |
Target: | You and touched objects or other touched willing creatures |
Duration: | Instantaneous |
Saving Throw: | None and Will negates (object) |
Spell Resistance: | No and Yes (object) |
You instantly transfer yourself from your current location to
any other spot within range. You always arrive at exactly the spot desired-whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an
additional 4d6 points of damage and the spell simply fails.
Abjuration | |
Level: | Cleric 4, Sorcerer/Wizard 4 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | Ray |
Duration: | 1 min./level |
Saving Throw: | None |
Spell Resistance: | Yes (object) |
A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a
shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.
A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
Abjuration | |
Level: | Cleric 8, Sorcerer/Wizard 8 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Area: | 20-ft. -radius emanation centered on a point in space |
Duration: | One day/level |
Saving Throw: | None |
Spell Resistance: | Yes |
You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include
astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.
A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.
Divination | |
Level: | Cleric 8, Knowledge 8, Sorcerer/Wizard 8 |
Components: | V, S, DF |
Casting Time: | 10 minutes |
Range: | Unlimited |
Target: | One creature or object |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | No |
A Discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention
of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object's location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.
To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.
Illusion (Glamer) | |
Level: | Bard 1, Sorcerer/Wizard 1, Trickery 1 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | 10 min./level (D) |
You make yourself-including clothing, armor, weapons, and equipment-look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.
The spell does not provide the abilities or
mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.
If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.
A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
Transmutation | |
Level: | Destruction 7, Sorcerer/Wizard 6 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | Ray |
Duration: | Instantaneous |
Saving Throw: | Fortitude partial (object) |
Spell Resistance: | Yes |
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes
2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.
When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.
A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Only the first creature or object struck can be affected
Abjuration | |
Level: | Cleric 4, Sorcerer/Wizard 5 |
Components: | V, S, DF |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One extraplanar creature |
Duration: | Instantaneous |
Saving Throw: | Will negates |
Abjuration | |
Level: | Bard 3, Cleric 3, Druid 4, Magic 3, Paladin 3, Sorcerer/Wizard 3 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Target or Area: | One spellcaster, creature, or object |
Abjuration | |
Level: | Bard 5, Cleric 6, Druid 6, Sorcerer/Wizard 6 |
This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10.
Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect.
Illusion (Glamer) | |
Level: | Bard 3, Sorcerer/Wizard 3 |
Components: | V, M |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 1 round/level (D) |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total
concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location.
Material Component: A small strip of leather twisted into a loop.
Necromancy | |
Level: | Sorcerer/Wizard 0 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | Ray |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | Yes |
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Sorcerer/Wizard 9 |
Target: | One creature |
This spell functions like dominate person, except that the spell is not restricted by creature type.
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Bard 4, Sorcerer/Wizard 5 |
Components: | V, S |
Casting Time: | 1 round |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One humanoid |
Duration: | One day/level |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.
If you and
the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as 'Come here,' 'Go there,' 'Fight,' and 'Stand still.' You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).
Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.
By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't
actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.
If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.
Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.
Illusion (Phantasm) [Mind-Affecting] | |
Level: | Bard 5, Sorcerer/Wizard 5 |
Components: | V, S |
Casting Time: | 1 minute |
Range: | Unlimited |
Target: | One living creature touched |
Duration: | See text |
Saving Throw: | None |
Spell Resistance: | Yes |
You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by
some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.
Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.
If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.
Creatures who don't sleep (such as elves, but not half-elves) or don't dream cannot be contacted by this spell.
The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both
physically and mentally (always fails any saving throw) while in the trance.
Transmutation | |
Level: | Bard 2, Cleric 2, Paladin 2, Sorcerer/Wizard 2 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 1 min./level |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes |
The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding
the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell's effect do increase.
Arcane Material Component: A few feathers or a pinch of droppings from an eagle.
Transmutation | |
Level: | Bard 6, Cleric 6, Sorcerer/Wizard 6 |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One creature/level, no two of which can be more than 30 ft. apart |
This spell functions like eagle's splendor, except that it affects multiple creatures.
Conjuration (Summoning) [see text] | |
Level: | Air 9, Druid 9, Earth 9, Fire 9, Water 9 |
Components: | V, S |
Casting Time: | 10 minutes |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | Two or more summoned creatures, no two of which can be more than 30 ft. apart |
Duration: | 10 min./level (D) |
Saving Throw: | None |
Spell Resistance: | No |
This spell opens a portal to an Elemental Plane and summons
elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water)
Abjuration | |
Level: | Cleric 1, Druid 1, Paladin 1, Ranger 1, Sorcerer/Wizard 1, Sun 1 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 24 hours |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
A creature protected by Endure elements suffers no harm from being in a hot or cold environment. It can exist
comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature's equipment is likewise protected.
Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Necromancy | |
Level: | Cleric 9, Sorcerer/Wizard 9 |
Saving Throw: | Fortitude partial |
Necromancy | |
Level: | Sorcerer/Wizard 4 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | Ray of negative energy |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | Yes |
You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must
make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels.
If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).
Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.
Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim's levels, but the negative levels from enervation don't last long enough to do so.
An undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour.
Transmutation | |
Level: | Sorcerer/Wizard 1, Strength 1 |
Components: | V, S, M |
Casting Time: | 1 round |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One humanoid creature |
Duration: | 1 min./level (D) |
Saving Throw: | Fortitude negates |
Spell Resistance: | Yes |
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's
size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it- the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical
properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack,.
Enlarge person counters and dispels reduce person.
Enlarge person can be made permanent with a permanency spell.
Material Component: A pinch of powdered iron.
Transmutation | |
Level: | Sorcerer/Wizard 4 |
Target: | One humanoid creature/level, no two of which can be more than 30 ft. apart |
This spell functions like enlarge person, except that it affects multiple creatures.
Transmutation | |
Level: | Bard 1, Sorcerer/Wizard 1 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One scroll or two pages |
Duration: | Instantaneous |
Saving Throw: | See text |
Spell Resistance: | No |
erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can
remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.
Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.
Transmutation | |
Level: | Cleric 7, Sorcerer/Wizard 7 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | 1 round/level (D) |
You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence.
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an
insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.
Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.
Treat other ethereal creatures and ethereal objects as if they were material.
If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.
1 min./level (D)
Transmutation | |
Level: | Bard 1, Sorcerer/Wizard 1 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | 1 min./level (D) |
This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).
Abjuration [Force] | |
Level: | Sorcerer/Wizard 3 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | One touched object weighing no more than 10 lb. |
Duration: | Permanent until discharged (D) |
Saving Throw: | See text |
Spell Resistance: | Yes |
You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read,
dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw
see text
Transmutation | |
Level: | Sorcerer/Wizard 5 |
Components: | V, S, M |
Casting Time: | See text |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | Up to 10 cu. ft./level |
see text
Illusion (Glamer) | |
Level: | Bard 5, Sorcerer/Wizard 5, Trickery 5 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Area: | 40-ft. -radius emanation |
Duration: | 1 hour/level (D) |
Saving Throw: | None |
Spell Resistance: | No |
Any divination (scrying) spell used to view anything within the area of this spell instead receives a false image (as the major image spell), as defined by you
at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren't concentrating, the image remains static.
Arcane Material Component: The ground dust of a piece of jade worth at least 250 gp, which is sprinkled into the air when the spell is cast.
see text
Transmutation | |
Level: | Bard 1, Sorcerer/Wizard 1 |
Components: | V |
Casting Time: | 1 free action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Targets: | One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart |
Duration: | Until landing or 1 round/level |
Saving Throw: | Will negates (harmless) or Will negates (object) |
Spell Resistance: | Yes (object) |
The affected
creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.
You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn't your turn.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the
drop.
Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Sorcerer/Wizard 5 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Target: | One creature |
Duration: | Instantaneous |
Saving Throw: | Will negates |
Necromancy [Death] | |
Level: | Druid 8, Sorcerer/Wizard 7 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One living creature |
Duration: | Instantaneous |
Saving Throw: | Fortitude partial |
Spell Resistance: | Yes |
You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is
successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).
The subject might die from damage even if it succeeds on its saving throw.
Evocation [Fire or Cold] | |
Level: | Fire 5, Sorcerer/Wizard 4, Sun 4 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | 1 round/level (D) |
This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice).
Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum
+15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.
When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined randomly (50% chance of either color)-blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each version are as follows.
Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.
Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.
Arcane Material Component: A bit of phosphorus for
the warm shield
Abjuration [Fire] | |
Level: | Druid 2, Sorcerer/Wizard 4 |
Components: | V, S, M |
Casting Time: | 10 minutes |
Range: | Touch |
Target: | Object touched |
Duration: | Permanent until discharged (D) |
Saving Throw: | Reflex half |
Evocation [Fire] | |
Level: | Sorcerer/Wizard 3 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Long (400 ft. + 40 ft./level) |
Area: | 20-ft. -radius spread |
Duration: | Instantaneous |
Saving Throw: | Reflex half |
Spell Resistance: | Yes |
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature
within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must 'hit' the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits
Transmutation [Fire] | |
Level: | Sorcerer/Wizard 3 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | Fifty projectiles, all of which must be in contact with each other at the time of casting |
Duration: | 10 min./level |
Saving Throw: | None |
Spell Resistance: | No |
You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each
piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.
Material Component: A drop of oil and a small piece of flint.
Evocation [Fire] | |
Level: | Druid 2, Sorcerer/Wizard 2 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | 5-ft. -diameter sphere |
Duration: | 1 round/level |
Saving Throw: | Reflex negates |
Spell Resistance: | Yes |
A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this
movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.
The sphere moves as long as you actively direct it (a move action for you)
Evocation [Light] | |
Level: | Bard 0, Druid 0, Sorcerer/Wizard 0 |
Components: | V |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | Burst of light |
Duration: | Instantaneous |
Saving Throw: | Fortitude negates |
Spell Resistance: | Yes |
This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it
makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
Transmutation | |
Level: | Sorcerer/Wizard 6 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Target: | One creature |
Duration: | Instantaneous |
Saving Throw: | Fortitude negates |
Spell Resistance: | Yes |
The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if
ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.
Only creatures made of flesh are affected by this spell.
Material Component: Lime, water, and earth.
Transmutation | |
Level: | Sorcerer/Wizard 3, Travel 3 |
Components: | V, S, F/DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 1 min./level |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at
double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
Arcane Focus: A wing feather from any bird.
Evocation [Force] | |
Level: | Sorcerer/Wizard 1 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | 3-ft. -diameter disk of force |
Duration: | 1 hour/level |
Saving Throw: | None |
Spell Resistance: | No |
You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at
its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.
Material Component: A drop of mercury.
Conjuration (Creation) | |
Level: | Druid 2, Sorcerer/Wizard 2, Water 2 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft. level) |
Effect: | Fog spreads in 20-ft. radius, 20 ft. high |
Duration: | 10 min./level |
Saving Throw: | None |
Spell Resistance: | No |
A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature
within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).
A moderate wind (11+ mph) disperses the fog in 4 rounds
Evocation [Force] | |
Level: | Sorcerer/Wizard 7 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Area: | Barred cage (20-ft. cube) or windowless cell (10-ft. cube) |
Duration: | 2 hours/level (D) |
Saving Throw: | None |
Spell Resistance: | No |
This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force
(your choice).
Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.
Like a wall of force spell, a forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation.
Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape
Evocation [Force] | |
Level: | Sorcerer/Wizard 6 |
Components: | V, S, F |
This spell functions like interposing hand, except that the forceful hand pursues and pushes away the opponent that you designate. Treat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets). The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit. Directing the spell to a new target is a move action.
A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it.
Focus: A sturdy glove made of leather or heavy
cloth.
Divination | |
Level: | Druid 9, Knowledge 9, Sorcerer/Wizard 9 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Personal or touch |
Target: | See text |
Duration: | 10 min./level |
Saving Throw: | None or Will negates (harmless) |
Spell Resistance: | No or Yes (harmless) |
This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive
instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.
When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.
Arcane Material Component: A hummingbird's feather.
Transmutation | |
Level: | Bard 2, Sorcerer/Wizard 2 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 1 min./level |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes |
The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other
uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill points.
Arcane Material Component: A few hairs, or a pinch of dung, from a fox.
Transmutation | |
Level: | Bard 6, Sorcerer/Wizard 6 |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One creature/level, no two of which can be more than 30 ft. apart |
This spell functions like fox's cunning, except that it affects multiple creatures.
Abjuration | |
Level: | Sorcerer/Wizard 9 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) or see text |
Target: | One creature |
Duration: | Instantaneous |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes |
The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze,
paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment or maze, you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the maze.
see text
Transmutation | |
Level: | Air 3, Bard 3, Sorcerer/Wizard 3 |
Components: | S, M/DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Willing corporeal creature touched |
Duration: | 2 min./level (D) |
Saving Throw: | None |
Spell Resistance: | No |
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size,
Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
A gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
Arcane Material Component: A bit of gauze and a wisp of
smoke.
Instantaneous or concentration (up to 1 round/level)
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] | |
Level: | Bard 6, Cleric 6, Sorcerer/Wizard 6 |
Casting Time: | 10 minutes |
Target: | One living creature |
Saving Throw: | None |
This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.
Instead of taking penalties to ability scores (as with lesser geas), the subject takes 3d6 points of damage each day it does not attempt to follow the geas/quest. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the geas/quest.
A remove curse spell ends a
geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do.
Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest.
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] | |
Level: | Bard 3, Sorcerer/Wizard 4 |
Components: | V |
Casting Time: | 1 round |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One living creature with 7 HD or less |
Duration: | One day/level or until discharged (D) |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
A lesser geas places a magical command on a creature to carry out some
service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer Hit Dice and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.
The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.
If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions:
If the subject is prevented from obeying the lesser geas for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.
A lesser geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish.
dispel magic does not affect a lesser geas.
Necromancy | |
Level: | Cleric 2, Sorcerer/Wizard 3 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Corpse touched |
Duration: | One day/level |
Saving Throw: | Will negates (object) |
Spell Resistance: | Yes (object) |
You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see
raise dead). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.
The spell also works on severed body parts and the like.
Arcane Material Component: A pinch of salt, and a copper piece for each eye the corpse has (or had).
Illusion (Figment) | |
Level: | Bard 0, Sorcerer/Wizard 0 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | Illusory sounds |
Duration: | 1 round/level (D) |
Saving Throw: | Will disbelief (if interacted with) |
Spell Resistance: | No |
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You
choose what type of sound Ghost sound creates when casting it and cannot thereafter change the sound's basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a Ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell.
Material Component: A bit of wool or a small lump of wax.
Necromancy | |
Level: | Sorcerer/Wizard 2 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Living humanoid touched |
Duration: | 1d6+2 rounds |
Saving Throw: | Fortitude negates |
Spell Resistance: | Yes |
Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.
Additionally, the
paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.
Material Component: A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul's lair.
Conjuration (Creation) | |
Level: | Bard 2, Sorcerer/Wizard 2 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Area: | Creatures and objects within 10-ft. -radius spread |
Duration: | 1 round/level |
Saving Throw: | Will negates (blinding only) |
Spell Resistance: | No |
A cloud of golden particles covers everyone and everything in the area, causing creatures to become
blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
Any creature covered by the dust takes a -40 penalty on Hide checks.
Material Component: Ground mica.
Abjuration | |
Level: | Sorcerer/Wizard 6 |
This spell functions like lesser globe of invulnerability, except that it also excludes 4th-level spells and spell-like effects.
Abjuration | |
Level: | Sorcerer/Wizard 4 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | 10 ft. |
Area: | 10-ft. -radius spherical emanation, centered on you |
Duration: | 1 round/level (D) |
Saving Throw: | None |
Spell Resistance: | No |
An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area
or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty.
Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.
If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.
Material Component: A glass or crystal bead that shatters at the expiration of the spell.
Evocation [Force] | |
Level: | Sorcerer/Wizard 7, Strength 7 |
Components: | V, S, F/DF |
This spell functions like interposing hand, except the hand can also grapple one opponent that you select. The grasping hand gets one grapple attack per round.
Its attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand's Strength score (31), -1 for being Large. Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of -1. The hand holds but does not harm creatures it grapples.
Directing the spell to a new target is a move action.
The grasping hand can also bull rush an opponent as forceful hand does, but at a +16 bonus on the Strength check (+10 for Strength 35,
+4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as interposing hand does.
Clerics who cast this spell name it for their deities.
Arcane Focus: A leather glove.
Conjuration (Creation) | |
Level: | Bard 1, Sorcerer/Wizard 1 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target or Area: | One object or a 10-ft. square |
Duration: | 1 round/level (D) |
Saving Throw: | See text |
Spell Resistance: | No |
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a
successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.
Material Component: A bit of pork rind or butter.
Abjuration | |
Level: | Sorcerer/Wizard 6 |
Components: | V, S, M, F |
Casting Time: | 30 minutes |
Range: | Anywhere within the area to be warded |
Area: | Up to 200 sq. ft./level (S) |
Duration: | 2 hours/level (D) |
Saving Throw: | See text |
Spell Resistance: | See text |
This powerful spell is primarily used to defend your stronghold. The ward protects 200 square feet per caster level. The warded area can be as
much as 20 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them
Evocation [Air] | |
Level: | Druid 2, Sorcerer/Wizard 2 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 60 ft. |
Effect: | Line-shaped gust of severe wind emanating out from you to the extreme of the range |
Duration: | 1 round |
Saving Throw: | Fortitude negates |
Spell Resistance: | Yes |
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in
its path.
A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.
Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet.
Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet.
Large or larger creatures may move normally within a gust of wind effect.
A gust of wind can't move a creature beyond the limit of its range.
Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.
The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.
In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a
large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
gust of wind can be made permanent with a permanency spell.
Illusion (Glamer) | |
Level: | Bard 4, Sorcerer/Wizard 4 |
Components: | V, S, M |
Casting Time: | 10 minutes |
Range: | Long (400 ft. + 40 ft./level) |
Area: | One 30-ft. cube/level (S) |
Duration: | 2 hours/level (D) |
Saving Throw: | Will disbelief (if interacted with) |
Spell Resistance: | No |
You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment,
and creatures within the area are not hidden or changed in appearance.
Material Component: A stone, a twig, and a bit of green plant.
Necromancy | |
Level: | Sorcerer/Wizard 3 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Targets: | Up to three undead creatures, no two of which can be more than 30 ft. apart |
Duration: | 1 round/level |
Saving Throw: | Will negates (see text) |
Spell Resistance: | Yes |
This spell renders as many as three undead creatures immobile. A nonintelligent undead creature
gets no saving throw
Transmutation | |
Level: | Bard 3, Sorcerer/Wizard 3 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Targets: | One creature/level, no two of which can be more than 30 ft. apart |
Duration: | 1 round/level |
Saving Throw: | Fortitude negates (harmless) |
Spell Resistance: | Yes (harmless) |
The transmuted creatures move and act more quickly than normal. This extra speed has several
effects.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.
Multiple haste effects don't stack. haste dispels and counters slow.
Material Component: A shaving of licorice root.
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Bard 2, Sorcerer/Wizard 3 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 10 min./level |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill
checks.
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Bard 5, Sorcerer/Wizard 6 |
Duration: | 1 min./level |
This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Bard 1, Sorcerer/Wizard 2 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One creature |
see text
see text
see text
see text
Abjuration | |
Level: | Sorcerer/Wizard 1 |
Component: | V |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Target: | One portal, up to 20 sq. ft./level |
Duration: | 1 min./level (D) |
Saving Throw: | None |
Spell Resistance: | No |
This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and
normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.
For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.
Necromancy | |
Level: | Sorcerer/Wizard 8, Water 8 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Long (400 ft. + 40 ft./level) |
Targets: | Living creatures, no two of which can be more than 60 ft. apart |
Duration: | Instantaneous |
Saving Throw: | Fortitude half |
Spell Resistance: | Yes |
This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of
damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).
Arcane Material Component: A bit of sponge.
Concentration + 2 rounds
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Bard 1, Sorcerer/Wizard 1 |
Components: | V, S |
Casting Time: | 1 round |
Range: | Close (25 ft. + 5 ft./2 levels) |
Area: | Several living creatures, no two of which may be more than 30 ft. apart |
Duration: | 2d4 rounds (D) |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
Your gestures and droning incantation fascinate nearby creatures, causing them to stop and
stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.
If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.
While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.
A creature that fails its saving throw does not remember that you enspelled it.
Evocation [Cold] | |
Level: | Druid 4, Sorcerer/Wizard 4, Water 5 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Long (400 ft. + 40 ft./level) |
Area: | Cylinder (20-ft. radius, 40 ft. high) |
Duration: | 1 full round |
Saving Throw: | None |
Spell Resistance: | Yes |
Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every
creature in the area. A -4 penalty applies to each Listen check made within the ice storm's effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).
Arcane Material Component: A pinch of dust and a few drops of water.
Divination | |
Level: | Bard 1, Magic 2, Sorcerer/Wizard 1 |
Components: | V, S, M/DF |
Casting Time: | 1 hour |
Range: | Touch |
Targets: | One touched object |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | No |
The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).
Identify does not
function when used on an artifact.
Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather
One day/level (D)
Illusion (Figment) | |
Level: | Sorcerer/Wizard 4 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | Image 1 ft. by 10 ft. by 10 ft. |
Duration: | Permanent |
Saving Throw: | Will disbelief (if interacted with) |
Spell Resistance: | No |
This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but
physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.
Abjuration | |
Level: | Sorcerer/Wizard 9 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | Instantaneous |
Saving Throw: | Will negates |
Conjuration (Creation) [Fire] | |
Level: | Fire 8, Sorcerer/Wizard 8 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | Cloud spreads in 20-ft. radius, 20 ft. high |
Duration: | 1 round/level |
Saving Throw: | Reflex half |
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Sorcerer/Wizard 7 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Target: | One living creature |
Duration: | Instantaneous |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
The affected creature suffers from a continuous confusion effect, as the spell.
Remove curse does not remove insanity.
Greater restoration, heal, limited wish, miracle, or wish can restore the creature.
Conjuration (Summoning) | |
Level: | Sorcerer/Wizard 7 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | See text |
Target: | One object weighing 10 lb. or less whose longest dimension is 6 ft. or less |
Duration: | Permanent until discharged |
Saving Throw: | None |
Spell Resistance: | No |
You call some nonliving item from virtually any location directly to your hand.
First, you must place
your arcane mark on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way.
If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.
The inscription on the gem is invisible. It is also unreadable, except by means of a read magic spell, to anyone but you.
The item can be summoned from another plane, but only if no other creature has claimed ownership of it.
Material Component: A sapphire worth at least 1,000 gp.
Evocation [Force] | |
Level: | Sorcerer/Wizard 5 |
Components: | V, S, F |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | 10-ft. hand |
Duration: | 1 round/level (D) |
Saving Throw: | None |
Spell Resistance: | Yes |
interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two
of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand-it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.
An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.
The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.
Disintegrate or a successful dispel magic destroys it.
Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the
creature's attacks.
Directing the spell to a new target is a move action.
Focus: A soft glove.
Illusion (Glamer) | |
Level: | Bard 2, Sorcerer/Wizard 2, Trickery 2 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Personal or touch |
Target: | You or a creature or object weighing no more than 100 lb./level |
Duration: | 1 min./level (D) |
Saving Throw: | Will negates (harmless) or Will negates (harmless, object) |
Spell Resistance: | Yes (harmless) or Yes (harmless, object) |
The creature or
object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible
Illusion (Glamer) | |
Level: | Bard 4, Sorcerer/Wizard 4 |
Components: | V, S |
Target: | You or creature touched |
Duration: | 1 round/level (D) |
Saving Throw: | Will negates (harmless) |
This spell functions like invisibility, except that it doesn't end if the subject attacks.
Illusion (Glamer) | |
Level: | Sorcerer/Wizard 7 |
Components: | V, S, M |
Range: | Long (400 ft. + 40 ft./level) |
Targets: | Any number of creatures, no two of which can be more than 180 ft. apart |
This spell functions like invisibility, except that the effect is mobile with the group and is broken when anyone in the group attacks. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds
180 feet.)
Material Component: An eyelash encased in a bit of gum arabic.
Illusion (Glamer) | |
Level: | Bard 3, Sorcerer/Wizard 3 |
Components: | V, S, M |
Area: | 10-ft. -radius emanation around the creature or object touched |
This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient.
Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere
ends.
Transmutation | |
Level: | Earth 8, Sorcerer/Wizard 8 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | 1 min./level (D) |
This spell transforms your body into living iron, which grants you several powerful resistances and abilities.
You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or
respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.
You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can't use potions) or play wind instruments.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.
Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean-at least until the spell duration expires.
Arcane Material Component: A small piece of iron that was once part of either an iron golem, a hero's armor, or a war machine.
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Bard 6, Sorcerer/Wizard 8 |
Components: | V |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Living creature touched |
Duration: | 1d4+1 rounds |
Saving Throw: | None |
Spell Resistance: | Yes |
The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for
the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.
Transmutation | |
Level: | Druid 1, Ranger 1, Sorcerer/Wizard 1 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 1 min./level (D) |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes |
The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level
9th.
Material Component: A grasshopper's hind leg, which you break when the spell is cast.
Transmutation | |
Level: | Sorcerer/Wizard 3 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Targets: | One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting |
Duration: | 10 min./level |
Saving Throw: | Will negates (harmless, object) |
Spell Resistance: | Yes (harmless, object) |
This spell makes a weapon magically keen,
improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. (Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.)
Multiple effects that increase a weapon's threat range (such as the keen edge spell and the Improved Critical feat) don't stack. You can't cast this spell on a natural weapon, such as a claw.
see text
Divination | |
Level: | Bard 4, Knowledge 7, Sorcerer/Wizard 6 |
Components: | V, S, M, F |
Casting Time: | See text |
Range: | Personal |
Target: | You |
Duration: | See text |
legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4x10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough
information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).
During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are 'legendary,' as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.
Material Component: Incense worth at least 250 gp.
Focus: Four strips of ivory (worth 50 gp each) formed into a rectangle.
Transmutation | |
Level: | Sorcerer/Wizard 2 |
Components: | V, S, F |
Casting Time: | 1 standard action |
Range: | Personal or close (25 ft. + 5 ft./2 levels) |
Target: | You or one willing creature or one object (total weight up to 100 lb./level) |
Duration: | 1 min./level (D) |
Saving Throw: | None |
Spell Resistance: | No |
Levitate allows you to move yourself, another creature, or an object up and down as you wish. A
creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round
Evocation [Light] | |
Level: | Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0 |
Components: | V, M/DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Object touched |
Duration: | 10 min./level (D) |
Saving Throw: | None |
Spell Resistance: | No |
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is
immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
Arcane Material Component: A firefly or a piece of phosphorescent moss.
Evocation [Electricity] | |
Level: | Sorcerer/Wizard 3 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | 120 ft. |
Area: | 120-ft. line |
Duration: | Instantaneous |
Saving Throw: | Reflex half |
Spell Resistance: | Yes |
You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at
your fingertips.
The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits
Universal | |
Level: | Sorcerer/Wizard 7 |
Components: | V, S, XP |
Casting Time: | 1 standard action |
Range: | See text |
Target, Effect, or Area: | See text |
Duration: | See text |
Saving Throw: | None |
Divination | |
Level: | Bard 4, Sorcerer/Wizard 4 |
Components: | V, S, M |
Duration: | 10 min./level |
This spell functions like locate object, except this spell locates a known or familiar creature.
You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.
The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.
Running water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and
polymorph spells.
Material Component: A bit of fur from a bloodhound.
Divination | |
Level: | Bard 2, Cleric 3, Sorcerer/Wizard 2, Travel 2 |
Components: | V, S, F/DF |
Casting Time: | 1 standard action |
Range: | Long (400 ft. + 40 ft./level) |
Area: | Circle, centered on you, with a radius of 400 ft. + 40 ft./level |
Duration: | 1 min./level |
Saving Throw: | None |
Spell Resistance: | No |
You sense the direction of a well-known or clearly visualized object. You can search for general
items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image
Conjuration (Creation) [Force] | |
Level: | Sorcerer/Wizard 1 |
Components: | V, S, F |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 1 hour/level (D) |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | No |
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage
armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
Focus: A piece of cured leather.
Transmutation | |
Level: | Bard 0, Sorcerer/Wizard 0 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One nonmagical, unattended object weighing up to 5 lb. |
Duration: | Concentration |
Saving Throw: | None |
Spell Resistance: | No |
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as
far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Abjuration | |
Level: | Magic 9, Sorcerer/Wizard 9 |
Components: | V |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Area: | All magical effects and magic items within a 40-ft. -radius burst |
Duration: | Instantaneous |
Saving Throw: | Will negates (object) |
Spell Resistance: | No |
All magical effects and magic items within the radius of the spell, except for those that you
carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher.
You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.
Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.)
Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.
see text
Transmutation | |
Level: | Wizard 6 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | Instantaneous |
You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The recalled spell is stored in your mind as through prepared in the normal fashion.
If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are
available.
Conjuration (Creation) | |
Level: | Sorcerer/Wizard 7 |
Components: | V, S, F |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | Extradimensional mansion, up to three 10-ft. cubes/level (S) |
Duration: | 2 hours/level (D) |
Saving Throw: | None |
Spell Resistance: | No |
You conjure up an extradimensional dwelling that has a single entrance on the plane from
which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.
Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.
Focus: A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon (each item worth 5 gp).
Abjuration | |
Level: | Sorcerer/Wizard 5 |
Components: | V, S, M |
Casting Time: | 10 minutes |
Range: | Close (25 ft. + 5 ft./2 levels) |
Area: | 30-ft. cube/level (S) |
Duration: | 24 hours (D) |
Saving Throw: | None |
Spell Resistance: | No |
This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud,
can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.
Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar.
The spell does not prevent creatures or objects from moving into and out of the area.
Mage's private sanctum can be made permanent with a permanency spell.
Material Component: A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite.
Evocation [Force] | |
Level: | Sorcerer/Wizard 7 |
Components: | V, S, F |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | One sword |
Duration: | 1 round/level (D) |
Saving Throw: | None |
Spell Resistance: | Yes |
This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast
the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of x2.
The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers.
Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round's target.
The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword's AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).
If an attacked creature has spell resistance, the resistance is checked the first time Mage's
sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.
Focus: A miniature platinum sword with a grip and pommel of copper and zinc. It costs 250 gp to construct.
Illusion (Glamer) | |
Level: | Bard 1, Magic 1, Sorcerer/Wizard 1 |
Components: | V, S, F |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | One touched object weighing up to 5 lb./level |
Duration: | One day/level (D) |
Saving Throw: | None |
Abjuration [Lawful] | |
Level: | Cleric 3, Law 3, Paladin 3, Sorcerer/Wizard 3 |
This spell functions like magic circle against evil, except that it is similar to protection from chaos instead of protection from evil, and it can imprison a nonlawful called creature.
Abjuration [Good] | |
Level: | Cleric 3, Good 3, Paladin 3, Sorcerer/Wizard 3 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Touch |
Area: | 10-ft. -radius emanation from touched creature |
Duration: | 10 min./level |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | No |
Abjuration [Evil] | |
Level: | Cleric 3, Evil 3, Sorcerer/Wizard 3 |
This spell functions like magic circle against evil, except that it is similar to protection from good instead of protection from evil, and it can imprison a nonevil called creature.
Abjuration [Chaotic] | |
Level: | Chaos 3, Cleric 3, Sorcerer/Wizard 3 |
This spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil, and it can imprison a nonchaotic called creature.
Necromancy | |
Level: | Sorcerer/Wizard 5 |
Components: | V, S, F |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Target: | One creature |
Duration: | 1 hour/level or until you return to your body |
Saving Throw: | Will negates |
Evocation [Force] | |
Level: | Sorcerer/Wizard 1 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Targets: | Up to five creatures, no two of which can be more than 15 ft. apart |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | Yes |
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force
damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile-two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
Illusion (Glamer) | |
Level: | Bard 1, Sorcerer/Wizard 2 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One creature or object |
Duration: | Permanent until discharged |
Saving Throw: | Will negates (object) |
Spell Resistance: | Yes (object) |
This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message
the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated
Transmutation | |
Level: | Cleric 1, Paladin 1, Sorcerer/Wizard 1, War 1 |
Components: | V, S, DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Weapon touched |
Duration: | 1 min./level |
Saving Throw: | Will negates (harmless, object) |
Spell Resistance: | Yes (harmless, object) |
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with
a masterwork weapon's +1 bonus on attack rolls.)
You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.
Transmutation | |
Level: | Cleric 4, Paladin 3, Sorcerer/Wizard 3 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting) |
Duration: | 1 hour/level |
Saving Throw: | Will negates (harmless, object) |
Spell Resistance: | Yes (harmless, |
object)
This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).
Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)
Arcane Material Component: Powdered lime and carbon.
Conjuration (Creation) | |
Level: | Sorcerer/Wizard 5 |
Casting Time: | 10 minutes |
Range: | Close (25 ft. + 5 ft./2 levels) |
Duration: | See text |
This spell functions like minor creation, except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table.
Hardness and Rarity Examples | Duration |
Vegetable matter | 2 hr./level |
Illusion (Figment) | |
Level: | Bard 3, Sorcerer/Wizard 3 |
Duration: | Concentration + 3 rounds |
This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.
The image disappears when struck by an opponent unless you cause the illusion to react appropriately.
Conjuration (Teleportation) | |
Level: | Sorcerer/Wizard 8 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One creature |
Duration: | See text |
Saving Throw: | None |
Spell Resistance: | Yes |
You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round
action. If the subject doesn't escape, the maze disappears after 10 minutes, forcing the subject to leave.
On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.
Transmutation | |
Level: | Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 10 ft. |
Target: | One object of up to 1 lb. |
Duration: | Instantaneous |
Saving Throw: | Will negates (harmless, object) |
Spell Resistance: | Yes (harmless, object) |
Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It
will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item's magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).
Transmutation [Language-Dependent] | |
Level: | Bard 0, Sorcerer/Wizard 0 |
Components: | V, S, F |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Targets: | One creature/level |
Duration: | 10 min./level |
Saving Throw: | None |
Spell Resistance: | No |
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive
the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers.
Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.
Focus: A short piece of copper wire.
Evocation [Fire] | |
Level: | Sorcerer/Wizard 9 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Long (400 ft. + 40 ft./level) |
Area: | Four 40-ft. -radius spreads |
Abjuration | |
Level: | Protection 8, Sorcerer/Wizard 8 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One creature |
Duration: | 24 hours |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all
mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject's mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.
see text
Conjuration (Creation) | |
Level: | Sorcerer/Wizard 4 |
Components: | V, S, M |
Casting Time: | 1 minute |
Range: | 0 ft. |
Effect: | Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level |
Duration: | 1 hour/level (D) |
Saving Throw: | None |
Spell Resistance: | No |
You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic
foot per caster level. You must succeed on an appropriate skill check to make a complex item.
Attempting to use any created object as a material component causes the spell to fail.
Material Component: A tiny piece of matter of the same sort of item you plan to create with minor creation.
Illusion (Figment) | |
Level: | Bard 2, Sorcerer/Wizard 2 |
Duration: | Concentration +2 rounds |
This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.
Illusion (Glamer) | |
Level: | Bard 5, Sorcerer/Wizard 5 |
Components: | V, S |
Casting Time: | 1 standard action |
Area: | One 20-ft. cube/level (S) |
Duration: | Concentration +1 hour/level (D) |
This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. Unlike hallucinatory terrain, the spell can alter the appearance of structures (or add them where none are present). Still, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves
within the illusion just as they can hide themselves within a real location).
1 min./level (D)
Illusion (Glamer) | |
Level: | Bard 2, Sorcerer/Wizard 2 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One creature or object, up to a 10-ft. cube in size |
Duration: | 1 hour/level |
Saving Throw: | None or Will negates |
see text
Transmutation | |
Level: | Wizard 4 |
Components: | V, S, M, F |
Casting Time: | 10 minutes |
Range: | Personal |
Target: | You |
Duration: | Instantaneous |
Casting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two versions when the spell is cast.
Prepare: You prepare up to three additional levels of spells. A cantrip counts as 1/2 level for this purpose. You prepare and cast these spells normally.
Retain: You retain any spell of 3rd level or lower that you had cast up to 1
round before you started casting the mnemonic enhancer. This restores the previously cast spell to your mind.
In either event, the spell or spells prepared or retained fade after 24 hours (if not cast).
Material Component: A piece of string, and ink consisting of squid secretion with black dragon's blood.
Focus: An ivory plaque of at least 50 gp value.
Divination | |
Level: | Luck 8, Sorcerer/Wizard 8 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | 1 hour/level or until discharged |
This spell grants you a powerful sixth sense in relation to yourself. Once during the spell's duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a
single attack (even if flat-footed). Activating the effect doesn't take an action
Conjuration (Summoning) | |
Level: | Sorcerer/Wizard 1 |
Components: | V, S, M |
Casting Time: | 1 round |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | One mount |
Duration: | 2 hours/level (D) |
Saving Throw: | None |
Spell Resistance: | No |
You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.
Material
Component: A bit of horse hair.
Transmutation [Earth] | |
Level: | Druid 6, Sorcerer/Wizard 6 |
Components: | V, S, M |
Casting Time: | See text |
Range: | Long (400 ft. + 40 ft./level) |
Area: | Dirt in an area up to 750 ft. square and up to 10 ft. deep (S) |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | No |
Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so
forth.
However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.
This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.
The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.
This spell has no effect on earth creatures.
Material Component: A mixture of soils (clay, loam, and sand) in a small bag, and an iron blade.
Illusion (Phantasm) [Mind-Affecting, Evil] | |
Level: | Bard 5, Sorcerer/Wizard 5 |
Components: | V, S |
Casting Time: | 10 minutes |
Range: | Unlimited |
Target: | One living creature |
Duration: | Instantaneous |
Saving Throw: | Will negates |
Abjuration | |
Level: | Ranger 4, Sorcerer/Wizard 3, Trickery 3 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature or object touched |
Duration: | 1 hour/level |
Saving Throw: | Will negates (harmless, object) |
Spell Resistance: | Yes (harmless, object) |
The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance,
locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast Nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.
If cast on a creature, Nondetection wards the creature's gear as well as the creature itself.
Material Component: A pinch of diamond dust worth 50 gp.
Abjuration | |
Level: | Bard 1, Cleric 3, Sorcerer/Wizard 2 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | One object touched of up to 100 lb./level |
Duration: | 8 hours (D) |
Saving Throw: | Will negates (object) |
Spell Resistance: | Yes (object) |
This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal
ball. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).
Arcane Material Component: A piece of chameleon skin.
Conjuration (Creation) | |
Level: | Air 1, Cleric 1, Druid 1, Sorcerer/Wizard 1, Water 1 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 20 ft. |
Effect: | Cloud spreads in 20-ft. radius from you, 20 ft. high |
Duration: | 1 min./level |
Saving Throw: | None |
Spell Resistance: | No |
A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision,
beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.
This spell does not function underwater.
Transmutation | |
Level: | Bard 0, Sorcerer/Wizard 0 |
Components: | V, S, F |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | Object weighing up to 30 lb. or portal that can be opened or closed |
Duration: | Instantaneous |
Saving Throw: | Will negates (object) |
Spell Resistance: | Yes (object) |
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel,
or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.
Focus: A brass key.
Transmutation | |
Level: | Sorcerer/Wizard 5 |
Components: | V, S |
Range: | Personal |
Target: | You |
Duration: | 1 hour/level |
This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet).
Transmutation | |
Level: | Cleric 2, Druid 2, Paladin 2, Ranger 2, Sorcerer/Wizard 2 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 1 min./level |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes |
The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related
skills. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive owl's wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.
Arcane Material Component: A few feathers, or a pinch of droppings, from an owl.
Transmutation | |
Level: | Cleric 6, Druid 6, Sorcerer/Wizard 6 |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One creature/level, no two of which can be more than 30 ft. apart |
This spell functions like owl's wisdom, except that it affects multiple creatures.
Transmutation | |
Level: | Sorcerer/Wizard 5 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Effect: | 5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels |
Duration: | 1 hour/level (D) |
Saving Throw: | None |
Spell Resistance: | No |
You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10 feet deep
plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level). If the wall's thickness is more than the depth of the passage created, then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit. If someone dispels the passwall or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.
Material Component: A pinch of sesame seeds.
see text
Illusion (Figment) | |
Level: | Bard 6, Sorcerer/Wizard 6 |
Effect: | Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S) |
Duration: | Permanent (D) |
This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.
Material Component: A bit of fleece plus powdered jade worth 100 gp.
Illusion (Figment) | |
Level: | Bard 5, Sorcerer/Wizard 5 |
Duration: | 1 min./level (D) |
This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish.
Material Component: A bit of fleece and several grains of sand.
Illusion (Phantasm) [Fear, Mind-Affecting] | |
Level: | Sorcerer/Wizard 4 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Target: | One living creature |
Duration: | Instantaneous |
Saving Throw: | Will disbelief (if interacted with), then Fortitude partial |
Conjuration (Creation) | |
Level: | Bard 3, Sorcerer/Wizard 3 |
Components: | V, S |
Casting Time: | 10 minutes |
Range: | 0 ft. |
Effect: | One quasi-real, horselike creature |
Duration: | 1 hour/level (D) |
Saving Throw: | None |
Spell Resistance: | No |
You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed
has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.
The mount has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its rider's weight plus up to 10 pounds per caster level.
These mounts gain certain powers according to caster level. A mount's abilities include those of mounts of lower caster levels.
8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).
12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.
14th Level: The mount can fly at its speed (average maneuverability).
Illusion (Glamer) | |
Level: | Sorcerer/Wizard 2 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Object touched |
Duration: | Permanent (D) |
Saving Throw: | None |
Spell Resistance: | No |
This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or
ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is 'sprung'
Conjuration (Creation) | |
Level: | Sorcerer/Wizard 7, Travel 8 |
Components: | V |
Casting Time: | 1 standard action |
Range: | 0 ft. |
Effect: | Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels |
Duration: | One usage per two levels |
Saving Throw: | None |
Spell Resistance: | No |
This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase
door is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar magic reveals the presence of a phase door but does not allow its use.
A phase door is subject to dispel magic. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect.
You can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don't qualify.
phase
door can be made permanent with a permanency spell.
Instantaneous
Instantaneous
Instantaneous
Conjuration (Teleportation) | |
Level: | Cleric 5, Sorcerer/Wizard 7 |
Components: | V, S, F |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched, or up to eight willing creatures joining hands |
Duration: | Instantaneous |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons
link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.
Note: Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.
Focus: A small, forked metal rod. The size and metal type dictates to which plane of existence or alternate dimension the spell sends the affected creatures.
Evocation [Cold] | |
Level: | Sorcerer/Wizard 8 |
Components: | V, S, F |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | Ray |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | Yes |
A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage
per caster level (maximum 25d6).
Focus: A small, white ceramic cone or prism.
Transmutation | |
Level: | Sorcerer/Wizard 4 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Willing living creature touched |
Duration: | 1 min./level (D) |
Saving Throw: | None |
Spell Resistance: | No |
This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of
the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can't have more Hit Dice than your caster level (or the subject's HD, whichever is lower), to a maximum of 15 HD at 15th level. You can't cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject's creature type and subtype (if any) change to match the new form.
Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting
Transmutation | |
Level: | Sorcerer/Wizard 8, Trickery 8 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One creature, or one nonmagical object of up to 100 cu. ft./level |
Duration: | See text |
Saving Throw: | Fortitude negates (object) |
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Sorcerer/Wizard 7, War 7 |
Components: | V |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One creature with 200 hp or less |
Duration: | See text |
Saving Throw: | None |
Spell Resistance: | Yes |
You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the
word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind.
Hit Points | Duration |
50 or less | Permanent |
51-100 | 1d4+1 minutes |
101-200 | 1d4+1 rounds |
Enchantment (Compulsion) [Death, Mind-Affecting] | |
Level: | Sorcerer/Wizard 9, War 9 |
Components: | V |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One living creature with 100 hp or less |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | Yes |
You utter a single word of power that instantly kills one creature of your choice, whether the creature can
hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill.
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Sorcerer/Wizard 8, War 8 |
Components: | V |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One creature with 150 hp or less |
Duration: | See text |
Saving Throw: | None |
Spell Resistance: | Yes |
You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can
hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun.
Hit Points | Duration |
50 or less | 4d4 rounds |
51-100 | 2d4 rounds |
101-150 | 1d4 rounds |
Universal | |
Level: | Bard 0, Sorcerer/Wizard 0 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 10 ft. |
Target, Effect, or Area: | See text |
Duration: | 1 hour |
Saving Throw: | See text |
Spell Resistance: | No |
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a Prestidigitation spell enables you to perform simple magical effects for 1 hour. The
effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a Prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a Prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Abjuration | |
Level: | Protection 9, Sorcerer/Wizard 9, Sun 9 |
Components: | V |
Range: | 10 ft. |
Effect: | 10-ft. -radius sphere centered on you |
This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.
The sphere's blindness effect on creatures with less than 8 HD lasts 2d4x10 minutes.
You can pass into and out of the Prismatic sphere and remain near it without harm. However, when you're inside it, the sphere blocks any attempt to project something through the sphere (including
spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.
Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.
The colors of the sphere have the same effects as the colors of a prismatic wall.
Prismatic sphere can be made permanent with a permanency spell.
Evocation | |
Level: | Sorcerer/Wizard 7 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 60 ft. |
Area: | Cone-shaped burst |
Duration: | Instantaneous |
Saving Throw: | See text |
Spell Resistance: | Yes |
This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are
automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.
1d8 | Color of Beam | Effect |
1 | Red | 20 points fire damage (Reflex half) |
2 | Orange | 40 points acid damage (Reflex half) |
3 | Yellow | 80 points electricity damage (Reflex half) |
4 | Green | Poison (Kills |
Abjuration | |
Level: | Sorcerer/Wizard 8 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | Wall 4 ft./level wide, 2 ft./level high |
Duration: | 10 min./level (D) |
Saving Throw: | See text |
Spell Resistance: | See text |
Prismatic wall creates a vertical, opaque wall-a shimmering, multicolored plane of light that protects you from all forms of attack.
The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.
The wall's maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A Prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.
Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.
The wall can be destroyed, color by color, in consecutive order, by various magical effects
Illusion (Figment) | |
Level: | Bard 6, Sorcerer/Wizard 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 |
This spell functions like silent image, except that this spell's figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.
You set the triggering condition (which may be a special word) when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses,
such as alignment. (See magic mouth for more details about such triggers.)
Material Component: A bit of fleece and jade dust worth 25 gp.
Illusion (Shadow) | |
Level: | Bard 6, Sorcerer/Wizard 7 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | One shadow duplicate |
Duration: | 1 round/level (D) |
Saving Throw: | Will disbelief (if interacted with) |
Spell Resistance: | No |
You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks,
sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).
You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened.
If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can't cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the projected image.
Objects are affected by the projected image as if they had succeeded on their Will save.
You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, teleport, plane shift, or a similar spell that breaks your line of effect, even momentarily, the spell ends.
Material Component: A small replica of you (a doll), which costs 5 gp to
create.
Abjuration | |
Level: | Sorcerer/Wizard 2 |
Components: | V, S, F |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 1 hour/level or until discharged |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. (This
spell doesn't grant you the ability to damage creatures with similar damage reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
Focus: A piece of shell from a tortoise or a turtle.
Abjuration [Lawful] | |
Level: | Cleric 1, Law 1, Paladin 1, Sorcerer/Wizard 1 |
This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from chaotic creatures, and chaotic summoned creatures cannot touch the subject.
Abjuration | |
Level: | Cleric 3, Druid 3, Luck 3, Protection 3, Ranger 2, Sorcerer/Wizard 3 |
Components: | V, S, DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 10 min./level or until discharged |
Saving Throw: | Fortitude negates (harmless) |
Spell Resistance: | Yes (harmless) |
protection from energy grants temporary immunity to the type of
energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.
Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
Abjuration [Good] | |
Level: | Cleric 1, Good 1, Paladin 1, Sorcerer/Wizard 1 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 1 min./level (D) |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | No |
Abjuration [Evil] | |
Level: | Cleric 1, Evil 1, Sorcerer/Wizard 1 |
This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from good creatures, and good summoned creatures cannot touch the subject.
Abjuration [Chaotic] | |
Level: | Chaos 1, Cleric 1, Sorcerer/Wizard 1 |
This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from lawful creatures, and lawful summoned creatures cannot touch the subject.
Abjuration | |
Level: | Magic 8, Sorcerer/Wizard 8 |
Components: | V, S, M, F |
Casting Time: | 1 standard action |
Range: | Touch |
Targets: | Up to one creature touched per four levels |
Duration: | 10 min./level |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against
supernatural and extraordinary abilities).
Material Component: A diamond of at least 500 gp value, which must be crushed and sprinkled over the targets.
Focus: One 1,000 gp diamond per creature to be granted the protection. Each subject must carry one such gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.
see text (D)
see text (D)
see text
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Bard 2, Sorcerer/Wizard 3 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Targets: | One willing living creature per three levels, no two of which may be more than 30 ft. apart |
Duration: | Concentration + 1 round/level (D) |
Saving Throw: | None |
Spell Resistance: | Yes |
Each affected creature gains a +2 morale bonus to Strength
and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage.
Concentration +1 round/level (D)
Necromancy | |
Level: | Sorcerer/Wizard 1 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | Ray |
Duration: | 1 min./level |
Saving Throw: | None |
Spell Resistance: | Yes |
A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster
levels (maximum 1d6+5). The subject's Strength score cannot drop below 1.
Necromancy | |
Level: | Sorcerer/Wizard 3 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | Ray |
Duration: | 1 min./level |
Saving Throw: | Fortitude partial |
Evocation [Cold] | |
Level: | Sorcerer/Wizard 0 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | Ray |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | Yes |
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold
damage.
Divination | |
Level: | Bard 0, Cleric 0, Druid 0, Paladin 1, Ranger 1, Sorcerer/Wizard 0 |
Components: | V, S, F |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | 10 min./level |
By means of Read magic, you can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical
inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
Focus: A clear crystal or mineral prism.
Transmutation | |
Level: | Sorcerer/Wizard 1 |
Components: | V, S, M |
Casting Time: | 1 round |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One humanoid creature |
Duration: | 1 min./level (D) |
Saving Throw: | Fortitude negates |
Spell Resistance: | Yes |
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the
creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.
A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.
All equipment worn or carried by a creature is similarly reduced by the spell.
Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that reduce size do not stack.
Reduce person counters and dispels Enlarge person.
Reduce person can be made permanent with a
permanency spell.
Material Component: A pinch of powdered iron.
Transmutation | |
Level: | Sorcerer/Wizard 4 |
Target: | One humanoid creature/level, no two of which can be more than 30 ft. apart |
This spell functions like reduce person, except that it affects multiple creatures.
Conjuration (Teleportation) | |
Level: | Cleric 7, Sorcerer/Wizard 9 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Object touched |
Duration: | Permanent until discharged |
Saving Throw: | None |
Spell Resistance: | No |
You create powerful magic in some specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to
your abode. Once the item is transmuted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character's heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar that is touching the subject).
You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported.
Material Component: The specially prepared object, whose construction requires gems worth 1,500 gp.
Abjuration | |
Level: | Bard 3, Cleric 3, Paladin 3, Sorcerer/Wizard 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
cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.
Remove curse counters and dispels bestow curse.
Abjuration | |
Level: | Cleric 7, Protection 7, Sorcerer/Wizard 6 |
Components: | V, S, F/DF |
Casting Time: | 1 standard action |
Range: | Up to 10 ft./level |
Area: | Up to 10-ft. -radius/level emanation centered on you |
Duration: | 1 round/level (D) |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at
the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures' actions are not otherwise restricted.
They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell's area.
Arcane Focus: A pair of small iron bars attached to two small canine statuettes, one black and one white, the whole array worth 50 gp.
Evocation [Force] | |
Level: | Sorcerer/Wizard 4 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | 1-ft. -diameter/level sphere, centered around a creature |
Duration: | 1 min./level (D) |
Saving Throw: | Reflex negates |
Spell Resistance: | Yes |
A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the
diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.
The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.
Material Component: A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic.
Abjuration | |
Level: | Bard 0, Cleric 0, Druid 0, Paladin 1, Sorcerer/Wizard 0 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 1 minute |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance
can be made permanent with a permanency spell.
Arcane Material Component: A miniature cloak.
Abjuration | |
Level: | Cleric 2, Druid 2, Fire 3, Paladin 2, Ranger 1, Sorcerer/Wizard 2 |
Components: | V, S, DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 10 min./level |
Saving Throw: | Fortitude negates (harmless) |
Spell Resistance: | Yes (harmless) |
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select:
acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well.
Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
Note: Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.
Transmutation | |
Level: | Druid 8, Sorcerer/Wizard 7 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Area: | Up to one 10-ft. cube per two levels (S) |
Duration: | 1 round/level (D) |
Saving Throw: | None |
Transmutation | |
Level: | Sorcerer/Wizard 2 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | One touched piece of rope from 5 ft. to 30 ft. long |
Duration: | 1 hour/level (D) |
Saving Throw: | None |
Spell Resistance: | No |
When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as
if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces ('planes'). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope 'disappear.' In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.
Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by- 5-foot window were centered on the rope. The window is present on the Material Plane, but it's invisible, and even creatures that can see the window can't see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional
space.
Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.
Material Component: Powdered corn extract and a twisted loop of parchment.
see text for cause fear
Illusion (Pattern) [Mind-Affecting] | |
Level: | Sorcerer/Wizard 8 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | Colorful lights in a 20-ft. -radius spread |
Duration: | Concentration + 2 rounds |
Saving Throw: | None |
Spell Resistance: | Yes |
A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures
within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first
Evocation [Fire] | |
Level: | Sorcerer/Wizard 2 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | One or more rays |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | Yes |
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray
requires a ranged touch attack to hit and deals 4d6 points of fire damage.
The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.
Illusion (Glamer) | |
Level: | Sorcerer/Wizard 8, Trickery 7 |
Components: | V, S |
Casting Time: | 10 minutes |
Range: | Close (25 ft. + 5 ft./2 levels) |
Area: | 30-ft. cube/level (S) |
Duration: | 24 hours |
Saving Throw: | None or Will disbelief (if interacted with) |
Divination (Scrying) | |
Level: | Bard 3, Cleric 5, Druid 4, Sorcerer/Wizard 4 |
Components: | V, S, M/DF, F |
Casting Time: | 1 hour |
Range: | See text |
Effect: | Magical sensor |
Duration: | 1 min./level |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save
depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
Knowledge | Will Save Modifier |
None1 | +10 |
Secondhand (you have heard of the subject) | +5 |
Firsthand (you have met the subject) | +0 |
Familiar (you know the subject well) | -5 |
1 You must have some sort of connection to a creature you have no knowledge of. | |
Connection | Will Save Modifier |
Likeness or picture | -2 |
Possession or garment | -4 |
Body part, lock of hair, bit of nail, etc. | -10 |
If the save fails, you can see and hear 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 to 150 feet.
As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.
If the save succeeds, you can't attempt to scry on that subject again for at least 24 hours.
Arcane Material Component: The eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc.
Wizard, Sorcerer, or Bard Focus: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.
Cleric Focus: A holy water font costing not less than 100 gp.
Druid Focus: A natural pool of water.
Divination (Scrying) | |
Level: | Bard 6, Cleric 7, Druid 7, Sorcerer/Wizard 7 |
Components: | V, S |
Casting Time: | 1 standard action |
Duration: | 1 hour/level |
This spell functions like scrying, except as noted above. Additionally, all of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.
Conjuration (Summoning) | |
Level: | Sorcerer/Wizard 5 |
Components: | V, S, F |
Casting Time: | 10 minutes |
Range: | See text |
Target: | One chest and up to 1 cu. ft. of goods/caster level |
Duration: | Sixty days or until discharged |
Saving Throw: | None |
Spell Resistance: | No |
You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will. The chest can contain up to 1 cubic foot of
material per caster level (regardless of the chest's actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.
The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail), so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) You can have but one pair of these chests at any given time-even a wish spell does not allow more. The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.
To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After sixty days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way,
not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.
Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.
Focus: The chest and its replica.
Transmutation | |
Level: | Bard 3, Sorcerer/Wizard 3 |
Components: | V, S, M |
Casting Time: | 10 minutes |
Range: | Touch |
Target: | Page touched, up to 3 sq. ft. in size |
Duration: | Permanent |
Saving Throw: | None |
Spell Resistance: | No |
Secret page alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell. Explosive
runes or Sepia snake sigil can be cast upon the secret page.
A comprehend languages spell alone cannot reveal a secret page's contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page, and return it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.
Material Component: Powdered herring scales and will-o'-wisp essence.
2 hours/level (D)
Divination | |
Level: | Bard 3, Sorcerer/Wizard 2 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | 10 min./level (D) |
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does
not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
See invisibility can be made permanent with a permanency spell.
Material Component: A pinch of talc and a small sprinkling of powdered silver.
Illusion (Glamer) | |
Level: | Bard 5, Sorcerer/Wizard 5 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Targets: | One creature per two levels, no two of which can be more than 30 ft. apart |
Duration: | 12 hours (D) |
Saving Throw: | Will negates or Will disbelief (if interacted with) |
Spell Resistance: | Yes or No |
see text
until released or 1d4 days + one day/level
Abjuration | |
Level: | Sorcerer/Wizard 7 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | One willing creature or object (up to a 2-ft. cube/level) touched |
Duration: | One day/level (D) |
Saving Throw: | None or Will negates (object) |
Spell Resistance: | No or Yes (object) |
When cast, this spell not only prevents divination spells from working to detect or locate the creature or object
affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.
Note: The Will save prevents an attended or magical object from being sequestered. There is no save to see the sequestered creature or object or to detect it with a divination spell.
Material Component: A basilisk eyelash, gum arabic, and a dram of whitewash.
Illusion (Shadow) | |
Level: | Sorcerer/Wizard 9 |
This spell functions like shadow conjuration, except that it mimics sorcerer and wizard conjuration spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers.
Illusion (Shadow) | |
Level: | Bard 4, Sorcerer/Wizard 4 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | See text |
Effect: | See text |
Duration: | See text |
Saving Throw: | Will disbelief (if interacted with) |
Illusion (Shadow) | |
Level: | Sorcerer/Wizard 7 |
This spell functions like shadow conjuration, except that it can duplicate any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.
Illusion (Shadow) | |
Level: | Bard 5, Sorcerer/Wizard 5 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | See text |
Effect: | See text |
Duration: | See text |
Saving Throw: | Will disbelief (if interacted with) |
Spell Resistance: | Yes |
You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. (For a spell with
more than one level, use the best one applicable to you.)
Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation's level (5th) rather than the spell's normal level.
Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.
Objects automatically succeed on their Will saves against this spell.
Illusion (Shadow) | |
Level: | Sorcerer/Wizard 8 |
This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower. If recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage.
Illusion (Shadow) | |
Level: | Bard 5, Sorcerer/Wizard 6 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Touch |
Targets: | Up to one touched creature/level |
Duration: | 1 hour/level (D) |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
To use the Shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of
shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.
In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.
Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It's impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you
(and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).
Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.
Any creatures touched by you when Shadow walk is cast also make the transition to the borders of the Plane of Shadow.
They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.
Transmutation | |
Level: | Animal 9, Druid 9, Sorcerer/Wizard 9 |
Components: | V, S, F |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | 10 min./level (D) |
This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD). Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.
You gain all extraordinary
and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.
You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.
Focus: A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.)
Evocation [Sonic] | |
Level: | Bard 2, Chaos 2, Cleric 2, Destruction 2, Sorcerer/Wizard 2 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Area or Target: | 5-ft. -radius spread |
Abjuration [Force] | |
Level: | Sorcerer/Wizard 1 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | 1 min./level (D) |
Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The Shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you
can't use the Shield spell for cover.
Evocation [Electricity] | |
Level: | Sorcerer/Wizard 1 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature or object touched |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | Yes |
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the
opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).
Evocation [Sonic] | |
Level: | Bard 4, Sorcerer/Wizard 4 |
Components: | V |
Casting Time: | 1 standard action |
Range: | 30 ft. |
Area: | Cone-shaped burst |
Duration: | Instantaneous |
Saving Throw: | Fortitude partial or Reflex negates (object) |
Evocation [Sonic] | |
Level: | Bard 6, Sorcerer/Wizard 8 |
Components: | V, S, F |
Range: | 60 ft. |
Saving Throw: | Fortitude partial or Reflex negates (object) |
see text
Illusion (Figment) | |
Level: | Bard 1, Sorcerer/Wizard 1 |
Components: | V, S, F |
Casting Time: | 1 standard action |
Range: | Long (400 ft. + 40 ft./level) |
Effect: | Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S) |
Duration: | Concentration |
Saving Throw: | Will disbelief (if interacted with) |
Spell Resistance: | No |
This spell creates the visual illusion of an object, creature,
or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
Focus: A bit of fleece.
Illusion (Shadow) | |
Level: | Sorcerer/Wizard 7 |
Components: | V, S, M, XP |
Casting Time: | 12 hours |
Range: | 0 ft. |
Effect: | One duplicate creature |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | No |
Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only
one-half of the real creature's levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can't create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster's Disguise check) or a DC 20 Sense Motive check.
At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.
Material Component: The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice.
Additionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created.
XP Cost: 100 XP per HD of the simulacrum to be created (minimum 1,000 XP).
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Bard 1, Sorcerer/Wizard 1 |
Components: | V, S, M |
Casting Time: | 1 round |
Range: | Medium (100 ft. + 10 ft./level) |
Area: | One or more living creatures within a 10-ft. -radius burst |
Duration: | 1 min./level |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD
are affected first.
Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
sleep does not target unconscious creatures, constructs, or undead creatures.
Material Component: A pinch of fine sand, rose petals, or a live cricket.
Conjuration (Creation) [Cold] | |
Level: | Druid 3, Sorcerer/Wizard 3 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Long (400 ft. + 40 ft./level) |
Area: | Cylinder (40-ft. radius, 20 ft. high) |
Duration: | 1 round/level |
Saving Throw: | None |
Spell Resistance: | No |
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within
or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Balance skill for details).
The sleet extinguishes torches and small fires.
Arcane Material Component: A pinch of dust and a few drops of water.
Transmutation | |
Level: | Bard 3, Sorcerer/Wizard 3 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Targets: | One creature/level, no two of which can be more than 30 ft. apart |
Duration: | 1 round/level |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move
action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.
Multiple Slow effects don't stack. Slow counters and dispels haste.
Material Component: A drop of molasses.
Conjuration (Creation) | |
Level: | Sorcerer/Wizard 4 |
Components: | V, S, M |
Duration: | 1 min./level |
Spell Resistance: | No |
This spell functions like fog cloud, but in addition to obscuring sight, the Solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into Solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid
fog.
However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.
Solid fog can be made permanent with a permanency spell. A permanent Solid fog dispersed by wind reforms in 10 minutes.
Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.
Necromancy | |
Level: | Cleric 9, Sorcerer/Wizard 9 |
Components: | V, S, F |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | Corpse |
Duration: | Permanent |
Saving Throw: | Will negates |
Spell Resistance: | No |
You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in
the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).
Focus: A black sapphire of at least 1,000 gp value for every Hit Die possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)
Necromancy | |
Level: | Sorcerer/Wizard 2 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | One spectral hand |
Duration: | 1 min./level (D) |
Saving Throw: | None |
Spell Resistance: | No |
A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the
spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers.
The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22. Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.
Abjuration | |
Level: | Luck 7, Magic 7, Sorcerer/Wizard 7 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | Until expended or 10 min./level |
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.
From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled
secretly.
When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.
If you and a spellcasting attacker are both warded by Spell turning effects in operation, a resonating field is created.
Roll randomly to determine the result.
d% | Effect |
01-70 | Spell drains away without effect. |
71-80 | Spell affects both of you equally at full effect. |
81-97 | Both turning effects are rendered nonfunctional for 1d4 minutes. |
98-100 | Both of you go through a rift into another plane. |
Arcane Material Component: A small silver mirror.
Transmutation | |
Level: | Druid 2, Sorcerer/Wizard 2 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 10 min./level |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to
climb in this manner. The subject gains a climb speed of 20 feet
Transmutation | |
Level: | Sorcerer/Wizard 7 |
Components: | V, S, M |
Casting Time: | 1 round |
Range: | Touch |
Target: | Creature touched |
Duration: | 1 hour/level (D) |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit
points.
The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual's body. Chipping is equal to a mere scratch, but breaking off one of the statue's arms constitutes serious damage.
The subject of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires, as long as the spell duration is in effect.
Material Component: Lime, sand, and a drop of water stirred by an iron bar, such as a nail or spike.
Conjuration (Creation) | |
Level: | Sorcerer/Wizard 3 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | Cloud spreads in 20-ft. radius, 20 ft. high |
Duration: | 1 round/level |
Saving Throw: | Fortitude negates |
Transmutation [Earth] | |
Level: | Cleric 3, Druid 3, Earth 3, Sorcerer/Wizard 4 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level |
Duration: | Instantaneous |
Saving Throw: | None |
Spell Resistance: | No |
You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude
coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.
Arcane Material Component: Soft clay, which must be worked into roughly the desired shape of the stone object and then touched to the stone while the verbal component is uttered.
Abjuration | |
Level: | Druid 5, Earth 6, Sorcerer/Wizard 4, Strength 6 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 10 min./level or until discharged |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It
ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Material Component: Granite and 250 gp worth of diamond dust sprinkled on the target's skin.
Transmutation | |
Level: | Sorcerer/Wizard 6 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Target: | One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long |
Duration: | Instantaneous |
Saving Throw: | Fortitude negates (object) |
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] | |
Level: | Bard 2, Sorcerer/Wizard 3 |
Components: | V, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One living creature |
Duration: | 1 hour/level or until completed |
Saving Throw: | Will negates |
Spell Resistance: | Yes |
You influence the actions of the target creature by suggesting a course of activity (limited to
a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).
Material Component: A snake's tongue and either a bit of honeycomb or a drop of sweet oil.
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] | |
Level: | Bard 5, Sorcerer/Wizard 6 |
Range: | Medium (100 ft. + 10 ft./level) |
Targets: | One creature/level, no two of which can be more than 30 ft. apart |
This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures.
Conjuration (Summoning) [see text] | |
Level: | Bard 1, Cleric 1, Sorcerer/Wizard 1 |
Components: | V, S, F/DF |
Casting Time: | 1 round |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | One summoned creature |
Duration: | 1 round/level (D) |
Saving Throw: | None |
Spell Resistance: | No |
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It
appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
Arcane Focus: A tiny bag and a small (not necessarily lit) candle.
Conjuration (Summoning) [see text for summon monster I] | |
Level: | Bard 2, Cleric 2, Sorcerer/Wizard 2 |
Effect: | One or more summoned creatures, no two of which can be more than 30 ft. apart |
This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.
Conjuration (Summoning) [see text for summon monster I] | |
Level: | Bard 3, Cleric 3, Sorcerer/Wizard 3 |
Effect: | One or more summoned creatures, no two of which can be more than 30 ft. apart |
This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.
Conjuration (Summoning) [see text for summon monster I] | |
Level: | Bard 4, Cleric 4, Sorcerer/Wizard 4 |
Effect: | One or more summoned creatures, no two of which can be more than 30 ft. apart |
This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Conjuration (Summoning) [see text for summon monster I] | |
Level: | Bard 5, Cleric 5, Sorcerer/Wizard 5 |
Effect: | One or more summoned creatures, no two of which can be more than 30 ft. apart |
This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Conjuration (Summoning) [see text for summon monster I] | |
Level: | Bard 6, Cleric 6, Sorcerer/Wizard 6 |
Effect: | One or more summoned creatures, no two of which can be more than 30 ft. apart |
This spell functions like summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Conjuration (Summoning) [see text for summon monster I] | |
Level: | Cleric 7, Sorcerer/Wizard 7 |
This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Conjuration (Summoning) [see text for summon monster I] | |
Level: | Cleric 8, Sorcerer/Wizard 8 |
This spell functions like summon monster I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Conjuration (Summoning) [see text for summon monster I] | |
Level: | Chaos 9, Cleric 9, Evil 9, Good 9, Law 9, Sorcerer/Wizard 9 |
This spell functions like summon monster I, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Summon Monster | |
1st Level | |
Celestial dog | LG |
Celestial owl | LG |
Celestial giant fire beetle | NG |
Celestial |
porpoise1
curcol='3'>
lantern
maxcol='3' curcol='3'>
curcol='3'>
elasmosaurus1
Conjuration (Summoning) | |
Level: | Bard 2, Druid 2, Sorcerer/Wizard 2 |
Components: | V, S, M/DF |
Casting Time: | 1 round |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | One swarm of bats, rats, or spiders |
Duration: | Concentration + 2 rounds |
Saving Throw: | None |
Spell Resistance: | No |
You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may
summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.
Arcane Material Component: A square of red cloth.
Evocation [Light] | |
Level: | Druid 8, Sorcerer/Wizard 8, Sun 8 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Long (400 ft. + 40 ft./level) |
Area: | 80-ft. -radius burst |
Duration: | Instantaneous |
Saving Throw: | Reflex partial |
See text
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Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Druid 9, Sorcerer/Wizard 8 |
Components: | V, S, M |
Casting Time: | 1 hour |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One location (up to a 10-ft. cube/level) or one object |
Duration: | 2 hours/level (D) |
Saving Throw: | Will negates |
see text
Evocation [Force] | |
Level: | Sorcerer/Wizard 8 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | 1-ft. -diameter/level sphere, centered around creatures or objects |
Duration: | 1 min./level (D) |
Saving Throw: | Reflex negates (object) |
Spell Resistance: | Yes (object) |
This spell functions like resilient sphere, with the addition that
the creatures or objects inside the globe are nearly weightless. Anything contained within an telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.
You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spell's duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later turn during the spell's duration.
The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause
damage to the contents of the sphere.
You can move the sphere telekinetically even if you are in it.
Material Component: A hemispherical piece of clear crystal, a matching hemispherical piece of gum arabic, and a pair of small bar magnets.
Divination | |
Level: | Sorcerer/Wizard 5 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Targets: | You plus one willing creature per three levels, no two of which can be more than 30 ft. apart |
Duration: | 10 min./level (D) |
Saving Throw: | None |
Spell Resistance: | No |
You forge a telepathic bond among yourself and a number of willing creatures, each of
which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.
Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.
Material Component: Pieces of eggshell from two different kinds of creatures.
Conjuration (Teleportation) | |
Level: | Sorcerer/Wizard 5, Travel 5 |
Components: | V |
Casting Time: | 1 standard action |
Range: | Personal and touch |
Target: | You and touched objects or other touched willing creatures |
Duration: | Instantaneous |
Saving Throw: | None and Will negates (object) |
Spell Resistance: | No and Yes (object) |
This spell instantly transports you to a designated destination, which may be as distant as
100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the
table.
Familiarity: 'Very familiar' is a place where you have been very often and where you feel at home. 'Studied carefully' is a place you know well, either because you can currently see it, you've been there often, or you have used other means (such as scrying) to study the place for at least one hour. 'Seen casually' is a place that you have seen more than once but with which you are not very familiar. 'Viewed once' is a place that you have seen once, possibly using magic.
'False destination' is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.
On Target: You appear where you want to be.
Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly
Similar
Area: You wind up in an area that's visually or thematically similar to the target area.
Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.
Mishap: You and anyone else teleporting with you have gotten 'scrambled.' You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time 'Mishap' comes up, the characters take more damage and must reroll.
Familiarity | On Target | Off Target | Similar Area | Mishap |
Very familiar | 01-97 | 98-99 | 100 | - |
Studied carefully | 01-94 | 95-97 | 98-99 | 100 |
Seen casually | 01-88 | 89-94 | 95-98 |
Conjuration (Teleportation) | |
Level: | Sorcerer/Wizard 7 |
Range: | Touch |
Target: | One touched object of up to 50 lb./level and 3 cu. ft./level |
Saving Throw: | Will negates (object) |
Spell Resistance: | Yes (object) |
This spell functions like teleport, except that it teleports an object, not you. Creatures and magical forces cannot be teleported.
If desired, the target object can be sent to a distant location on the Ethereal Plane. In this case, the point from which the object was teleported remains faintly magical until the item is retrieved. A successful targeted dispel magic spell cast on that point
brings the vanished item back from the Ethereal Plane.
Conjuration (Teleportation) | |
Level: | Sorcerer/Wizard 7, Travel 7 |
This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.
Conjuration (Teleportation) | |
Level: | Sorcerer/Wizard 9 |
Components: | V, M |
Casting Time: | 10 minutes |
Range: | 0 ft. |
Effect: | 5-ft. -radius circle that teleports those who activate it |
Duration: | 10 min./level (D) |
Saving Throw: | None |
Spell Resistance: | Yes |
You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on
it to a designated spot. Once you designate the destination for the circle, you can't change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.
The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.
teleportation circle can be made permanent with a permanency spell. A permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.
Note: Magic traps such as teleportation circle are hard to detect and disable. A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.
Material Component: Amber dust to cover the area of the circle (cost 1,000 gp).
Transmutation | |
Level: | Sorcerer/Wizard 8 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | Permanent |
Saving Throw: | Fortitude negates |
Spell Resistance: | Yes |
You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature
does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).
Material Component: A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 5,000 gp.
see text
Evocation [Force] | |
Level: | Bard 3, Sorcerer/Wizard 3 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | 20 ft. |
Effect: | 20-ft. -radius sphere centered on your location |
Duration: | 2 hours/level (D) |
Saving Throw: | None |
Spell Resistance: | No |
You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere
passes through the ground. As many as nine other Medium creatures can fit into the field with you
Divination | |
Level: | Bard 2, Cleric 4, Sorcerer/Wizard 3 |
Components: | V, M/DF |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 10 min./level |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | No |
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The
subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
Tongues can be made permanent with a permanency spell.
Arcane Material Component: A small clay model of a ziggurat, which shatters when the verbal component is pronounced.
Necromancy | |
Level: | Sorcerer/Wizard 0 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 1 round/level |
Saving Throw: | Fortitude negates |
Spell Resistance: | Yes |
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.
The subject is immediately fatigued for the
spell's duration.
This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.
Material Component: A drop of sweat.
Enchantment (Compulsion) [Mind-Affecting] | |
Level: | Sorcerer/Wizard 2 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Living creature touched |
Duration: | 10 min./level |
Saving Throw: | No |
Spell Resistance: | Yes |
With a touch, you reduce the target's mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma
scores. This penalty can't reduce any of these scores below 1.
This spell's effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.
Transmutation | |
Level: | Sorcerer/Wizard 6 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | 1 round/level |
You become a virtual fighting machine- stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't cast spells, even from magic items.
You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons.
Your base attack bonus equals your character level (which may give you multiple attacks).
You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.
Material Component: A potion of bull's strength, which you drink (and whose effects are subsumed by the spell effects).
Transmutation [Earth] | |
Level: | Druid 5, Sorcerer/Wizard 5 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Area: | Up to two 10-ft. cubes/level (S) |
Duration: | Permanent |
Saving Throw: | See text |
Spell Resistance: | No |
This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral)
permanently.
Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.
Transmute mud to rock counters and dispels transmute rock to mud.
Arcane Material Component: Sand, lime, and water.
see text
Permanent
Divination | |
Level: | Cleric 5, Druid 7, Knowledge 5, Sorcerer/Wizard 6 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | 1 min./level |
Saving Throw: | Will negates (harmless) |
Spell Resistance: | Yes (harmless) |
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices
secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of True seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use True seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.
Material Component: An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat.
Divination | |
Level: | Sorcerer/Wizard 1 |
Components: | V, F |
Casting Time: | 1 standard action |
Range: | Personal |
Target: | You |
Duration: | See text |
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
Focus: A small wooden replica of an archery target.
Necromancy | |
Level: | Cleric 6, Sorcerer/Wizard 6 |
Components: | V, S, M/DF |
Area: | Several undead creatures within a 40-ft. -radius burst |
Saving Throw: | Will negates |
This spell functions like circle of death, except that it destroys undead creatures as noted above.
Material Component: The powder of a crushed diamond worth at least 500 gp.
Conjuration (Creation) | |
Level: | Bard 1, Sorcerer/Wizard 1 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | One invisible, mindless, shapeless servant |
Duration: | 1 hour/level |
Saving Throw: | None |
Spell Resistance: | No |
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and
fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. Its speed is 15 feet.
The servant cannot attack in any way
see text
Illusion (Glamer) | |
Level: | Bard 6, Sorcerer/Wizard 6 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | Long (400 ft. + 40 ft./level) |
Targets: | One or more creatures, no two of which can be more than 30 ft. apart |
Duration: | Concentration + 1 hour/level (D) |
Saving Throw: | Will negates |
Illusion (Figment) | |
Level: | Bard 1, Sorcerer/Wizard 1 |
Components: | V, F |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | Intelligible sound, usually speech |
Duration: | 1 min./level (D) |
Saving Throw: | Will disbelief (if interacted with) |
Spell Resistance: | No |
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else.
You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).
Focus: A parchment rolled up into a small cone.
Divination | |
Level: | Sorcerer/Wizard 7 |
Components: | V, S, M, XP |
Casting Time: | 1 standard action |
This spell functions like legend lore, except that it works more quickly but produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 +1 per caster level
Necromancy [Death, Sonic] | |
Level: | Death 9, Sorcerer/Wizard 9 |
Components: | V |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Area: | One living creature/level within a 40-ft. -radius spread |
Duration: | Instantaneous |
Saving Throw: | Fortitude negates |
Spell Resistance: | Yes |
You emit a terrible scream that kills creatures that hear it (except for yourself ).
Creatures closest to the point of origin are affected first.
Evocation [Fire] | |
Level: | Druid 5, Fire 4, Sorcerer/Wizard 4 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | Opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft. per two levels |
Evocation [Force] | |
Level: | Sorcerer/Wizard 5 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Effect: | Wall whose area is up to one 10-ft. square/level |
Duration: | 1 round /level (D) |
Saving Throw: | None |
Spell Resistance: | No |
A wall of force spell creates an invisible wall of force. The wall cannot move, it is immune to damage of all kinds, and it
is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage's disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force.
The caster can form the wall into a flat, vertical plane whose area is up to one 10- foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.
wall of force can be made permanent with a permanency spell.
Material Component: A pinch of powder made from a clear gem.
Evocation [Cold] | |
Level: | Sorcerer/Wizard 4 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | Anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level |
Duration: | 1 min./level |
Saving Throw: | Reflex negates |
Conjuration (Creation) | |
Level: | Sorcerer/Wizard 6 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | Iron wall whose area is up to one 5-ft. square/level |
Conjuration (Creation) [Earth] | |
Level: | Cleric 5, Druid 6, Earth 5, Sorcerer/Wizard 5 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | Stone wall whose area is up to one 5-ft. square/level (S) |
Duration: | Instantaneous |
Saving Throw: | See text |
Spell Resistance: | No |
This spell creates a wall of rock that merges into adjoining rock surfaces. A
wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation
see text
Necromancy | |
Level: | Sorcerer/Wizard 7 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 60 ft. |
Area: | Cone-shaped burst |
Duration: | Instantaneous |
Saving Throw: | No |
Spell Resistance: | Yes |
Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.
Necromancy | |
Level: | Sorcerer/Wizard 5 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 30 ft. |
Area: | Cone-shaped burst |
Duration: | Instantaneous |
Saving Throw: | No |
Spell Resistance: | Yes |
Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.
Conjuration (Creation) | |
Level: | Sorcerer/Wizard 2 |
Components: | V, S, M |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | Webs in a 20-ft. -radius spread |
Duration: | 10 min./level (D) |
Saving Throw: | Reflex negates |
Illusion (Phantasm) [Fear, Mind-Affecting] | |
Level: | Sorcerer/Wizard 9 |
Targets: | Any number of creatures, no two of which can be more than 30 ft. apart |
This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes.
If a subject's Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of temporary Strength damage.
Transmutation [Air] | |
Level: | Bard 2, Sorcerer/Wizard 2 |
Components: | V, S |
Casting Time: | 1 standard action |
Range: | 1 mile/level |
Area: | 10-ft. -radius spread |
Duration: | No more than 1 hour/level or until discharged (destination is reached) |
Saving Throw: | None |
Spell Resistance: | No |
You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific
location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.
You can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.
When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects.
Evocation [Air] | |
Level: | Air 2, Cleric 3, Druid 3, Ranger 2, Sorcerer/Wizard 3 |
Components: | V, S, M/DF |
Casting Time: | 1 standard action |
Range: | Medium (100 ft. + 10 ft./level) |
Effect: | Wall up to 10 ft./level long and 5 ft./level high (S) |
Duration: | 1 round/level |
Saving Throw: | None |
Universal | |
Level: | Sorcerer/Wizard 9 |
Components: | V, XP |
Casting Time: | 1 standard action |
Range: | See text |
Target, Effect, or Area: | See text |
Duration: | See text |
Saving Throw: | See text |
Spell Resistance: | Yes |
Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.
Even wish, however, has its limits.
A Wish can
produce any one of the following effects.
only the best one applies.
Undo misfortune. A Wish can undo a single recent event. The Wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish could undo an opponent's successful save, a foe's successful critical hit (either the attack roll or the critical roll), a friend's failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
You may try to use a Wish to produce greater effects than these, but doing so is dangerous. (The Wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)
Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).
Material Component: When a Wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.
XP Cost: The minimum XP cost for casting Wish is 5,000 XP. When a Wish duplicates a spell that has an XP cost, you must pay 5,000 XP or
that cost, whichever is more. When a Wish creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.