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SPELLS
(A-B)
Acid Arrow
Conjuration (Creation) [Acid]
Level:
Sor/Wiz 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.
Acid Fog
Conjuration (Creation) [Acid]
Level: Sor/Wiz
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.
Acid
Splash
Conjuration (Creation) [Acid]
Level: Sor/Wiz
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.
Aid
Enchantment (Compulsion)
[Mind-Affecting]
Level: Clr 2, Good 2, Luck 2
Components: V,
S, DF
Casting Time: 1 standard action
Range:
Touch
Target: Living creature touched
Duration: 1
min./level
Saving Throw: None
Spell Resistance: Yes
(harmless)
Aid grants the target a +1 morale bonus on attack rolls and
saves against fear effects, plus temporary hit points equal to 1d8 + caster
level (to a maximum of 1d8+10 temporary hit points at caster level
10th).
Air Walk
Transmutation [Air]
Level: Air 4, Clr 4, Drd
4
Components: V, S, DF
Casting Time: 1 standard
action
Range: Touch
Target: Creature (Gargantuan or smaller)
touched
Duration: 10 min./level
Saving Throw:
None
Spell Resistance: Yes (harmless)
The subject can tread on air
as if walking on solid ground. Moving upward is similar to walking up a hill.
The maximum upward or downward angle possible is 45 degrees, at a rate equal to
one-half the air walker’s normal speed.
A strong wind (21+ mph) can
push the subject along or hold it back. At the end of its turn each round, the
wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The
creature may be subject to additional penalties in exceptionally strong or
turbulent winds, such as loss of control over movement or physical damage from
being buffeted about.
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 air walk spell is dispelled, but not if
it is negated by an antimagic field.
You can cast air walk on a
specially trained mount so it can be ridden through the air. You can train a
mount to move with the aid of air walk (counts as a trick; see Handle
Animal skill) with one week of work and a DC 25 Handle Animal
check.
Alarm
Abjuration
Level: Brd 1, Rgr 1, Sor/Wiz
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
Align Weapon
Transmutation [see text]
Level: Clr
2
Components: V, S, DF
Casting Time: 1 standard
action
Range: Touch
Target: Weapon touched or fifty
projectiles (all of which must be in contact with each other at the time of
casting)
Duration: 1 min./level
Saving Throw: Will negates
(harmless, object)
Spell Resistance: Yes (harmless,
object)
Align weapon makes a weapon good, evil, lawful, or chaotic, as
you choose. A weapon that is aligned can bypass the damage reduction of certain
creatures. This spell has no effect on a weapon that already has an
alignment.
You can’t cast this spell on a natural weapon, such as an
unarmed strike.
When you make a weapon good, evil, lawful, or chaotic,
align weapon is a good, evil, lawful, or chaotic spell,
respectively.
Alter Self
Transmutation
Level: Brd 2, Sor/Wiz
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;
any that you could wear in either form or carry in a body part common to both
forms at the time of reversion are still held in the same way. Any part of the
body or piece of equipment that is separated from the whole reverts to its true
form.
Analyze Dweomer
Divination
Level: Brd 6, Sor/Wiz
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; see text
Spell
Resistance: No
You discern all spells and magical properties present in a
number of creatures or objects. Each round, you may examine a single creature or
object that you can see as a free action. In the case of a magic item, you learn
its functions, how to activate its functions (if appropriate), and how many
charges are left (if it uses charges). In the case of an object or creature with
active spells cast upon it, you learn each spell, its effect, and its caster
level.
An attended object may attempt a Will save to resist this effect if
its holder so desires. If the save succeeds, you learn nothing about the object
except what you can discern by looking at it. An object that makes its save
cannot be affected by any other analyze dweomer spells for 24
hours.
Analyze dweomer does not function when used on an
artifact.
Focus: A tiny lens of ruby or sapphire set in a small golden
loop. The gemstone must be worth at least 1,500 gp.
Animal
Growth
Transmutation
Level: Drd 5, Rgr 4, Sor/Wiz
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.
Animal Messenger
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 2, Drd 2, Rgr 1
Components: V,
S, M
Casting Time: 1 standard action
Range: Close (25 ft. +
5 ft./2 levels)
Target: One Tiny animal
Duration: One
day/level
Saving Throw: None; see text
Spell Resistance:
Yes
You compel a Tiny animal to go to a spot you designate. The most common
use for this spell is to get an animal to carry a message to your allies. The
animal cannot be one tamed or trained by someone else, including such creatures
as familiars and animal companions.
Using some type of food desirable to the
animal as a lure, you call the animal to you. It advances and awaits your
bidding. You can mentally impress on the animal a certain place well known to
you or an obvious landmark. The directions must be simple, because the animal
depends on your knowledge and can’t find a destination on its own. You can
attach some small item or note to the messenger. The animal then goes to the
designated location and waits there until the duration of the spell expires,
whereupon it resumes its normal activities.
During this period of waiting,
the messenger allows others to approach it and remove any scroll or token it
carries. The intended recipient gains no special ability to communicate with the
animal or read any attached message (if it’s written in a language he or
she doesn’t know, for example).
Material Component: A morsel of
food the animal likes.
Animal Shapes
Transmutation
Level:
Animal 7, Drd 8
Components: V, S, DF
Casting Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: Up to one willing creature per level, all within 30
ft. of each other
Duration: 1 hour/level (D)
Saving Throw:
None; see text
Spell Resistance: Yes (harmless)
As polymorph,
except you polymorph up to one willing creature per caster level into an
animal of your choice; the spell has no effect on unwilling creatures. All
creatures must take the same kind of animal form. Recipients remain in the
animal form until the spell expires or until you dismiss it for all recipients.
In addition, an individual subject may choose to resume its normal form as a
full-round action; doing so ends the spell for that subject alone. The maximum
HD of an assumed form is equal to the subject’s HD or your caster level,
whichever is lower, to a maximum of 20 HD at 20th level.
Animal
Trance
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Brd
2, Drd 2
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets:
Animals or magical beasts with Intelligence 1 or 2
Duration:
Concentration
Saving Throw: Will negates; see text
Spell
Resistance: Yes
Your swaying motions and music (or singing, or chanting)
compel animals and magical beasts to do nothing but watch you. Only a creature
with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6
to determine the total number of HD worth of creatures that you fascinate. The
closest targets are selected first until no more targets within range can be
affected.
A magical beast, a dire animal, or an animal trained to attack or
guard is allowed a saving throw; an animal not trained to attack or guard is
not.
Animate Dead
Necromancy [Evil]
Level: Clr 3, Death 3,
Sor/Wiz 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.
Animate
Objects
Transmutation
Level: Brd 6, Chaos 6, Clr
6
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Targets: One
Small object per caster level; see text
Duration: 1
round/level
Saving Throw: None
Spell Resistance: No
You
imbue inanimate objects with mobility and a semblance of life. Each such
animated object then immediately attacks whomever or whatever you initially
designate.
An animated object can be of any nonmagical material. You may
animate one Small or smaller object or an equivalent number of larger objects
per caster level. A Medium object counts as two Small or smaller objects, a
Large object as four, a Huge object as eight, a Gargantuan object as sixteen,
and a Colossal object as thirty-two. You can change the designated target or
targets as a move action, as if directing an active spell.
This spell cannot
animate objects carried or worn by a creature.
Animate objects can be
made permanent with a permanency spell.
Animate
Plants
Transmutation
Level: Drd 7, Plant 7
Components:
V
Casting Time: 1 standard action
Range: Close (25 ft. + 5
ft./2 levels)
Targets: One Large plant per three caster levels or all
plants within range; see text
Duration: 1 round/level or 1 hour/level;
see text
Saving Throw: None
Spell Resistance: No
You
imbue inanimate plants with mobility and a semblance of life. Each animated
plant then immediately attacks whomever or whatever you initially designate as
though it were an animated object of the appropriate size category. You may
animate one Large or smaller plant, or an equivalent number of larger plants,
per three caster levels. A Huge plant counts as two Large or smaller plants, a
Gargantuan plant as four, and a Colossal plant as eight. You can change the
designated target or targets as a move action, as if directing an active
spell.
Use the statistics for animated objects, except that plants
smaller than Large usually don’t have hardness.
Animate plants
cannot affect plant creatures, nor does it affect nonliving vegetable
material.
Entangle: Alternatively, you may imbue all plants within
range with a degree of mobility, which allows them to entwine around creatures
in the area. This usage of the spell duplicates the effect of an entangle
spell. Spell resistance does not keep creatures from being entangled. This
effect lasts 1 hour per caster level.
Animate
Rope
Transmutation
Level: Brd 1, Sor/Wiz 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; see text
Duration: 1 round/level
Saving Throw:
None
Spell Resistance: No
You can animate a nonliving ropelike
object. The maximum length assumes a rope with a 1-inch diameter.
Reduce the
maximum length by 50% for every additional inch of thickness, and increase it by
50% for each reduction of the rope’s diameter by half.
The possible
commands are “coil” (form a neat, coiled stack), “coil and
knot,” “loop,” “loop and knot,” “tie and
knot,” and the opposites of all of the above (“uncoil,” and so
forth). You can give one command each round as a move action, as if directing an
active spell.
The rope can enwrap only a creature or an object within 1 foot
of it—it does not snake outward—so it must be thrown near the
intended target. Doing so requires a successful ranged touch attack roll (range
increment 10 feet). A typical 1- inch-diameter hempen rope has 2 hit points, AC
10, and requires a DC 23 Strength check to burst it. The rope does not deal
damage, but it can be used as a trip line or to cause a single opponent that
fails a Reflex saving throw to become entangled. A creature capable of
spellcasting that is bound by this spell must make a DC 15 Concentration check
to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist
check.
The rope itself and any knots tied in it are not magical.
This
spell grants a +2 bonus on any Use Rope checks you make when using the
transmuted rope.
The spell cannot animate objects carried or worn by a
creature.
Antilife Shell
Abjuration
Level: Animal 6, Clr 6,
Drd 6
Components: V, S, DF
Casting Time: 1
round
Range: 10 ft.
Area: 10-ft.-radius emanation, centered
on you
Duration: 10 min./level (D)
Saving Throw:
None
Spell Resistance: Yes
You bring into being a mobile,
hemispherical energy field that prevents the entrance of most types of living
creatures.
The effect hedges out animals, aberrations, dragons, fey, giants,
humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but
not constructs, elementals, outsiders, or undead.
This spell may be used only
defensively, not aggressively. Forcing an abjuration barrier against creatures
that the spell keeps at bay collapses the barrier.
Antimagic
Field
Abjuration
Level: Clr 8, Magic 6, Protection 6, Sor/Wiz
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.
Antipathy
Enchantment (Compulsion)
[Mind-Affecting]
Level: Drd 9, Sor/Wiz 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.
Antiplant
Shell
Abjuration
Level: Drd 4
Components: V, S,
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:
Yes
The antiplant shell spell creates an invisible, mobile barrier
that keeps all creatures within the shell protected from attacks by plant
creatures or animated plants. As with many abjuration spells, forcing the
barrier against creatures that the spell keeps at bay strains and collapses the
field.
Arcane Eye
Divination (Scrying)
Level: Sor/Wiz
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.
Arcane
Lock
Abjuration
Level: Sor/Wiz 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; otherwise, a door or object secured
with this spell can be opened only by breaking in or with a successful dispel
magic or knock spell. Add 10 to the normal DC to break open a door or
portal affected by this spell. (A knock spell does not remove an
arcane lock; it only suppresses the effect for 10
minutes.)
Material Component: Gold dust worth 25 gp.
Arcane
Mark
Universal
Level: Sor/Wiz 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).
Arcane Sight
Divination
Level: Sor/Wiz
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; DC 15 + spell level, or 15 + one-half caster level for a nonspell
effect.)
If you concentrate on a specific creature within 120 feet of you as
a standard action, you can determine whether it has any spellcasting or
spell-like abilities, whether these are arcane or divine (spell-like abilities
register as arcane), and the strength of the most powerful spell or spell-like
ability the creature currently has available for use.
Arcane sight can
be made permanent with a permanency spell.
Arcane Sight,
Greater
Divination
Level: Sor/Wiz 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.
Astral Projection
Necromancy
Level: Clr 9,
Sor/Wiz 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; a physical body must
be materialized on other planes.
You and your companions may travel through
the Astral Plane indefinitely. Your bodies simply wait behind in a state of
suspended animation until you choose to return your spirits to them. The spell
lasts until you desire to end it, or until it is terminated by some outside
means, such as dispel magic cast upon either the physical body or the
astral form, the breaking of the silver cord, or the destruction of your body
back on the Material Plane (which kills you).
Material Component: A
jacinth worth at least 1,000 gp, plus a silver bar worth 5 gp for each person to
be affected.
Atonement
Abjuration
Level: Clr 5, Drd
5
Components: V, S, M, F, DF, XP
Casting Time: 1
hour
Range: Touch
Target: Living creature
touched
Duration: Instantaneous
Saving Throw:
None
Spell Resistance: Yes
This spell removes the burden of evil
acts or misdeeds from the subject. The creature seeking atonement must be truly
repentant and desirous of setting right its misdeeds. If the atoning creature
committed the evil act unwittingly or under some form of compulsion,
atonement operates normally at no cost to you. However, in the case of a
creature atoning for deliberate misdeeds and acts of a knowing and willful
nature, you must intercede with your deity (requiring you to expend 500 XP) in
order to expunge the subject’s burden. Many casters first assign a subject
of this sort a quest (see geas/quest) or similar penance to determine
whether the creature is truly contrite before casting the atonement spell
on its behalf.
Atonement may be cast for one of several purposes,
depending on the version selected.
Reverse Magical Alignment Change:
If a creature has had its alignment magically changed, atonement
returns its alignment to its original status at no cost in experience
points.
Restore Class: A paladin who has lost her class features due
to committing an evil act may have her paladinhood restored to her by this
spell.
Restore Cleric or Druid Spell Powers: A cleric or druid who has
lost the ability to cast spells by incurring the anger of his or her deity may
regain that ability by seeking atonement from another cleric of the same
deity or another druid. If the transgression was intentional, the casting cleric
loses 500 XP for his intercession. If the transgression was unintentional, he
does not lose XP.
Redemption or Temptation: You may cast this spell
upon a creature of an opposing alignment in order to offer it a chance to change
its alignment to match yours. The prospective subject must be present for the
entire casting process. Upon completion of the spell, the subject freely chooses
whether it retains its original alignment or acquiesces to your offer and
changes to your alignment. No duress, compulsion, or magical influence can force
the subject to take advantage of the opportunity offered if it is unwilling to
abandon its old alignment. This use of the spell does not work on outsiders or
any creature incapable of changing its alignment naturally.
Though the spell
description refers to evil acts, atonement can also be used on any
creature that has performed acts against its alignment, whether those acts are
evil, good, chaotic, or lawful.
Note: Normally, changing alignment is
up to the player. This use of atonement simply offers a believable way
for a character to change his or her alignment drastically, suddenly, and
definitively.
Material Component: Burning incense.
Focus: In
addition to your holy symbol or normal divine focus, you need a set of prayer
beads (or other prayer device, such as a prayer wheel or prayer book) worth at
least 500 gp.
XP Cost: When cast for the benefit of a creature whose
guilt was the result of deliberate acts, the cost to you is 500 XP per casting
(see above).
Augury
Divination
Level: Clr
2
Components: V, S, M, F
Casting Time: 1
minute
Range: Personal
Target: You
Duration:
Instantaneous
An augury can tell you whether a particular action will
bring good or bad results for you in the immediate future.
The base chance
for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of
90%; this roll is made secretly. A question may be so straightforward that a
successful result is automatic, or so vague as to have no chance of success. If
the augury succeeds, you get one of four results:
• Weal (if the
action will probably bring good results).
• Woe (for bad
results).
• Weal and woe (for both).
• Nothing (for actions
that don’t have especially good or bad results).
If the spell fails,
you get the “nothing” result. A cleric who gets the
“nothing” result has no way to tell whether it was the consequence
of a failed or successful augury.
The augury can see into the
future only about half an hour, so anything that might happen after that does
not affect the result. Thus, the result might not take into account the
long-term consequences of a contemplated action. All auguries cast by the
same person about the same topic use the same dice result as the first
casting.
Material Component: Incense worth at least 25
gp.
Focus: A set of marked sticks, bones, or similar tokens of at
least 25 gp value.
Awaken
Transmutation
Level: Drd
5
Components: V, S, DF, XP
Casting Time: 24
hours
Range: Touch
Target: Animal or tree
touched
Duration: Instantaneous
Saving Throw: Will
negates
Spell Resistance: Yes
You awaken a tree or animal to
humanlike sentience. To succeed, you must make a Will save (DC 10 + the
animal’s current HD, or the HD the tree will have once awakened).
The
awakened animal or tree is friendly toward you. You have no special
empathy or connection with a creature you awaken, although it serves you in
specific tasks or endeavors if you communicate your desires to it.
An
awakened tree has characteristics as if it were an animated object,
except that it gains the plant type and its Intelligence, Wisdom, and Charisma
scores are each 3d6. An awakened plant gains the ability to move its
limbs, roots, vines, creepers, and so forth, and it has senses similar to a
human’s.
An awakened animal gets 3d6 Intelligence, +1d3
Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An
awakened animal can’t serve as an animal companion, familiar, or special
mount.
An awakened tree or animal can speak one language that you
know, plus one additional language that you know per point of Intelligence bonus
(if any).
XP Cost: 250 XP.
Baleful
Polymorph
Transmutation
Level: Drd 5, Sor/Wiz
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; see text
Spell Resistance: Yes
As
polymorph, except that you change the subject into a Small or smaller
animal of no more than 1 HD. If the new form would prove fatal to the creature
the subject gets a +4 bonus on the save.
If the spell succeeds, the subject
must also make a Will save. If this second save fails, the creature loses its
extraordinary, supernatural, and spell-like abilities, loses its ability to cast
spells (if it had the ability), and gains the alignment, special abilities, and
Intelligence, Wisdom, and Charisma scores of its new form in place of its own.
It still retains its class and level (or HD), as well as all benefits deriving
therefrom (such as base attack bonus, base save bonuses, and hit points). It
retains any class features (other than spellcasting) that aren’t
extraordinary, supernatural, or spell-like abilities.
Incorporeal or gaseous
creatures are immune to being polymorphed, and a creature with the
shapechanger subtype can revert to its natural form as a standard
action.
Bane
Enchantment (Compulsion) [Fear,
Mind-Affecting]
Level: Clr 1
Components: V, S,
DF
Casting Time: 1 standard action
Range: 50
ft.
Area: All enemies within 50 ft.
Duration: 1
min./level
Saving Throw:Will negates
Spell Resistance:
Yes
Bane fills your enemies with fear and doubt. Each affected
creature takes a –1 penalty on attack rolls and a –1 penalty on
saving throws against fear effects.
Bane counters and dispels
bless.
Banishment
Abjuration
Level: Clr 6, Sor/Wiz
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).
Barkskin
Transmutation
Level:
Drd 2, Rgr 2, Plant 2
Components: V, S, DF
Casting Time: 1
standard action
Range: Touch
Target: Living creature
touched
Duration: 10 min./level
Saving Throw:
None
Spell Resistance: Yes (harmless)
Barkskin toughens a
creature’s skin. The effect grants a +2 enhancement bonus to the
creature’s existing natural armor bonus. This enhancement bonus increases
by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level
12th.
The enhancement bonus provided by barkskin stacks with the
target’s natural armor bonus, but not with other enhancement bonuses to
natural armor. A creature without natural armor has an effective natural armor
bonus of +0.
Bear’s Endurance
Transmutation
Level: Clr
2, Drd 2, Rgr 2, Sor/Wiz 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.
Bear’s Endurance,
Mass
Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 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.
Bestow Curse
Necromancy
Level: Clr 3, Sor/Wiz
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.
• –6 decrease to an
ability score (minimum 1).
• –4 penalty on attack rolls, saves,
ability checks, and skill checks.
• Each turn, the target has a 50%
chance to act normally; otherwise, it takes no action.
You may also invent
your own curse, but it should be no more powerful than those described
above.
The curse bestowed by this spell cannot be dispelled, but it
can be removed with a break enchantment, limited wish,
miracle, remove curse, or wish spell.
Bestow curse
counters remove curse.
Binding
Enchantment (Compulsion)
[Mind-Affecting]
Level: Sor/Wiz 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; see text
Spell Resistance:
Yes
A binding spell creates a magical restraint to hold a creature.
The target gets an initial saving throw only if its Hit Dice equal at least
one-half your caster level.
You may have as many as six assistants help you
with the spell. For each assistant who casts suggestion, your caster
level for this casting of binding increases by 1. For each assistant who
casts dominate animal, dominate person, or dominate monster, your
caster level for this casting of binding increases by a number equal to
one-third of that assistant’s level, provided that the spell’s
target is appropriate for a binding spell. Since the assistants’
spells are cast simply to improve your caster level for the purpose of the
binding spell, saving throws and spell resistance against the
assistants’ spells are irrelevant. Your caster level determines whether
the target gets an initial Will saving throw and how long the binding
lasts. All binding spells are dismissible.
Regardless of the
version of binding you cast, you can specify triggering conditions that
end the spell and release the creature whenever they occur. These triggers can
be as simple or elaborate as you desire, but the condition must be reasonable
and have a likelihood of coming to pass. The conditions 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, or
hit points don’t qualify. Once the spell is cast, its triggering
conditions cannot be changed. Setting a release condition increases the save DC
(assuming a saving throw is allowed) by 2.
If you are casting any of the
first three versions of binding (those with limited durations), you may
cast additional binding spells to prolong the effect, since the durations
overlap. If you do so, the target gets a saving throw at the end of the first
spell’s duration, even if your caster level was high enough to disallow an
initial saving throw. If the creature succeeds on this save, all the binding
spells it has received are broken.
The binding spell has six
versions. Choose one of the following versions when you cast the
spell.
Chaining: The subject is confined by restraints that generate
an antipathy spell affecting all creatures who approach the subject,
except you. The duration is one year per caster level. The subject of this form
of binding is confined to the spot it occupied when it received the
spell.
Slumber: This version causes the subject to become comatose for
as long as one year per caster level. The subject does not need to eat or drink
while slumbering, nor does it age. This form of binding is more
difficult to cast than chaining, making it slightly easier to resist.
Reduce the spell’s save DC by 1.
Bound Slumber: This combination
of chaining and slumber lasts for as long as one month per caster
level. Reduce the save DC by 2.
Hedged Prison: The subject is
transported to or otherwise brought within a confined area from which it cannot
wander by any means. The effect is permanent. Reduce the save DC by
3.
Metamorphosis: The subject assumes gaseous form, except for its
head or face. It is held harmless in a jar or other container, which may be
transparent if you so choose. The creature remains aware of its surroundings and
can speak, but it cannot leave the container, attack, or use any of its powers
or abilities. The binding is permanent. The subject does not need to
breathe, eat, or drink while metamorphosed, nor does it age. Reduce the
save DC by 4.
Minimus Containment: The subject is shrunk to a height
of 1 inch or even less and held within some gem, jar, or similar object. The
binding is permanent. The subject does not need to breathe, eat, or drink
while contained, nor does it age. Reduce the save DC by 4.
You
can’t dispel a binding spell with dispel magic or a similar
effect, though an antimagic field or Mage’s disjunction
affects it normally. A bound extraplanar creature cannot be sent back to its
home plane due to dismissal, banishment, or a similar
effect.
Components: The components for a binding spell vary
according to the version of the spell, but they always include a continuous
chanting utterance read from the scroll or spellbook page containing the spell,
somatic gestures, and materials appropriate to the form of binding used.
These components can include such items as miniature chains of special metals,
soporific herbs of the rarest sort (for slumber bindings), a bell jar of
the finest crystal, and the like.
In addition to the specially made props
suited to the specific type of binding (cost 500 gp), the spell requires
opals worth at least 500 gp for each HD of the target and a vellum depiction or
carved statuette of the subject to be captured.
Black
Tentacles
Conjuration (Creation)
Level: Sor/Wiz
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.
Blade Barrier
Evocation [Force]
Level: Clr 6,
Good 6, War 6
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall
of whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades
with a radius of up to 5 ft. per two levels; either form 20 ft.
high
Duration: 1 min./level (D)
Saving Throw: Reflex half or
Reflex negates; see text
Spell Resistance: Yes
An immobile,
vertical curtain of whirling blades shaped of pure force springs into existence.
Any creature passing through the wall takes 1d6 points of damage per caster
level (maximum 15d6), with a Reflex save for half damage.
If you evoke the
barrier so that it appears where creatures are, each creature takes damage as if
passing through the wall. Each such creature can avoid the wall (ending up on
the side of its choice) and thus take no damage by making a successful Reflex
save.
A blade barrier provides cover (+4 bonus to AC, +2 bonus on
Reflex saves) against attacks made through it.
Blasphemy
Evocation
[Evil, Sonic]
Level: Clr 7, Evil 7
Components:
V
Casting Time: 1 standard action
Range: 30
ft.
Area: Nonevil creatures in a 40-ft.-radius spread centered on
you
Duration: Instantaneous
Saving Throw: None or Will
negates; see text
Spell Resistance: Yes
Any nonevil creature within
the area of a blasphemy spell suffers the following ill
effects.
HD
|
Effect
|
|
Equal to caster level
|
Dazed
|
|
Up to caster level –1
|
Weakened, dazed
|
|
Up to caster level –5
|
Paralyzed, weakened, dazed
|
|
Up to caster level –10
|
Killed, paralyzed, weakened, dazed
|
The effects are cumulative and concurrent.
No saving throw is allowed
against these effects.
Dazed: The creature can take no actions for 1
round, though it defends itself normally.
Weakened: The
creature’s Strength score decreases by 2d6 points for 2d4
rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10
minutes.
Killed: Living creatures die. Undead creatures are
destroyed.
Furthermore, if you are on your home plane when you cast this
spell, nonevil extraplanar creatures within the area are instantly banished back
to their home planes. Creatures so banished cannot return for at least 24 hours.
This effect takes place regardless of whether the creatures hear the
blasphemy. The banishment effect allows a Will save (at a –4
penalty) to negate.
Creatures whose Hit Dice exceed your caster level are
unaffected by blasphemy.
Bless
Enchantment (Compulsion)
[Mind-Affecting]
Level: Clr 1, Pal 1
Components: V, S,
DF
Casting Time: 1 standard action
Range: 50
ft.
Area: The caster and all allies within a 50-ft. burst, centered on
the caster
Duration: 1 min./level
Saving Throw:
None
Spell Resistance: Yes (harmless)
Bless fills your
allies with courage. Each ally gains a +1 morale bonus on attack rolls and on
saving throws against fear effects.
Bless counters and dispels
bane.
Bless Water
Transmutation [Good]
Level: Clr 1,
Pal 1
Components: V, S, M
Casting Time: 1
minute
Range: Touch
Target: Flask of water
touched
Duration: Instantaneous
Saving Throw: Will negates
(object)
Spell Resistance: Yes (object)
This transmutation imbues a
flask (1 pint) of water with positive energy, turning it into holy
water.
Material Component: 5 pounds of powdered silver (worth 25
gp).
Bless Weapon
Transmutation
Level: Pal
1
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Target: Weapon
touched
Duration: 1 min./level
Saving Throw:
None
Spell Resistance: No
This transmutation makes a weapon strike
true against evil foes. The weapon is treated as having a +1 enhancement bonus
for the purpose of bypassing the damage reduction of evil creatures or striking
evil incorporeal creatures (though the spell doesn’t grant an actual
enhancement bonus). The weapon also becomes good, which means it can bypass the
damage reduction of certain creatures. (This effect overrides and suppresses any
other alignment the weapon might have.) Individual arrows or bolts can be
transmuted, but affected projectile weapons (such as bows) don’t confer
the benefit to the projectiles they shoot.
In addition, all critical hit
rolls against evil foes are automatically successful, so every threat is a
critical hit. This last effect does not apply to any weapon that already has a
magical effect related to critical hits, such as a keen weapon or a vorpal
sword.
Blight
Necromancy
Level: Drd 4, Sor/Wiz
5
Components: V, S, DF
Casting Time: 1 standard
action
Range: Touch
Duration: Instantaneous
Saving
Throw: Fortitude half; see text
Spell Resistance: Yes
This
spell withers a single plant of any size. An affected plant creature takes 1d6
points of damage per level (maximum 15d6) and may attempt a Fortitude saving
throw for half damage. A plant that isn’t a creature doesn’t receive
a save and immediately withers and dies.
This spell has no effect on the soil
or surrounding plant
life.
Blindness/Deafness
Necromancy
Level: Brd 2, Clr 3,
Sor/Wiz 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.
Blink
Transmutation
Level: Brd 3, Sor/Wiz
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.
Blur
Illusion (Glamer)
Level: Brd
2,Sor/Wiz 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).
Break Enchantment
Abjuration
Level: Brd 4, Clr 5,
Luck 5, Pal 4, Sor/Wiz 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.
Bull’s
Strength
Transmutation
Level: Clr 2, Drd 2, Pal 2, Sor/Wiz 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.
Bull’s Strength,
Mass
Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 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.
Burning
Hands
Evocation [Fire]
Level: Fire 1, Sor/Wiz
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.