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SPELLS
(C)
Call Lightning
Evocation [Electricity]
Level: Drd
3
Components: V, S
Casting Time: 1 round
Range:
Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long
vertical lines of lightning
Duration: 1 min./level
Saving
Throw: Reflex half
Spell Resistance: Yes
Immediately upon
completion of the spell, and once per round thereafter, you may call down a
5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of
electricity damage. The bolt of lightning flashes down in a vertical stroke at
whatever target point you choose within the spell’s range (measured from
your position at the time). Any creature in the target square or in the path of
the bolt is affected.
You need not call a bolt of lightning immediately;
other actions, even spellcasting, can be performed. However, each round after
the first you may use a standard action (concentrating on the spell) to call a
bolt. You may call a total number of bolts equal to your caster level (maximum
10 bolts).
If you are outdoors and in a stormy area—a rain shower,
clouds and wind, hot and cloudy conditions, or even a tornado (including a
whirlwind formed by a djinni or an air elemental of at least Large
size)—each bolt deals 3d10 points of electricity damage instead of
3d6.
This spell functions indoors or underground but not
underwater.
Call Lightning Storm
Evocation
[Electricity]
Level: Drd 5
Range: Long (400 ft. + 40
ft./level)
This spell functions like call lightning, except that each
bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a
stormy area), and you may call a maximum of 15 bolts.
Calm
Animals
Enchantment (Compulsion) [Mind-Affecting]
Level: Animal 1,
Drd 1, Rgr 1
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets:
Animals within 30 ft. of each other
Duration: 1
min./level
Saving Throw: Will negates; see text
Spell
Resistance: Yes
This spell soothes and quiets animals, rendering them
docile and harmless. Only ordinary animals (those with Intelligence scores of 1
or 2) can be affected by this spell. All the subjects must be of the same kind,
and no two may be more than 30 feet apart. The maximum number of Hit Dice of
animals you can affect is equal to 2d4 + caster level. A dire animal or an
animal trained to attack or guard is allowed a saving throw; other animals are
not.
The affected creatures remain where they are and do not attack or flee.
They are not helpless and defend themselves normally if attacked. Any threat
breaks the spell on the threatened creatures.
Calm
Emotions
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2,
Clr 2, Law 2
Components: V, S, DF
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area:
Creatures in a 20-ft.-radius spread
Duration: Concentration, up to 1
round/level (D)
Saving Throw: Will negates
Spell Resistance:
Yes
This spell calms agitated creatures. You have no control over the
affected creatures, but calm emotions can stop raging creatures from
fighting or joyous ones from reveling. Creatures so affected cannot take violent
actions (although they can defend themselves) or do anything destructive. Any
aggressive action against or damage dealt to a calmed creature immediately
breaks the spell on all calmed creatures.
This spell automatically suppresses
(but does not dispel) any morale bonuses granted by spells such as bless,
good hope, and rage, as well as negating a bard’s ability to
inspire courage or a barbarian’s rage ability. It also suppresses any fear
effects and removes the confused condition from all targets. While
the spell lasts, a suppressed spell or effect has no effect. When the calm
emotions spell ends, the original spell or effect takes hold of the creature
again, provided that its duration has not expired in the
meantime.
Cat’s Grace
Transmutation
Level: Brd 2, Drd
2, Rgr 2, Sor/Wiz 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.
Cat’s Grace, Mass
Transmutation
Level: Brd 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 cat’s grace, except that it affects multiple
creatures.
Cause Fear
Necromancy [Fear,
Mind-Affecting]
Level: Brd 1, Clr 1, Death 1, Sor/Wiz
1
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One
living creature with 5 or fewer HD
Duration: 1d4 rounds or 1 round;
see text
Saving Throw: Will partial
Spell Resistance:
Yes
The affected creature becomes frightened. If the subject succeeds on a
Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are
immune to this effect.
Cause fear counters and dispels remove
fear.
Chain Lightning
Evocation [Electricity]
Level: Air
6, Sor/Wiz 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;
a piece of amber, glass, or a crystal rod; plus one silver pin for each of your
caster levels.
Changestaff
Transmutation
Level: Drd
7
Components: V, S, F
Casting Time: 1 round
Range:
Touch
Target: Your touched staff
Duration: 1 hour/level
(D)
Saving Throw: None
Spell Resistance: No
You change a
specially prepared quarterstaff into a Huge treantlike creature, about 24 feet
tall. When you plant the end of the staff in the ground and speak a special
command to conclude the casting of the spell, your staff turns into a creature
that looks and fights just like a treant. The staff-treant defends you and obeys
any spoken commands. However, it is by no means a true treant; it cannot
converse with actual treants or control trees. If the staff-treant is reduced to
0 or fewer hit points, it crumbles to powder and the staff is destroyed.
Otherwise, the staff returns to its normal form when the spell duration expires
(or when the spell is dismissed), and it can be used as the focus for another
casting of the spell. The staff-treant is always at full strength when created,
despite any wounds it may have incurred the last time it appeared.
Focus:
The quarterstaff, which must be specially prepared. The staff must be a
sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and
polished (a process requiring twenty-eight days).
You cannot adventure or
engage in other strenuous activity during the shaping and carving of the
staff.
Chaos Hammer
Evocation [Chaotic]
Level: Chaos
4
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area:
20-ft.-radius burst
Duration: Instantaneous (1d6 rounds); see
text
Saving Throw: Will partial; see text
Spell Resistance:
Yes
You unleash chaotic power to smite your enemies. The power takes the form
of a multicolored explosion of leaping, ricocheting energy. Only lawful and
neutral (not chaotic) creatures are harmed by the spell.
The spell deals 1d8
points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6
points of damage per caster level, maximum 10d6, to lawful outsiders) and slows
them for 1d6 rounds.
A slowed creature can take only a single standard action
or move action on each of its turns, plus free actions as normal. In addition,
it takes a –2 penalty to AC, attack rolls, damage rolls, and Reflex saves.
A successful Will save reduces the damage by half and negates the slow
effect.
The spell deals only half damage against creatures who are neither
lawful nor chaotic, and they are not slowed. Such a creature can reduce the
damage by half again (down to one-quarter) with a successful Will
save.
Charm Animal
Enchantment (Charm)
[Mind-Affecting]
Level: Drd 1, Rgr 1
Target: One
animal
This spell functions like charm person, except that it affects
a creature of the animal type.
Charm Monster
Enchantment (Charm)
[Mind-Affecting]
Level: Brd 3, Sor/Wiz 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.
Charm Monster, Mass
Enchantment (Charm)
[Mind-Affecting]
Level: Brd 6, Sor/Wiz 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.
Charm Person
Enchantment (Charm) [Mind-Affecting]
Level:
Brd 1, Sor/Wiz 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.
Chill Metal
Transmutation
[Cold]
Level: Drd 2
Components: V, S, DF
Casting
Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: Metal equipment of one creature per two levels, no two
of which can be more than 30 ft. apart; or 25 lb. of metal/level, none of which
can be more than 30 ft. away from any of the rest
Duration: 7
rounds
Saving Throw: Will negates (object)
Spell Resistance:
Yes (object)
Chill metal makes metal extremely cold. Unattended,
nonmagical metal gets no saving throw. Magical metal is allowed a saving throw
against the spell. An item in a creature’s possession uses the
creature’s saving throw bonus unless its own is higher.
A creature
takes cold damage if its equipment is chilled. It takes full damage if its armor
is affected or if it is holding, touching, wearing, or carrying metal weighing
one-fifth of its weight. The creature takes minimum damage (1 point or 2 points;
see the table) if it’s not wearing metal armor and the metal that
it’s carrying weighs less than one-fifth of its weight.
On the first
round of the spell, the metal becomes chilly and uncomfortable to touch but
deals no damage. The same effect also occurs on the last round of the
spell’s duration. During the second (and also the next-to-last) round, icy
coldness causes pain and damage. In the third, fourth, and fifth rounds, the
metal is freezing cold, causing more damage, as shown on the table
below.
Round
|
Metal Temperature
|
Damage
|
|
1
|
Cold
|
None
|
|
2
|
Icy
|
1d4 points
|
|
3–5
|
Freezing
|
2d4 points
|
|
6
|
Icy
|
1d4 points
|
|
7
|
Cold
|
None
|
Any heat intense enough to damage the creature negates cold damage from the
spell (and vice versa) on a point-for-point basis. Underwater, chill metal
deals no damage, but ice immediately forms around the affected metal, making
it more buoyant.
Chill metal counters and dispels heat
metal.
Chill Touch
Necromancy
Level: Sor/Wiz
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; see text
Spell Resistance: Yes
A
touch from your hand, which glows with blue energy, disrupts the life force of
living creatures. Each touch channels negative energy that deals 1d6 points of
damage. The touched creature also takes 1 point of Strength damage unless it
makes a successful Fortitude saving throw. You can use this melee touch attack
up to one time per level.
An undead creature you touch takes no damage of
either sort, but it must make a successful Will saving throw or flee as if
panicked for 1d4 rounds +1 round per caster level.
Circle of
Death
Necromancy [Death]
Level: Sor/Wiz 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; among creatures with equal HD, those who are
closest to the burst’s point of origin are affected first. No creature of
9 or more HD can be affected, and Hit Dice that are not sufficient to affect a
creature are wasted.
Material Component: The powder of a crushed black
pearl with a minimum value of 500
gp.
Clairaudience/Clairvoyance
Divination (Scrying)
Level:
Brd 3, Knowledge 3, Sor/Wiz 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).
Clenched
Fist
Evocation [Force]
Level: Sor/Wiz 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.
Cloak of Chaos
Abjuration [Chaotic]
Level: Chaos 8,
Clr 8
Components: V, S, F
Casting Time: 1 standard
action
Range: 20 ft.
Targets: One creature/level in a
20-ft.-radius burst centered on you
Duration: 1 round/level
(D)
Saving Throw: See text
Spell Resistance: Yes
(harmless)
A random pattern of color surrounds the subjects, protecting them
from attacks, granting them resistance to spells cast by lawful creatures, and
causing lawful creatures that strike the subjects to become confused.
This abjuration has four effects.
First, each warded creature gains a +4
deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection
from law, the benefit of this spell applies against all attacks, not just
against attacks by lawful creatures.
Second, each warded creature gains spell
resistance 25 against lawful spells and spells cast by lawful
creatures.
Third, the abjuration blocks possession and mental influence, just
as protection from law does.
Finally, if a lawful creature succeeds on
a melee attack against a warded creature, the offending attacker is confused
for 1 round (Will save negates, as with the confusion spell, but
against the save DC of cloak of chaos).
Focus: A tiny reliquary
containing some sacred relic, such as a scrap of parchment from a chaotic text.
The reliquary costs at least 500 gp.
Clone
Necromancy
Level:
Sor/Wiz 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).
Cloudkill
Conjuration
(Creation)
Level: Sor/Wiz 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
Spell Resistance: No
This spell generates a bank of fog,
similar to a fog cloud, except that its vapors are yellowish green and
poisonous. These vapors automatically kill any living creature with 3 or fewer
HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a
Fortitude save (in which case it takes 1d4 points of Constitution damage on your
turn each round while in the cloud).
A living creature with 6 or more HD
takes 1d4 points of Constitution damage on your turn each round while in the
cloud (a successful Fortitude save halves this damage). Holding one’s
breath doesn’t help, but creatures immune to poison are unaffected by the
spell.
Unlike a fog cloud, the cloudkill moves away from you at
10 feet per round, rolling along the surface of the ground.
Figure out the
cloud’s new spread each round based on its new point of origin, which is
10 feet farther away from the point of origin where you cast the
spell.
Because the vapors are heavier than air, they sink to the lowest level
of the land, even pouring down den or sinkhole openings. It cannot penetrate
liquids, nor can it be cast underwater.
Color Spray
Illusion (Pattern)
[Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S,
M
Casting Time: 1 standard action
Range: 15
ft.
Area: Cone-shaped burst
Duration: Instantaneous; see
text
Saving Throw: Will negates
Spell Resistance: Yes
A
vivid cone of clashing colors springs forth from your hand, causing creatures to
become stunned, perhaps also blinded, and possibly knocking them
unconscious.
Each creature within the cone is affected according to its Hit
Dice.
2 HD or less: The creature is unconscious, blinded, and stunned
for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1
round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The
creature is blinded and stunned for 1d4 rounds, then stunned for 1
round.
5 or more HD: The creature is stunned for 1 round.
Sightless
creatures are not affected by color spray.
Material Component:
A pinch each of powder or sand that is colored red, yellow, and
blue.
Command
Enchantment (Compulsion) [Language-Dependent,
Mind-Affecting]
Level: Clr 1
Components: V
Casting
Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One living creature
Duration: 1
round
Saving Throw: Will negates
Spell Resistance:
Yes
You give the subject a single command, which it obeys to the best of its
ability at its earliest opportunity. You may select from the following
options.
Approach: On its turn, the subject moves toward you as
quickly and directly as possible for 1 round. The creature may do nothing but
move during its turn, and it provokes attacks of opportunity for this movement
as normal.
Drop: On its turn, the subject drops whatever it is
holding. It can’t pick up any dropped item until its next
turn.
Fall: On its turn, the subject falls to the ground and remains
prone for 1 round. It may act normally while prone but takes any appropriate
penalties.
Flee: On its turn, the subject moves away from you as
quickly as possible for 1 round. It may do nothing but move during its turn, and
it provokes attacks of opportunity for this movement as normal.
Halt:
The subject stands in place for 1 round. It may not take any actions but is
not considered helpless.
If the subject can’t carry out your command on
its next turn, the spell automatically fails.
Command,
Greater
Enchantment (Compulsion) [Language-Dependent,
Mind-Affecting]
Level: Clr 5
Targets: One creature/level, no
two of which can be more than 30 ft. apart
Duration: 1
round/level
This spell functions like command, except that up to one
creature per level may be affected, and the activities continue beyond 1 round.
At the start of each commanded creature’s action after the first, it gets
another Will save to attempt to break free from the spell. Each creature must
receive the same command.
Command
Plants
Transmutation
Level: Drd 4, Plant 4, Rgr
3
Components: V
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to
2 HD/level of plant creatures, no two of which can be more than 30 ft.
apart
Duration: One day/level
Saving Throw: Will
negates
Spell Resistance: Yes
This spell allows you some degree of
control over one or more plant creatures. Affected plant creatures can
understand you, and they perceive your words and actions in the most favorable
way (treat their attitude as friendly). They will not attack you while the spell
lasts. You can try to give a 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.) A commanded plant never obeys suicidal or obviously
harmful orders, but it might be convinced that something very dangerous is worth
doing.
You can affect a number of plant creatures whose combined level or HD
do not exceed twice your level.
Command
Undead
Necromancy
Level: Sor/Wiz 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; see text
Spell
Resistance: Yes
This spell allows you some degree of control over an
undead creature. Assuming the subject is intelligent, it perceives your words
and actions in the most favorable way (treat its attitude as friendly). It will
not attack you while the spell lasts. 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 intelligent
commanded undead never obeys suicidal or obviously harmful orders, but it might
be convinced that something very dangerous is worth doing.
A nonintelligent
undead creature gets no saving throw against this spell. When you control a
mindless being, you can communicate only basic commands, such as “come
here,” “go there,” “fight,” “stand
still,” and so on. Nonintelligent undead won’t resist suicidal or
obviously harmful orders.
Any act by you or your apparent allies that
threatens the commanded undead (regardless of its Intelligence) breaks the
spell.
Your commands are not telepathic. The undead creature must be able to
hear you.
Material Component: A shred of raw meat and a splinter of
bone.
Commune
Divination
Level: Clr 5
Components:
V, S, M, DF, XP
Casting Time: 10 minutes
Range:
Personal
Target: You
Duration: 1 round/level
You contact
your deity—or agents thereof —and ask questions that can be answered
by a simple yes or no. (A cleric of no particular deity contacts a
philosophically allied deity.) You are allowed one such question per caster
level. The answers given are correct within the limits of the entity’s
knowledge. “Unclear” is a legitimate answer, because powerful beings
of the Outer Planes are not necessarily omniscient. In cases where a one-word
answer would be misleading or contrary to the deity’s interests, a short
phrase (five words or less) may be given as an answer instead.
The spell, at
best, provides information to aid character decisions. The entities contacted
structure their answers to further their own purposes. If you lag, discuss the
answers, or go off to do anything else, the spell ends.
Material
Component: Holy (or unholy) water and incense.
XP Cost: 100
XP.
Commune with Nature
Divination
Level: Animal 5, Drd 5,
Rgr 4
Components: V, S
Casting Time: 10
minutes
Range: Personal
Target: You
Duration:
Instantaneous
You become one with nature, attaining knowledge of the
surrounding territory. You instantly gain knowledge of as many as three facts
from among the following subjects: the ground or terrain, plants, minerals,
bodies of water, people, general animal population, presence of woodland
creatures, presence of powerful unnatural creatures, or even the general state
of the natural setting.
In outdoor settings, the spell operates in a radius
of 1 mile per caster level. In natural underground settings—caves,
caverns, and the like—the radius is limited to 100 feet per caster level.
The spell does not function where nature has been replaced by construction or
settlement, such as in dungeons and towns.
Comprehend
Languages
Divination
Level: Brd 1, Clr 1, Sor/Wiz
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.
Cone of Cold
Evocation
[Cold]
Level: Sor/Wiz 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.
Confusion
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 3, Sor/Wiz 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.
Confusion, Lesser
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 1
Components: V, S,
DF
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living
creature
Duration: 1 round
This spell causes a single creature to
become confused for 1 round. See the confusion spell, above, to
determine the exact effect on the subject.
Consecrate
Evocation
[Good]
Level: Clr 2
Components: V, S, M, DF
Casting
Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Area: 20-ft.-radius emanation
Duration: 2
hours/level
Saving Throw: None
Spell Resistance: No
This
spell blesses an area with positive energy. Each Charisma check made to turn
undead within this area gains a +3 sacred bonus. Every undead creature entering
a consecrated area suffers minor disruption, giving it a –1 penalty
on attack rolls, damage rolls, and saves. Undead cannot be created within or
summoned into a consecrated area.
If the consecrated area
contains an altar, shrine, or other permanent fixture dedicated to your deity,
pantheon, or aligned higher power, the modifiers given above are doubled (+6
sacred bonus on turning checks, –2 penalties for undead in the area). You
cannot consecrate an area with a similar fixture of a deity other than your own
patron.
If the area does contain an altar, shrine, or other permanent fixture
of a deity, pantheon, or higher power other than your patron, the consecrate
spell instead curses the area, cutting off its connection with the
associated deity or power. This secondary function, if used, does not also grant
the bonuses and penalties relating to undead, as given above.
Consecrate
counters and dispels desecrate.
Material Component: A vial
of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be
sprinkled around the area.
Contact Other
Plane
Divination
Level: Sor/Wiz 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
|
|
Elemental Plane
|
DC 7/1 week
|
01–34
|
35–62
|
63–83
|
84–100
|
|
(appropriate)
|
(DC 7/1 week)
|
(01–68)
|
(69–75)
|
(76–98)
|
(99–100)
|
|
Positive/Negative Energy Plane
|
DC 8/1 week
|
01–39
|
40–65
|
66–86
|
87–100
|
|
Astral Plane
|
DC 9/1 week
|
01–44
|
45–67
|
68–88
|
89–100
|
|
Outer Plane, demideity
|
DC 10/2 weeks
|
01–49
|
50–70
|
71–91
|
92–100
|
|
Outer Plane, lesser deity
|
DC 12/3 weeks
|
01–60
|
61–75
|
76–95
|
96–100
|
|
Outer Plane, intermediate deity
|
DC 14/4 weeks
|
01–73
|
74–81
|
82–98
|
99–100
|
|
Outer Plane, greater deity
|
DC 16/5 weeks
|
01–88
|
89–90
|
91–99
|
100
|
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.
Contagion
Necromancy
[Evil]
Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz
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.
|
Contingency
Evocation
Level: Sor/Wiz
6
Components: V, S, M, F
Casting Time: At least 10 minutes;
see text
Range: Personal
Target: You
Duration: One
day/level (D) or until discharged
You can place another spell upon your
person so that it comes into effect under some condition you dictate when
casting contingency. The contingency spell and the companion spell
are cast at the same time. The 10-minute casting time is the minimum total for
both castings; if the companion spell has a casting time longer than 10 minutes,
use that instead.
The spell to be brought into effect by the contingency
must be one that affects your person and be of a spell level no higher than
one-third your caster level (rounded down, maximum 6th level).
The conditions
needed to bring the spell into effect must be clear, although they can be
general. In all cases, the contingency immediately brings into effect the
companion spell, the latter being “cast” instantaneously when the
prescribed circumstances occur. If complicated or convoluted conditions are
prescribed, the whole spell combination (contingency and the companion
magic) may fail when called on. The companion spell occurs based solely on the
stated conditions, regardless of whether you want it to.
You can use only one
contingency spell at a time; if a second is cast, the first one (if still
active) is dispelled.
Material Component: That of the companion spell,
plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar
spell-using creature.
Focus: A statuette of you carved from elephant
ivory and decorated with gems (worth at least 1,500 gp). You must carry the
focus for the contingency to work.
Continual Flame
Evocation
[Light]
Level: Clr 3, Sor/Wiz 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.
Control Plants
Transmutation
Level: Drd 8, Plant
8
Components: V, S, DF
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to
2 HD/level of plant creatures, no two of which can be more than 30 ft.
apart
Duration: 1 min./level
Saving Throw: Will
negates
Spell Resistance: No
This spell enables you to control the
actions of one or more plant creatures for a short period of time. You command
the creatures by voice and they understand you, no matter what language you
speak. Even if vocal communication is impossible the controlled plants do not
attack you. At the end of the spell, the subjects revert to their normal
behavior.
Suicidal or self-destructive commands are simply
ignored.
Control Undead
Necromancy
Level: Sor/Wiz
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.
Control Water
Transmutation
[Water]
Level: Clr 4, Drd 4, Sor/Wiz 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; see text
Spell Resistance: No
Depending on the
version you choose, the control water spell raises or lowers
water.
Lower Water: This causes water or similar liquid to reduce its
depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The
water is lowered within a squarish depression whose sides are up to caster level
x 10 feet long. In extremely large and deep bodies of water, such as a deep
ocean, the spell creates a whirlpool that sweeps ships and similar craft
downward, putting them at risk and rendering them unable to leave by normal
movement for the duration of the spell. When cast on water elementals and other
water-based creatures, this spell acts as a slow spell (Will negates).
The spell has no effect on other creatures.
Raise Water: This causes
water or similar liquid to rise in height, just as the lower water
version causes it to lower. Boats raised in this way slide down the sides of
the hump that the spell creates. If the area affected by the spell includes
riverbanks, a beach, or other land nearby, the water can spill over onto dry
land.
With either version, you may reduce one horizontal dimension by half
and double the other horizontal dimension.
Arcane Material Component:
A drop of water (for raise water) or a pinch of dust (for lower
water).
Control Weather
Transmutation
Level: Air 7, Clr
7, Drd 7, Sor/Wiz 7
Components: V, S
Casting Time: 10
minutes; see text
Range: 2 miles
Area: 2-mile-radius circle,
centered on you; see text
Duration: 4d12 hours; see text
Saving
Throw: None
Spell Resistance: No
You change the weather in the
local area. It takes 10 minutes to cast the spell and an additional 10 minutes
for the effects to manifest. You can call forth weather appropriate to
the climate and season of the area you are in.
|
Season
|
Possible Weather
|
|
Spring
|
Tornado, thunderstorm, sleet storm, or hot weather
|
|
Summer
|
Torrential rain, heat wave, or hailstorm
|
|
Autumn
|
Hot or cold weather, fog, or sleet
|
|
Winter
|
Frigid cold, blizzard, or thaw
|
|
Late winter
|
Hurricane-force winds or early spring (coastal area)
|
You control the general tendencies of the weather, such as the direction
and intensity of the wind. You cannot control specific applications of the
weather—where lightning strikes, for example, or the exact path of a
tornado. When you select a certain weather condition to occur, the weather
assumes that condition 10 minutes later (changing gradually, not abruptly). The
weather continues as you left it for the duration, or until you use a standard
action to designate a new kind of weather (which fully manifests itself 10
minutes later). Contradictory conditions are not possible
simultaneously.
Control weather can do away with atmospheric phenomena
(naturally occurring or otherwise) as well as create them.
A druid casting
this spell doubles the duration and affects a circle with a 3-mile
radius.
Control Winds
Transmutation [Air]
Level: Air 5, Drd
5
Components: V, S
Casting Time: 1 standard
action
Range: 40 ft./level
Area: 40 ft./level radius
cylinder 40 ft. high
Duration: 10 min./level
Saving Throw:
Fortitude negates
Spell Resistance: No
You alter wind force in the
area surrounding you. You can make the wind blow in a certain direction or
manner, increase its strength, or decrease its strength. The new wind direction
and strength persist until the spell ends or until you choose to alter your
handiwork, which requires concentration. You may create an “eye” of
calm air up to 80 feet in diameter at the center of the area if you so desire,
and you may choose to limit the area to any cylindrical area less than your full
limit.
Wind Direction: You may choose one of four basic wind patterns
to function over the spell’s area.
• A downdraft blows from the
center outward in equal strength in all directions.
• An updraft blows
from the outer edges in toward the center in equal strength from all directions,
veering upward before impinging on the eye in the center.
• A rotation
causes the winds to circle the center in clockwise or counterclockwise
fashion.
• A blast simply causes the winds to blow in one direction
across the entire area from one side to the other.
Wind Strength: For
every three caster levels, you can increase or decrease wind strength by one
level. Each round on your turn, a creature in the wind must make a Fortitude
save or suffer the effect of being in the windy area.
Strong winds (21+ mph)
make sailing difficult.
A severe wind (31+ mph) causes minor ship and
building damage.
A windstorm (51+ mph) drives most flying creatures from the
skies, uproots small trees, knocks down light wooden structures, tears off
roofs, and endangers ships.
Hurricane force winds (75+ mph) destroy wooden
buildings, sometimes uproot even large trees, and cause most ships to
founder.
A tornado (175+ mph) destroys all nonfortified buildings and often
uproots large trees.
Create Food and Water
Conjuration
(Creation)
Level: Clr 3
Components: V, S
Casting
Time: 10 minutes
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Food and water to sustain three humans or one
horse/level for 24 hours
Duration: 24 hours; see text
Saving
Throw: None
Spell Resistance: No
The food that this spell
creates is simple fare of your choice—highly nourishing, if rather bland.
Food so created decays and becomes inedible within 24 hours, although it can be
kept fresh for another 24 hours by casting a purify food and water spell
on it. The water created by this spell is just like clean rain water, and it
doesn’t go bad as the food does.
Create Greater
Undead
Necromancy [Evil]
Level: Clr 8, Death 8, Sor/Wiz 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
|
Create Undead
Necromancy [Evil]
Level: Clr 6, Death 6,
Evil 6, Sor/Wiz 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.
Create Water
Conjuration
(Creation) [Water]
Level: Clr 0, Drd 0, Pal 1
Components: V,
S
Casting Time: 1 standard action
Range: Close (25 ft. + 5
ft./2 levels)
Effect: Up to 2 gallons of
water/level
Duration: Instantaneous
Saving Throw:
None
Spell Resistance: No
This spell generates wholesome, drinkable
water, just like clean rain water. Water can be created in an area as small as
will actually contain the liquid, or in an area three times as
large—possibly creating a downpour or filling many small
receptacles.
Note: Conjuration spells can’t create substances or
objects within a creature. Water weighs about 8 pounds per gallon. One cubic
foot of water contains roughly 8 gallons and weighs about 60
pounds.
Creeping Doom
Conjuration (Summoning)
Level: Drd
7
Components: V, S
Casting Time: 1 round
Range:
Close (25 ft. + 5 ft./2 levels)/ 100 ft.; see text
Effect: One swarm
of centipedes per two levels
Duration: 1 min./level
Saving
Throw: None
Spell Resistance: No
When you utter the spell of
creeping doom, you call forth a mass of centipede swarms (one per two
caster levels, to a maximum of ten swarms at 20th level), which need not appear
adjacent to one another.
You may summon the centipede swarms so that they
share the area of other creatures. The swarms remain stationary, attacking any
creatures in their area, unless you command the creeping doom to move (a
standard action). As a standard action, you can command any number of the swarms
to move toward any prey within 100 feet of you. You cannot command any swarm to
move more than 100 feet away from you, and if you move more than 100 feet from
any swarm, that swarm remains stationary, attacking any creatures in its area
(but it can be commanded again if you move within 100 feet).
Crushing
Despair
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3,
Sor/Wiz 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.
Crushing
Hand
Evocation [Force]
Level: Sor/Wiz 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.
Cure Critical
Wounds
Conjuration (Healing)
Level: Brd 4, Clr 4, Drd 5, Healing
4
This spell functions like cure light wounds, except that it cures
4d8 points of damage +1 point per caster level (maximum +20).
Cure
Critical Wounds, Mass
Conjuration (Healing)
Level: Clr 8, Drd 9,
Healing 8
This spell functions like mass cure light wounds, except
that it cures 4d8 points of damage +1 point per caster level (maximum
+40).
Cure Light Wounds
Conjuration (Healing)
Level: Brd 1,
Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S
Casting
Time: 1 standard action
Range: Touch
Target: Creature
touched
Duration: Instantaneous
Saving Throw: Will half
(harmless); see text
Spell Resistance: Yes (harmless); see
text
When laying your hand upon a living creature, you channel positive
energy that cures 1d8 points of damage +1 point per caster level (maximum
+5).
Since undead are powered by negative energy, this spell deals damage to
them instead of curing their wounds. An undead creature can apply spell
resistance, and can attempt a Will save to take half damage.
Cure Light
Wounds, Mass
Conjuration (Healing)
Level: Brd 5, Clr 5, Drd 6,
Healing 5
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One
creature/level, no two of which can be more than 30 ft.
apart
Duration: Instantaneous
Saving Throw: Will half
(harmless) or Will half; see text
Spell Resistance: Yes (harmless) or
Yes; see text
You channel positive energy to cure 1d8 points of damage +1
point per caster level (maximum +25) in each selected creature.
Like other
cure spells, mass cure light wounds deals damage to undead in its
area rather than curing them. Each affected undead may attempt a Will save for
half damage.
Cure Minor Wounds
Conjuration (Healing)
Level:
Clr 0, Drd 0
This spell functions like cure light wounds, except that
it cures only 1 point of damage.
Cure Moderate Wounds
Conjuration
(Healing)
Level: Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3
This
spell functions like cure light wounds, except that it cures 2d8 points
of damage +1 point per caster level (maximum +10).
Cure Moderate Wounds,
Mass
Conjuration (Healing)
Level: Brd 6, Clr 6, Drd 7
This spell
functions like mass cure light wounds, except that it cures 2d8 points of
damage +1 point per caster level (maximum +30).
Cure Serious
Wounds
Conjuration (Healing)
Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr
4, Healing 3
This spell functions like cure light wounds, except that
it cures 3d8 points of damage +1 point per caster level (maximum
+15).
Cure Serious Wounds, Mass
Conjuration (Healing)
Level:
Clr 7, Drd 8
This spell functions like mass cure light wounds, except
that it cures 3d8 points of damage +1 point per caster level (maximum
+35).
Curse Water
Necromancy [Evil]
Level: Clr
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 spell imbues a flask
(1 pint) of water with negative energy, turning it into unholy water. Unholy
water damages good outsiders the way holy water damages undead and evil
outsiders.
Material Component: 5 pounds of powdered silver (worth 25
gp).