This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
SPELLS
(D-E)
Dancing Lights
Evocation [Light]
Level: Brd 0,
Sor/Wiz 0
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to
four lights, all within a 10- ft.-radius area
Duration: 1 minute
(D)
Saving Throw: None
Spell Resistance: No
Depending on
the version selected, you create up to four lights that resemble lanterns or
torches (and cast that amount of light), or up to four glowing spheres of light
(which look like will-o’-wisps), or one faintly glowing, vaguely humanoid
shape. The dancing lights must stay within a 10-foot-radius area in
relation to each other but otherwise move as you desire (no concentration
required): forward or back, up or down, straight or turning corners, or the
like. The lights can move up to 100 feet per round. A light winks out if the
distance between you and it exceeds the spell’s range.
Dancing
lights can be made permanent with a permanency
spell.
Darkness
Evocation [Darkness]
Level: Brd 2, Clr
2, Sor/Wiz 2
Components: V, M/DF
Casting Time: 1 standard
action
Range: Touch
Target: Object
touched
Duration: 10 min./level (D)
Saving Throw:
None
Spell Resistance: No
This spell causes an object to radiate
shadowy illumination out to a 20-foot radius. All creatures in the area gain
concealment (20% miss chance). Even creatures that can normally see in such
conditions (such as with darkvision or low-light vision) have the miss chance in
an area shrouded in magical darkness.
Normal lights (torches, candles,
lanterns, and so forth) are incapable of brightening the area, as are light
spells of lower level. Higher level light spells are not affected by
darkness.
If darkness is cast on a small object that is then
placed inside or under a lightproof covering, the spell’s effect is
blocked until the covering is removed.
Darkness counters or dispels
any light spell of equal or lower spell level.
Arcane Material Component:
A bit of bat fur and either a drop of pitch or a piece of
coal.
Darkvision
Transmutation
Level: Rgr 3, Sor/Wiz
2
Components: V, S, M
Casting Time: 1 standard
action
Range: Touch
Target: Creature
touched
Duration: 1 hour/level
Saving Throw: Will negates
(harmless)
Saving Throw: None
Spell Resistance: Yes
(harmless)
The subject gains the ability to see 60 feet even in total
darkness. Darkvision is black and white only but otherwise like normal sight.
Darkvision does not grant one the ability to see in magical
darkness.
Darkvision can be made permanent with a permanency
spell.
Material Component: Either a pinch of dried carrot or an
agate.
Daylight
Evocation [Light]
Level: Brd 3, Clr 3, Drd
3, Pal 3, Sor/Wiz 3
Components: V, S
Casting Time: 1
standard action
Range: Touch
Target: Object
touched
Duration: 10 min./level (D)
Saving Throw:
None
Spell Resistance: No
The object touched sheds light as bright
as full daylight in a 60-foot radius, and dim light for an additional 60 feet
beyond that. Creatures that take penalties in bright light also take them while
within the radius of this magical light. Despite its name, this spell is not the
equivalent of daylight for the purposes of creatures that are damaged or
destroyed by bright light.
If daylight is cast on a small object that
is then placed inside or under a light- proof covering, the spell’s
effects are blocked until the covering is removed.
Daylight brought
into an area of magical darkness (or vice versa) is temporarily negated, so that
the otherwise prevailing light conditions exist in the overlapping areas of
effect.
Daylight counters or dispels any darkness spell of equal or
lower level, such as darkness.
Daze
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S,
M
Casting Time: 1 standard action
Range: Close (25 ft. + 5
ft./2 levels)
Target: One humanoid creature of 4 HD or
less
Duration: 1 round
Saving Throw: Will
negates
Spell Resistance: Yes
This enchantment clouds the mind of a
humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so
attackers get no special advantage against it.
Material Component: A
pinch of wool or similar substance.
Daze Monster
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Range:
Medium (100 ft. + 10 ft./level)
Target: One living creature of 6
HD or less
This spell functions like daze, but daze monster can
affect any one living creature of any type. Creatures of 7 or more HD are not
affected.
Death Knell
Necromancy [Death, Evil]
Level: Clr 2,
Death 2
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Target: Living creature
touched
Duration: Instantaneous/10 minutes per HD of subject; see
text
Saving Throw: Will negates
Spell Resistance: Yes
You
draw forth the ebbing life force of a creature and use it to fuel your own
power. Upon casting this spell, you touch a living creature that has –1 or
fewer hit points. If the subject fails its saving throw, it dies, and you gain
1d8 temporary hit points and a +2 bonus to Strength. Additionally, your
effective caster level goes up by +1, improving spell effects dependent on
caster level. (This increase in effective caster level does not grant you access
to more spells.) These effects last for 10 minutes per HD of the subject
creature.
Death Ward
Necromancy
Level: Clr 4, Death 4, Drd
5, Pal 4
Components: V, S, DF
Casting Time: 1 standard
action
Range: Touch
Target: Living creature
touched
Duration: 1 min./level
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
The subject is immune
to all death spells, magical death effects, energy drain, and any negative
energy effects.
This spell doesn’t remove negative levels that the
subject has already gained, nor does it affect the saving throw necessary 24
hours after gaining a negative level.
Death ward does not protect
against other sorts of attacks even if those attacks might be
lethal.
Deathwatch
Necromancy [Evil]
Level: Clr
1
Components: V, S
Casting Time: 1 standard
action
Range: 30 ft.
Area: Cone-shaped
emanation
Duration: 10 min./level
Saving Throw:
None
Spell Resistance: No
Using the foul sight granted by the
powers of unlife, you can determine the condition of creatures near death within
the spell’s range. You instantly know whether each creature within the
area is dead, fragile (alive and wounded, with 3 or fewer hit points left),
fighting off death (alive with 4 or more hit points), undead, or neither alive
nor dead (such as a construct).
Deathwatch sees through any spell or
ability that allows creatures to feign death.
Deep Slumber
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Range:
Close (25 ft. + 5 ft./2 levels)
This spell functions like sleep,
except that it affects 10 HD of creatures.
Deeper
Darkness
Evocation [Darkness]
Level: Clr 3
Duration: One
day/level (D)
This spell functions like darkness, except that the
object radiates shadowy illumination in a 60-foot radius and the darkness
lasts longer.
Daylight brought into an area of deeper darkness
(or vice versa) is temporarily negated, so that the otherwise prevailing
light conditions exist in the overlapping areas of effect.
Deeper darkness
counters and dispels any light spell of equal or lower level, including
daylight and light.
Delay Poison
Conjuration
(Healing)
Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr
1
Components: V, S, DF
Casting Time: 1 standard
action
Range: Touch
Target: Creature
touched
Duration: 1 hour/level
Saving Throw: Fortitude
negates (harmless)
Spell Resistance: Yes (harmless)
The subject
becomes temporarily immune to poison. Any poison in its system or any poison to
which it is exposed during the spell’s duration does not affect the
subject until the spell’s duration has expired. Delay poison does
not cure any damage that poison may have already done.
Delayed Blast
Fireball
Evocation [Fire]
Level: Sor/Wiz 7
Duration: 5
rounds or less; see text
This spell functions like fireball, except
that it is more powerful and can detonate up to 5 rounds after the spell is
cast. The burst of flame deals 1d6 points of fire damage per caster level
(maximum 20d6).
The glowing bead created by delayed blast fireball can
detonate immediately if you desire, or you can choose to delay the burst for as
many as 5 rounds. You select the amount of delay upon completing the spell, and
that time cannot change once it has been set unless someone touches the bead
(see below). If you choose a delay, the glowing bead sits at its destination
until it detonates. A creature can pick up and hurl the bead as a thrown weapon
(range increment 10 feet). If a creature handles and moves the bead within 1
round of its detonation, there is a 25% chance that the bead detonates while
being handled.
Demand
Enchantment (Compulsion)
[Mind-Affecting]
Level: Sor/Wiz 8
Saving Throw: Will
partial
Spell Resistance: Yes
This spell functions like sending,
but the message can also contain a suggestion (see the suggestion
spell), which the subject does its best to carry out. A successful Will save
negates the suggestion effect but not the contact itself. The demand,
if received, is understood even if the subject’s Intelligence score is
as low as 1. If the message is impossible or meaningless according to the
circumstances that exist for the subject at the time the demand is
issued, the message is understood but the suggestion is
ineffective.
The demand’s message to the creature must be
twenty-five words or less, including the suggestion. The creature can
also give a short reply immediately.
Material Component: A short piece
of copper wire and some small part of the subject—a hair, a bit of nail,
or the like.
Desecrate
Evocation [Evil]
Level: Clr 2, Evil
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: Yes
This spell imbues an area
with negative energy. Each Charisma check made to turn undead within this area
takes a –3 profane penalty, and every undead creature entering a
desecrated area gains a +1 profane bonus on attack rolls, damage rolls,
and saving throws. An undead creature created within or summoned into such an
area gains +1 hit points per HD.
If the desecrated area contains an
altar, shrine, or other permanent fixture dedicated to your deity or aligned
higher power, the modifiers given above are doubled (–6 profane penalty on
turning checks, +2 profane bonus and +2 hit points per HD for undead in the
area).
Furthermore, anyone who casts animate dead within this area may
create as many as double the normal amount of undead (that is, 4 HD per caster
level rather than 2 HD per caster level).
If the area contains an altar,
shrine, or other permanent fixture of a deity, pantheon, or higher power other
than your patron, the desecrate 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.
Desecrate counters and dispels
consecrate.
Material Component: A vial of unholy water and 25
gp worth (5 pounds) of silver dust, all of which must be sprinkled around the
area.
Destruction
Necromancy [Death]
Level: Clr 7, Death
7
Components: V, S, F
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One
creature
Duration: Instantaneous
Saving Throw: Fortitude
partial
Spell Resistance: Yes
This spell instantly slays the
subject and consumes its remains (but not its equipment and possessions)
utterly. If the target’s Fortitude saving throw succeeds, it instead takes
10d6 points of damage. The only way to restore life to a character who has
failed to save against this spell is to use true resurrection, a
carefully worded wish spell followed by resurrection, or
miracle.
Focus: A special holy (or unholy) symbol of silver
marked with verses of anathema (cost 500 gp).
Detect Animals or
Plants
Divination
Level: Drd 1, Rgr 1
Components: V,
S
Casting Time: 1 standard action
Range: Long (400 ft. + 40
ft./level)
Area: Cone-shaped emanation
Duration:
Concentration, up to 10 min./level (D)
Saving Throw: None
Spell
Resistance: No
You can detect a particular kind of animal or plant in a
cone emanating out from you in whatever direction you face. You must think of a
kind of animal or plant when using the spell, but you can change the animal or
plant kind each round. The amount of information revealed depends on how long
you search a particular area or focus on a specific kind of animal or
plant.
1st Round: Presence or absence of that kind of animal or plant
in the area.
2nd Round: Number of individuals of the specified kind in
the area, and the condition of the healthiest specimen.
3rd Round: The
condition (see below) and location of each individual present. If an animal or
plant is outside your line of sight, then you discern its direction but not its
exact location.
Conditions: For purposes of this spell, the categories
of condition are as follows:
Normal: Has at least 90% of full normal hit
points, free of disease.
Fair: 30% to 90% of full normal hit points
remaining.
Poor: Less than 30% of full normal hit points remaining, afflicted
with a disease, or suffering from a debilitating injury.
Weak: 0 or fewer hit
points remaining, afflicted with a disease in the terminal stage, or
crippled.
If a creature falls into more than one category, the spell
indicates the weaker of the two.
Each round you can turn to detect a kind of
animal or plant in a new area. The spell can penetrate barriers, but 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt
blocks it.
Detect Chaos
Divination
Level: Clr 1
This
spell functions like detect evil, except that it detects the auras of
chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic
items, and you are vulnerable to an overwhelming chaotic aura if you are
lawful.
Detect Evil
Divination
Level: Clr
1
Components: V, S, DF
Casting Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped
emanation
Duration: Concentration, up to 10 min./ level
(D)
Saving Throw: None
Spell Resistance: No
You can sense
the presence of evil. The amount of information revealed depends on how long you
study a particular area or subject.
1st Round: Presence or absence of
evil.
2nd Round: Number of evil auras (creatures, objects, or spells)
in the area and the power of the most potent evil aura present.
If you are of
good alignment, and the strongest evil aura’s power is overwhelming (see
below), and the HD or level of the aura’s source is at least twice your
character level, you are stunned for 1 round and the spell ends.
3rd
Round: The power and location of each aura. If an aura is outside your line
of sight, then you discern its direction but not its exact location.
Aura
Power: An evil aura’s power depends on the type of evil creature or
object that you’re detecting and its HD, caster level, or (in the case of
a cleric) class level; see the accompanying table. If an aura falls into more
than one strength category, the spell indicates the stronger of the
two.
|
————————
Aura Power
————————
|
|
Creature/Object
|
Faint
|
Moderate
|
Strong
|
Overwhelming
|
|
Evil creature1 (HD)
|
10 or lower
|
11–25
|
26–50
|
51 or higher
|
|
Undead (HD)
|
2 or lower
|
3–8
|
9–20
|
21 or higher
|
|
Evil outsider (HD)
|
1 or lower
|
2–4
|
5–10
|
11 or higher
|
|
Cleric of an evil deity 2 (class levels)
|
1
|
2–4
|
5–10
|
11 or higher
|
|
Evil magic item or spell (caster level)
|
2nd or lower
|
3rd–8th
|
9th–20th
|
21st or higher
|
|
1 Except for undead and outsiders, which have their own entries on the
table.
|
|
2 Some characters who are not clerics may radiate an aura of equivalent
power. The class description will indicate whether this applies.
|
Lingering Aura: An evil aura lingers after its original source
dissipates (in the case of a spell) or is destroyed (in the case of a creature
or magic item). If detect evil is cast and directed at such a location,
the spell indicates an aura strength of dim (even weaker than a faint aura). How
long the aura lingers at this dim level depends on its original power:
|
Original Strength
|
Duration of Lingering Aura
|
|
Faint
|
1d6 rounds
|
|
Moderate
|
1d6 minutes
|
|
Strong
|
1d6x10 minutes
|
|
Overwhelming
|
1d6 days
|
Animals, traps, poisons, and other potential perils are not evil, and as
such this spell does not detect them.
Each round, you can turn to detect evil
in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks
it.
Detect Good
Divination
Level: Clr 1
This spell
functions like detect evil, except that it detects the auras of good
creatures, clerics or paladins of good deities, good spells, and good magic
items, and you are vulnerable to an overwhelming good aura if you are evil.
Healing potions, antidotes, and similar beneficial items are not
good.
Detect Law
Divination
Level: Clr 1
This spell
functions like detect evil, except that it detects the auras of lawful
creatures, clerics of lawful deities, lawful spells, and lawful magic items, and
you are vulnerable to an overwhelming lawful aura if you are
chaotic.
Detect Magic
Divination
Level: Brd 0, Clr 0, Drd 0,
Sor/Wiz 0
Components: V, S
Casting Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped
emanation
Duration: Concentration, up to 1 min./level (D)
Saving
Throw: None
Spell Resistance: No
You detect magical auras. The
amount of information revealed depends on how long you study a particular area
or subject.
1st Round: Presence or absence of magical auras.
2nd
Round: Number of different magical auras and the power of the most potent
aura.
3rd Round: The strength and location of each aura. If the items
or creatures bearing the auras are in line of sight, you can make Spellcraft
skill checks to determine the school of magic involved in each. (Make one check
per aura; DC 15 + spell level, or 15 + half caster level for a nonspell
effect.)
Magical areas, multiple types of magic, or strong local magical
emanations may distort or conceal weaker auras.
Aura Strength: An
aura’s power depends on a spell’s functioning spell level or an
item’s caster level. If an aura falls into more than one category,
detect magic indicates the stronger of the two.
|
|
—————————
Aura Power
—————————
|
|
Spell or Object
|
Faint
|
Moderate
|
Strong
|
Overwhelming
|
|
Functioning spell (spell level)
|
3rd or lower
|
4th–6th
|
7th–9th
|
10th+ (deity-level)
|
|
Magic item (caster level)
|
5th or lower
|
6th–11th
|
12th–20th
|
21st+ (artifact)
|
Lingering Aura: A magical aura lingers after its original source
dissipates (in the case of a spell) or is destroyed (in the case of a magic
item). If detect magic is cast and directed at such a location, the spell
indicates an aura strength of dim (even weaker than a faint aura). How long the
aura lingers at this dim level depends on its original power:
|
Original Strength
|
Duration of Lingering Aura
|
|
Faint
|
1d6 rounds
|
|
Moderate
|
1d6 minutes
|
|
Strong
|
1d6x10 minutes
|
|
Overwhelming
|
1d6 days
|
Outsiders and elementals are not magical in themselves, but if they are
summoned, the conjuration spell registers.
Each round, you can turn to detect
magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1
inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks
it.
Detect magic can be made permanent with a permanency
spell.
Detect Poison
Divination
Level: Clr 0, Drd 0, Pal
1, Rgr 1, Sor/Wiz 0
Components: V, S
Casting Time: 1
standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or
Area: One creature, one object, or a 5-ft. cube
Duration:
Instantaneous
Saving Throw: None
Spell Resistance: No
You
determine whether a creature, object, or area has been poisoned or is poisonous.
You can determine the exact type of poison with a DC 20 Wisdom check. A
character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check
if the Wisdom check fails, or may try the Craft (alchemy) check prior to the
Wisdom check.
The spell can penetrate barriers, but 1 foot of stone, 1 inch
of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks
it.
Detect Scrying
Divination
Level: Brd 4, Sor/Wiz
4
Components: V, S, M
Casting Time: 1 standard
action
Range: 40 ft.
Area: 40-ft.-radius emanation centered
on you
Duration: 24 hours
Saving Throw: None
Spell
Resistance: No
You immediately become aware of any attempt to observe you
by means of a divination (scrying) spell or effect. The spell’s area
radiates from you and moves as you move. You know the location of every magical
sensor within the spell’s area.
If the scrying attempt originates
within the area, you also know its location; otherwise, you and the scrier
immediately make opposed caster level checks (1d20 + caster level). If you at
least match the scrier’s result, you get a visual image of the scrier and
an accurate sense of his or her direction and distance from you.
Material
Component: A small piece of mirror and a miniature brass hearing
trumpet.
Detect Secret Doors
Divination
Level: Brd 1,
Knowledge 1, Sor/Wiz 1
Components: V, S
Casting Time: 1
standard action
Range: 60 ft.
Area: Cone-shaped
emanation
Duration: Concentration, up to 1 min./level (D)
Saving
Throw: None
Spell Resistance: No
You can detect secret doors,
compartments, caches, and so forth. Only passages, doors, or openings that have
been specifically constructed to escape detection are detected by this spell.
The amount of information revealed depends on how long you study a particular
area or subject.
1st Round: Presence or absence of secret
doors.
2nd Round: Number of secret doors and the location of each. If
an aura is outside your line of sight, then you discern its direction but not
its exact location.
Each Additional Round: The mechanism or trigger
for one particular secret portal closely examined by you. Each round, you can
turn to detect secret doors in a new area. The spell can penetrate barriers, but
1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood
or dirt blocks it.
Detect Snares and Pits
Divination
Level:
Drd 1, Rgr 1
Components: V, S
Casting Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped
emanation
Duration: Concentration, up to 10 min./level
(D)
Saving Throw: None
Spell Resistance: No
You can
detect simple pits, deadfalls, and snares as well as mechanical traps
constructed of natural materials. The spell does not detect complex traps,
including trapdoor traps.
Detect snares and pits does detect certain
natural hazards—quicksand (a snare), a sinkhole (a pit), or unsafe walls
of natural rock (a deadfall). However, it does not reveal other potentially
dangerous conditions. The spell does not detect magic traps (except those that
operate by pit, deadfall, or snaring; see the spell snare), nor
mechanically complex ones, nor those that have been rendered safe or
inactive.
The amount of information revealed depends on how long you study a
particular area.
1st Round: Presence or absence of hazards.
2nd
Round: Number of hazards and the location of each. If a hazard is outside
your line of sight, then you discern its direction but not its exact
location.
Each Additional Round: The general type and trigger for one
particular hazard closely examined by you.
Each round, you can turn to detect
snares and pits in a new area. The spell can penetrate barriers, but 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt
blocks it.
Detect Thoughts
Divination
[Mind-Affecting]
Level: Brd 2, Knowledge 2, Sor/Wiz
2
Components: V, S, F/DF
Casting Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped
emanation
Duration: Concentration, up to 1 min./level (D)
Saving
Throw: Will negates; see text
Spell Resistance: No
You detect
surface thoughts. The amount of information revealed depends on how long you
study a particular area or subject.
1st Round: Presence or absence of
thoughts (from conscious creatures with Intelligence scores of 1 or
higher).
2nd Round: Number of thinking minds and the Intelligence
score of each. If the highest Intelligence is 26 or higher (and at least 10
points higher than your own Intelligence score), you are stunned for 1 round and
the spell ends. This spell does not let you determine the location of the
thinking minds if you can’t see the creatures whose thoughts you are
detecting.
3rd Round: Surface thoughts of any mind in the area. A
target’s Will save prevents you from reading its thoughts, and you must
cast detect thoughts again to have another chance. Creatures of animal
intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick
up.
Each round, you can turn to detect thoughts in a new area. The spell can
penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of
lead, or 3 feet of wood or dirt blocks it.
Arcane Focus: A copper
piece.
Detect Undead
Divination
Level: Clr 1, Pal 1, Sor/Wiz
1
Components: V, S, M/DF
Casting Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped
emanation
Duration: Concentration, up to 1 minute/ level
(D)
Saving Throw: None
Spell Resistance: No
You can
detect the aura that surrounds undead creatures. The amount of information
revealed depends on how long you study a particular area.
1st Round:
Presence or absence of undead auras.
2nd Round: Number of undead
auras in the area and the strength of the strongest undead aura present. If you
are of good alignment, and the strongest undead aura’s strength is
overwhelming (see below), and the creature has HD of at least twice your
character level, you are stunned for 1 round and the spell ends.
3rd
Round: The strength and location of each undead aura. If an aura is outside
your line of sight, then you discern its direction but not its exact
location.
Aura Strength: The strength of an undead aura is determined
by the HD of the undead creature, as given on the following table:
HD
|
Strength
|
|
1 or lower
|
Faint
|
|
2–4
|
Moderate
|
|
5–10
|
Strong
|
|
11 or higher
|
Overwhelming
|
Lingering Aura: An undead aura lingers after its original source is
destroyed. If detect undead is cast and directed at such a location, the
spell indicates an aura strength of dim (even weaker than a faint aura). How
long the aura lingers at this dim level depends on its original power:
Original Strength
|
Duration of Lingering Aura
|
|
Faint
|
1d6 rounds
|
|
Moderate
|
1d6 minutes
|
|
Strong
|
1d6x10 minutes
|
|
Overwhelming
|
1d6 days
|
Each round, you can turn to detect undead in a new area. The spell can
penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of
lead, or 3 feet of wood or dirt blocks it.
Arcane Material Component:
A bit of earth from a grave.
Dictum
Evocation [Lawful,
Sonic]
Level: Clr 7, Law 7
Components: V
Casting
Time: 1 standard action
Range: 40 ft.
Area: Nonlawful
creatures in a 40-ft.-radius spread centered on you
Duration:
Instantaneous
Saving Throw: None or Will negates; see text
Spell
Resistance: Yes
Any nonlawful creature within the area of a dictum
spell suffers the following ill effects.
|
HD
|
Effect
|
|
Equal to caster level
|
Deafened
|
|
Up to caster level –1
|
Slowed, deafened
|
|
Up to caster level –5
|
Paralyzed, slowed, deafened
|
|
Up to caster level –10
|
Killed, paralyzed, slowed, deafened
|
The effects are cumulative and concurrent. No saving throw is allowed
against these effects.
Deafened: The creature is deafened for 1d4
rounds.
Slowed: The creature is slowed, as by the slow
spell, 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, nonlawful 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 dictum. The banishment effect allows a Will save (at a –4
penalty) to negate.
Creatures whose HD exceed your caster level are
unaffected by dictum.
Dimension Door
Conjuration
(Teleportation)
Level: Brd 4, Sor/Wiz 4, Travel
4
Components: V
Casting Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Target: You and
touched objects or other touched willing creatures
Duration:
Instantaneous
Saving Throw: None and Will negates (object)
Spell
Resistance: No and Yes (object)
You instantly transfer yourself from your
current location to any other spot within range. You always arrive at exactly
the spot desired—whether by simply visualizing the area or by stating
direction. After using this spell, you can’t take any other actions until
your next turn. You can bring along objects as long as their weight
doesn’t exceed your maximum load. You may also bring one additional
willing Medium or smaller creature (carrying gear or objects up to its maximum
load) or its equivalent per three caster levels. A Large creature counts as two
Medium creatures, a Huge creature counts as two Large creatures, and so forth.
All creatures to be transported must be in contact with one another, and at
least one of those creatures must be in contact with you.
If you arrive in a
place that is already occupied by a solid body, you and each creature traveling
with you take 1d6 points of damage and are shunted to a random open space on a
suitable surface within 100 feet of the intended location.
If there is no
free space within 100 feet, you and each creature traveling with you take an
additional 2d6 points of damage and are shunted to a free space within 1,000
feet. If there is no free space within 1,000 feet, you and each creature
travelling with you take an additional 4d6 points of damage and the spell simply
fails.
Dimensional Anchor
Abjuration
Level: Clr 4, Sor/Wiz
4
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect:
Ray
Duration: 1 min./level
Saving Throw: None
Spell
Resistance: Yes (object)
A green ray springs from your outstretched hand.
You must make a ranged touch attack to hit the target. Any creature or object
struck by the ray is covered with a shimmering emerald field that completely
blocks extradimensional travel. Forms of movement barred by a dimensional
anchor include astral projection, blink, dimension door, ethereal jaunt,
etherealness, gate, maze, plane shift, shadow walk, teleport, and similar
spell-like or psionic abilities. The spell also prevents the use of a gate
or teleportation circle for the duration of the spell.
A
dimensional anchor does not interfere with the movement of creatures
already in ethereal or astral form when the spell is cast, nor does it block
extradimensional perception or attack forms. Also, dimensional anchor
does not prevent summoned creatures from disappearing at the end of a
summoning spell.
Dimensional Lock
Abjuration
Level: Clr 8,
Sor/Wiz 8
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area:
20-ft.-radius emanation centered on a point in space
Duration: One
day/level
Saving Throw: None
Spell Resistance: Yes
You
create a shimmering emerald barrier that completely blocks extradimensional
travel. Forms of movement barred include astral projection, blink, dimension
door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk,
teleport, and similar spell-like or psionic abilities. Once dimensional
lock is in place, extradimensional travel into or out of the area is not
possible.
A dimensional lock does not interfere with the movement of
creatures already in ethereal or astral form when the spell is cast, nor does it
block extradimensional perception or attack forms. Also, the spell does not
prevent summoned creatures from disappearing at the end of a summoning
spell.
Diminish Plants
Transmutation
Level: Drd 3, Rgr
3
Components: V, S, DF
Casting Time: 1 standard
action
Range: See text
Target or Area: See
text
Duration: Instantaneous
Saving Throw: None
Spell
Resistance: No
This spell has two versions.
Prune Growth: This
version causes normal vegetation within long range (400 feet + 40 feet per
level) to shrink to about one-third of their normal size, becoming untangled and
less bushy. The affected vegetation appears to have been carefully pruned and
trimmed.
At your option, the area can be a 100- foot-radius circle, a
150-foot-radius semicircle, or a 200-foot-radius quarter-circle.
You may also
designate portions of the area that are not affected.
Stunt Growth:
This version targets normal plants within a range of 1/2 mile, reducing
their potential productivity over the course of the following year to one third
below normal.
Diminish plants counters plant growth.
This
spell has no effect on plant creatures.
Discern
Lies
Divination
Level: Clr 4, Pal 3
Components: V, S,
DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5
ft./2 levels)
Targets: One creature/level, no two of which can be more
than 30 ft. apart
Duration: Concentration, up to 1
round/level
Saving Throw: Will negates
Spell Resistance:
No
Each round, you concentrate on one subject, who must be within range. You
know if the subject deliberately and knowingly speaks a lie by discerning
disturbances in its aura caused by lying. The spell does not reveal the truth,
uncover unintentional inaccuracies, or necessarily reveal evasions.
Each
round, you may concentrate on a different subject.
Discern
Location
Divination
Level: Clr 8, Knowledge 8, Sor/Wiz
8
Components: V, S, DF
Casting Time: 10
minutes
Range: Unlimited
Target: One creature or
object
Duration: Instantaneous
Saving Throw:
None
Spell Resistance: No
A discern location spell is among
the most powerful means of locating creatures or objects. Nothing short of a
mind blank spell or the direct intervention of a deity keeps you from
learning the exact location of a single individual or object. Discern
location circumvents normal means of protection from scrying or location.
The spell reveals the name of the creature or object’s location (place,
name, business name, building name, or the like), community, county (or similar
political division), country, continent, and the plane of existence where the
target lies.
To find a creature with the spell, you must have seen the
creature or have some item that once belonged to it. To find an object, you must
have touched it at least once.
Disguise Self
Illusion
(Glamer)
Level: Brd 1, Sor/Wiz 1, Trickery 1
Components: V,
S
Casting Time: 1 standard action
Range:
Personal
Target: You
Duration: 10 min./level (D)
You make
yourself—including clothing, armor, weapons, and equipment—look
different. You can seem 1 foot shorter or taller, thin, fat, or in between. You
cannot change your body type. Otherwise, the extent of the apparent change is up
to you. You could add or obscure a minor feature or look like an entirely
different person.
The spell does not provide the abilities or mannerisms of
the chosen form, nor does it alter the perceived tactile (touch) or audible
(sound) properties of you or your equipment.
If you use this spell to create
a disguise, you get a +10 bonus on the Disguise check.
A creature that
interacts with the glamer gets a Will save to recognize it as an
illusion.
Disintegrate
Transmutation
Level: Destruction 7,
Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect:
Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
(object)
Spell Resistance: Yes
A thin, green ray springs from your
pointing finger. You must make a successful ranged touch attack to hit. Any
creature struck by the ray takes 2d6 points of damage per caster level (to a
maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is
entirely disintegrated, leaving behind only a trace of fine dust. A
disintegrated creature’s equipment is unaffected.
When used against an
object, the ray simply disintegrates as much as one 10- foot cube of nonliving
matter. Thus, the spell disintegrates only part of any very large object or
structure targeted. The ray affects even objects constructed entirely of force,
such as forceful hand or a wall of force, but not magical effects
such as a globe of invulnerability or an antimagic field.
A
creature or object that makes a successful Fortitude save is partially affected,
taking only 5d6 points of damage. If this damage reduces the creature or object
to 0 or fewer hit points, it is entirely disintegrated.
Only the first
creature or object struck can be affected; that is, the ray affects only one
target per casting.
Arcane Material Component: A lodestone and a pinch
of dust.
Dismissal
Abjuration
Level: Clr 4, Sor/Wiz
5
Components: V, S, DF
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One
extraplanar creature
Duration: Instantaneous
Saving Throw:
Will negates; see text
Spell Resistance: Yes
This spell forces
an extraplanar creature back to its proper plane if it fails a special Will save
(DC = spell’s save DC – creature’s HD + your caster level). If
the spell is successful, the creature is instantly whisked away, but there is a
20% chance of actually sending the subject to a plane other than its
own.
Dispel Chaos
Abjuration [Lawful]
Level: Clr 5, Law 5,
Pal 4
This spell functions like dispel evil, except that you are
surrounded by constant, blue, lawful energy, and the spell affects chaotic
creatures and spells rather than evil ones.
Dispel Evil
Abjuration
[Good]
Level: Clr 5, Good 5, Pal 4
Components: V, S,
DF
Casting Time: 1 standard action
Range: Touch
Target
or Targets: You and a touched evil creature from another plane; or you and
an enchantment or evil spell on a touched creature or object
Duration:
1 round/level or until discharged, whichever comes first
Saving Throw:
See text
Spell Resistance: See text
Shimmering, white, holy energy
surrounds you. This power has three effects.
First, you gain a +4 deflection
bonus to AC against attacks by evil creatures.
Second, on making a successful
melee touch attack against an evil creature from another plane, you can choose
to drive that creature back to its home plane. The creature can negate the
effects with a successful Will save (spell resistance applies). This use
discharges and ends the spell.
Third, with a touch you can automatically
dispel any one enchantment spell cast by an evil creature or any one evil spell.
Exception: Spells that can’t be dispelled by dispel magic
also can’t be dispelled by dispel evil. Saving throws and spell
resistance do not apply to this effect. This use discharges and ends the
spell.
Dispel Good
Abjuration [Evil]
Level: Clr 5, Evil
5
This spell functions like dispel evil, except that you are
surrounded by dark, wavering, unholy energy, and the spell affects good
creatures and spells rather than evil ones.
Dispel Law
Abjuration
[Chaotic]
Level: Chaos 5, Clr 5
This spell functions like dispel
evil, except that you are surrounded by flickering, yellow, chaotic energy,
and the spell affects lawful creatures and spells rather than evil
ones.
Dispel Magic
Abjuration
Level: Brd 3, Clr 3, Drd 4,
Magic 3, Pal 3, Sor/Wiz 3
Components: V, S
Casting Time: 1
standard action
Range: Medium (100 ft. + 10 ft./level)
Target or
Area: One spellcaster, creature, or object; or 20-ft.-radius
burst
Duration: Instantaneous
Saving Throw: None
Spell
Resistance: No
You can use dispel magic to end ongoing spells that
have been cast on a creature or object, to temporarily suppress the magical
abilities of a magic item, to end ongoing spells (or at least their effects)
within an area, or to counter another spellcaster’s spell. A dispelled
spell ends as if its duration had expired. Some spells, as detailed in their
descriptions, can’t be defeated by dispel magic. Dispel magic
can dispel (but not counter) spell-like effects just as it does
spells.
Note: The effect of a spell with an instantaneous duration
can’t be dispelled, because the magical effect is already over before the
dispel magic can take effect.
You choose to use dispel magic
in one of three ways: a targeted dispel, an area dispel, or a
counterspell:
Targeted Dispel: One object, creature, or spell is the
target of the dispel magic spell. You make a dispel check (1d20 + your
caster level, maximum +10) against the spell or against each ongoing spell
currently in effect on the object or creature. The DC for this dispel check is
11 + the spell’s caster level. If you succeed on a particular check, that
spell is dispelled; if you fail, that spell remains in effect.
If you target
an object or creature that is the effect of an ongoing spell (such as a monster
summoned by monster summoning), you make a dispel check to end the spell
that conjured the object or creature.
If the object that you target is a
magic item, you make a dispel check against the item’s caster level. If
you succeed, all the item’s magical properties are suppressed for 1d4
rounds, after which the item recovers on its own. A suppressed item becomes
nonmagical for the duration of the effect. An interdimensional interface (such
as a bag of holding) is temporarily closed. A magic item’s physical
properties are unchanged: A suppressed magic sword is still a sword (a
masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic
such as this.
You automatically succeed on your dispel check against any
spell that you cast yourself.
Area Dispel: When dispel magic is
used in this way, the spell affects everything within a 30-foot radius.
For
each creature within the area that is the subject of one or more spells, you
make a dispel check against the spell with the highest caster level. If that
check fails, you make dispel checks against progressively weaker spells until
you dispel one spell (which discharges the dispel magic spell so far as
that target is concerned) or until you fail all your checks. The
creature’s magic items are not affected.
For each object within the
area that is the target of one or more spells, you make dispel checks as with
creatures. Magic items are not affected by an area dispel.
For each ongoing
area or effect spell whose point of origin is within the area of the dispel
magic spell, you can make a dispel check to dispel the spell.
For each
ongoing spell whose area overlaps that of the dispel magic spell, you can
make a dispel check to end the effect, but only within the overlapping
area.
If an object or creature that is the effect of an ongoing spell (such
as a monster summoned by monster summoning) is in the area, you can make
a dispel check to end the spell that conjured that object or creature (returning
it whence it came) in addition to attempting to dispel spells targeting the
creature or object.
You may choose to automatically succeed on dispel checks
against any spell that you have cast.
Counterspell: When dispel
magic is used in this way, the spell targets a spellcaster and is cast as a
counterspell. Unlike a true counterspell, however, dispel magic may not
work; you must make a dispel check to counter the other spellcaster’s
spell.
Dispel Magic, Greater
Abjuration
Level: Brd 5, Clr 6,
Drd 6, Sor/Wiz 6
This spell functions like dispel magic, except that
the maximum caster level on your dispel check is +20 instead of
+10.
Additionally, greater dispel magic has a chance to dispel any
effect that remove curse can remove, even if dispel magic
can’t dispel that effect.
Displacement
Illusion
(Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V,
M
Casting Time: 1 standard action
Range:
Touch
Target: Creature touched
Duration: 1 round/level
(D)
Saving Throw: Will negates (harmless)
Spell Resistance:
Yes (harmless)
The subject of this spell appears to be about 2 feet away from
its true location. The creature benefits from a 50% miss chance as if it had
total concealment. However, unlike actual total concealment, displacement
does not prevent enemies from targeting the creature normally. True
seeing reveals its true location.
Material Component: A small
strip of leather twisted into a loop.
Disrupt
Undead
Necromancy
Level: Sor/Wiz 0
Components: V,
S
Casting Time: 1 standard action
Range: Close (25 ft. + 5
ft./2 levels)
Effect: Ray
Duration:
Instantaneous
Saving Throw: None
Spell Resistance:
Yes
You direct a ray of positive energy. You must make a ranged touch attack
to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to
it.
Disrupting Weapon
Transmutation
Level: Clr
5
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Targets: One melee
weapon
Duration: 1 round/level
Saving Throw: Will negates
(harmless, object); see text
Spell Resistance: Yes (harmless,
object)
This spell makes a melee weapon deadly to undead. Any undead creature
with HD equal to or less than your caster level must succeed on a Will save or
be destroyed utterly if struck in combat with this weapon. Spell resistance does
not apply against the destruction
effect.
Divination
Divination
Level: Clr 4, Knowledge
4
Components: V, S, M
Casting Time: 10
minutes
Range: Personal
Target: You
Duration:
Instantaneous
Similar to augury but more powerful, a divination
spell can provide you with a useful piece of advice in reply to a question
concerning a specific goal, event, or activity that is to occur within one week.
The advice can be as simple as a short phrase, or it might take the form of a
cryptic rhyme or omen. If your party doesn’t act on the information, the
conditions may change so that the information is no longer useful. The base
chance for a correct divination is 70% + 1% per caster level, to a
maximum of 90%. If the dice roll fails, you know the spell failed, unless
specific magic yielding false information is at work.
As with augury,
multiple divinations about the same topic by the same caster use the same
dice result as the first divination spell and yield the same answer each
time.
Material Component: Incense and a sacrificial offering
appropriate to your religion, together worth at least 25 gp.
Divine
Favor
Evocation
Level: Clr 1, Pal 1
Components: V, S,
DF
Casting Time: 1 standard action
Range:
Personal
Target: You
Duration: 1 minute
Calling upon the
strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon
damage rolls for every three caster levels you have (at least +1, maximum +6).
The bonus doesn’t apply to spell damage.
Divine
Power
Evocation
Level: Clr 4, War 4
Components: V, S,
DF
Casting Time: 1 standard action
Range:
Personal
Target: You
Duration: 1 round/level
Calling upon
the divine power of your patron, you imbue yourself with strength and skill in
combat. Your base attack bonus becomes equal to your character level (which may
give you additional attacks), you gain a +6 enhancement bonus to Strength, and
you gain 1 temporary hit point per caster level.
Dominate
Animal
Enchantment (Compulsion) [Mind-Affecting]
Level: Animal 3,
Drd 3
Components: V, S
Casting Time: 1
round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One
animal
Duration: 1 round/level
Saving Throw: Will
negates
Spell Resistance: Yes
You can enchant an animal and direct
it with simple commands such as “Attack,” “Run,” and
“Fetch.” Suicidal or self-destructive commands (including an order
to attack a creature two or more size categories larger than the dominated
animal) are simply ignored.
Dominate animal establishes a mental
link between you and the subject creature. The animal can be directed by silent
mental command as long as it remains in range. You need not see the creature to
control it. You do not receive direct sensory input from the creature, but you
know what it is experiencing. Because you are directing the animal with your own
intelligence, it may be able to undertake actions normally beyond its own
comprehension. You need not concentrate exclusively on controlling the creature
unless you are trying to direct it to do something it normally couldn’t
do. Changing your instructions or giving a dominated creature a new
command is the equivalent of redirecting a spell, so it is a move
action.
Dominate Monster
Enchantment (Compulsion)
[Mind-Affecting]
Level: Sor/Wiz 9
Target: One
creature
This spell functions like dominate person, except that the
spell is not restricted by creature type.
Dominate Person
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz
5
Components: V, S
Casting Time: 1 round
Range:
Close (25 ft. + 5 ft./2 levels)
Target: One
humanoid
Duration: One day/level
Saving Throw: Will
negates
Spell Resistance: Yes
You can control the actions of any
humanoid creature through a telepathic link that you establish with the
subject’s mind.
If you and the subject have a common language, you can
generally force the subject to perform as you desire, within the limits of its
abilities. If no common language exists, you can communicate only basic
commands, such as “Come here,” “Go there,”
“Fight,” and “Stand still.” You know what the subject is
experiencing, but you do not receive direct sensory input from it, nor can it
communicate with you telepathically.
Once you have given a dominated
creature a command, it continues to attempt to carry out that command to the
exclusion of all other activities except those necessary for day-to-day survival
(such as sleeping, eating, and so forth). Because of this limited range of
activity, a Sense Motive check against DC 15 (rather than DC 25) can determine
that the subject’s behavior is being influenced by an enchantment effect
(see the Sense Motive skill description).
Changing your instructions or
giving a dominated creature a new command is the equivalent of
redirecting a spell, so it is a move action.
By concentrating fully on the
spell (a standard action), you can receive full sensory input as interpreted by
the mind of the subject, though it still can’t communicate with you. You
can’t actually see through the subject’s eyes, so it’s not as
good as being there yourself, but you still get a good idea of what’s
going on.
Subjects resist this control, and any subject forced to take
actions against its nature receives a new saving throw with a +2 bonus.
Obviously self-destructive orders are not carried out. Once control is
established, the range at which it can be exercised is unlimited, as long as you
and the subject are on the same plane. You need not see the subject to control
it.
If you don’t spend at least 1 round concentrating on the spell each
day, the subject receives a new saving throw to throw off the
domination.
Protection from evil or a similar spell can prevent you
from exercising control or using the telepathic link while the subject is so
warded, but such an effect neither prevents the establishment of domination nor
dispels it.
Doom
Necromancy [Fear, Mind-Affecting]
Level:
Clr 1
Components: V, S, DF
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One
living creature
Duration: 1 min./level
Saving Throw: Will
negates
Spell Resistance: Yes
This spell fills a single subject
with a feeling of horrible dread that causes it to become
shaken.
Dream
Illusion (Phantasm) [Mind-Affecting]
Level:
Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1
minute
Range: Unlimited
Target: One living creature
touched
Duration: See text
Saving Throw: None
Spell
Resistance: Yes
You, or a messenger touched by you, sends a phantasmal
message to others in the form of a dream. At the beginning of the spell, you
must name the recipient or identify him or her by some title that leaves no
doubt as to identity. The messenger then enters a trance, appears in the
intended recipient’s dream, and delivers the message. The message can be
of any length, and the recipient remembers it perfectly upon waking. The
communication is one-way. The recipient cannot ask questions or offer
information, nor can the messenger gain any information by observing the dreams
of the recipient.
Once the message is delivered, the messenger’s mind
returns instantly to its body. The duration of the spell is the time required
for the messenger to enter the recipient’s dream and deliver the
message.
If the recipient is awake when the spell begins, the messenger can
choose to wake up (ending the spell) or remain in the trance. The messenger can
remain in the trance until the recipient goes to sleep, then enter the
recipient’s dream and deliver the message as normal. A messenger that is
disturbed during the trance comes awake, ending the spell.
Creatures who
don’t sleep (such as elves, but not half-elves) or don’t dream
cannot be contacted by this spell.
The messenger is unaware of its own
surroundings or of the activities around it while in the trance. It is
defenseless both physically and mentally (always fails any saving throw) while
in the trance.
Eagle’s Splendor
Transmutation
Level:
Brd 2, Clr 2, Pal 2, Sor/Wiz 2
Components: V, S, M/DF
Casting
Time: 1 standard action
Range: Touch
Target: Creature
touched
Duration: 1 min./level
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes
The transmuted creature becomes
more poised, articulate, and personally forceful. The spell grants a +4
enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill
checks and other uses of the Charisma modifier. Sorcerers and bards (and other
spellcasters who rely on Charisma) affected by this spell do not gain any
additional bonus spells for the increased Charisma, but the save DCs for spells
they cast while under this spell’s effect do increase.
Arcane
Material Component: A few feathers or a pinch of droppings from an
eagle.
Eagle’s Splendor, Mass
Transmutation
Level: Brd
6, Clr 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2
levels)
Target: One creature/level, no two of which can be more than
30 ft. apart
This spell functions like eagle’s splendor, except
that it affects multiple creatures.
Earthquake
Evocation
[Earth]
Level: Clr 8, Destruction 8, Drd 8, Earth
7
Components: V, S, DF
Casting Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area:
80-ft.-radius spread (S)
Duration: 1 round
Saving Throw: See
text
Spell Resistance: No
When you cast earthquake, an
intense but highly localized tremor rips the ground. The shock knocks creatures
down, collapses structures, opens cracks in the ground, and more. The effect
lasts for 1 round, during which time creatures on the ground can’t move or
attack. A spellcaster on the ground must make a Concentration check (DC 20 +
spell level) or lose any spell he or she tries to cast. The earthquake affects
all terrain, vegetation, structures, and creatures in the area. The specific
effect of an earthquake spell depends on the nature of the terrain where
it is cast.
Cave, Cavern, or Tunnel: The spell collapses the roof,
dealing 8d6 points of bludgeoning damage to any creature caught under the
cave-in (Reflex DC 15 half ) and pinning that creature beneath the rubble (see
below). An earthquake cast on the roof of a very large cavern could also
endanger those outside the actual area but below the falling
debris.
Cliffs: Earthquake causes a cliff to crumble, creating a
landslide that travels horizontally as far as it fell vertically. Any creature
in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is
pinned beneath the rubble (see below).
Open Ground: Each creature
standing in the area must make a DC 15 Reflex save or fall down. Fissures open
in the earth, and every creature on the ground has a 25% chance to fall into one
(Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind
shut, killing any creatures still trapped within.
Structure: Any
structure standing on open ground takes 100 points of damage, enough to collapse
a typical wooden or masonry building, but not a structure built of stone or
reinforced masonry. Hardness does not reduce this damage, nor is it halved as
damage dealt to objects normally is. Any creature caught inside a collapsing
structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is
pinned beneath the rubble (see below).
River, Lake, or Marsh: Fissures
open underneath the water, draining away the water from that area and forming
muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the
spell, sucking down creatures and structures. Each creature in the area must
make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of
the spell, the rest of the body of water rushes in to replace the drained water,
possibly drowning those caught in the mud.
Pinned beneath Rubble: Any
creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute
while pinned. If a pinned character falls unconscious, he or she must make a DC
15 Constitution check or take 1d6 points of lethal damage each minute thereafter
until freed or dead.
Elemental Swarm
Conjuration (Summoning) [see
text]
Level: Air 9, Drd 9, Earth 9, Fire 9, Water
9
Components: V, S
Casting Time: 10 minutes
Range:
Medium (100 ft. + 10 ft./level)
Effect: Two or more summoned
creatures, no two of which can be more than 30 ft. apart
Duration: 10
min./level (D)
Saving Throw: None
Spell Resistance:
No
This spell opens a portal to an Elemental Plane and summons elementals
from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric
opens a portal to the plane matching his domain.
When the spell is complete,
2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten
minutes after that, one greater elemental appears. Each elemental has maximum
hit points per HD. Once these creatures appear, they serve you for the duration
of the spell.
The elementals obey you explicitly and never attack you, even
if someone else manages to gain control over them. You do not need to
concentrate to maintain control over the elementals. You can dismiss them singly
or in groups at any time.
When you use a summoning spell to summon an air,
earth, fire, or water creature, it is a spell of that type.
Endure
Elements
Abjuration
Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1,
Sun 1
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Target: Creature
touched
Duration: 24 hours
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
A creature protected by
endure elements suffers no harm from being in a hot or cold environment.
It can exist comfortably in conditions between –50 and 140 degrees
Fahrenheit without having to make Fortitude saves). The creature’s
equipment is likewise protected.
Endure elements doesn’t provide
any protection from fire or cold damage, nor does it protect against other
environmental hazards such as smoke, lack of air, and so forth.
Energy
Drain
Necromancy
Level: Clr 9, Sor/Wiz 9
Saving Throw:
Fortitude partial; see text for enervation
This spell functions like
enervation, except that the creature struck gains 2d4 negative levels,
and the negative levels last longer.
There is no saving throw to avoid
gaining the negative levels, but 24 hours after gaining them, the subject must
make a Fortitude saving throw (DC = energy drain spell’s save DC)
for each negative level. If the save succeeds, that negative level is removed.
If it fails, the negative level also goes away, but one of the subject’s
character levels is permanently drained.
An undead creature struck by the ray
gains 2d4x5 temporary hit points for 1
hour.
Enervation
Necromancy
Level: Sor/Wiz
4
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of
negative energy
Duration: Instantaneous
Saving Throw:
None
Spell Resistance: Yes
You point your finger and utter the
incantation, releasing a black ray of crackling negative energy that suppresses
the life force of any living creature it strikes. You must make a ranged touch
attack to hit. If the attack succeeds, the subject gains 1d4 negative
levels.
If the subject has at least as many negative levels as HD, it dies.
Each negative level gives a creature a –1 penalty on attack rolls, saving
throws, skill checks, ability checks, and effective level (for determining the
power, duration, DC, and other details of spells or special
abilities).
Additionally, a spellcaster loses one spell or spell slot from
his or her highest available level. Negative levels stack.
Assuming the
subject survives, it regains lost levels after a number of hours equal to your
caster level (maximum 15 hours). Usually, negative levels have a chance of
permanently draining the victim’s levels, but the negative levels from
enervation don’t last long enough to do so.
An undead creature
struck by the ray gains 1d4x5 temporary hit points for 1 hour.
Enlarge
Person
Transmutation
Level: Sor/Wiz 1, Strength
1
Components: V, S, M
Casting Time: 1 round
Range:
Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
creature
Duration: 1 min./level (D)
Saving Throw: Fortitude
negates
Spell Resistance: Yes
This spell causes instant growth of a
humanoid creature, doubling its height and multiplying its weight by 8. This
increase changes the creature’s size category to the next larger one. The
target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity
(to a minimum of 1), and a –1 penalty on attack rolls and AC due to its
increased size.
A humanoid creature whose size increases to Large has a space
of 10 feet and a natural reach of 10 feet. This spell does not change the
target’s speed.
If insufficient room is available for the desired
growth, the creature attains the maximum possible size and may make a Strength
check (using its increased Strength) to burst any enclosures in the process. If
it fails, it is constrained without harm by the materials enclosing it—
the spell cannot be used to crush a creature by increasing its size.
All
equipment worn or carried by a creature is similarly enlarged by the spell.
Melee and projectile weapons affected by this spell deal more damage. Other
magical properties are not affected by this spell. Any enlarged item that
leaves an enlarged creature’s possession (including a projectile or
thrown weapon) instantly returns to its normal size. This means that thrown
weapons deal their normal damage, and projectiles deal damage based on the size
of the weapon that fired them. Magical properties of enlarged items are
not increased by this spell.
Multiple magical effects that increase size do
not stack,.
Enlarge person counters and dispels reduce
person.
Enlarge person can be made permanent with a permanency
spell.
Material Component: A pinch of powdered
iron.
Enlarge Person, Mass
Transmutation
Level: Sor/Wiz
4
Target: One humanoid creature/level, no two of which can be more
than 30 ft. apart
This spell functions like enlarge person, except
that it affects multiple
creatures.
Entangle
Transmutation
Level: Drd 1, Plant 1, Rgr
1
Components: V, S, DF
Casting Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in
a 40-ft.-radius spread
Duration: 1 min./level (D)
Saving
Throw: Reflex partial; see text
Spell Resistance: No
Grasses,
weeds, bushes, and even trees wrap, twist, and entwine about creatures in the
area or those that enter the area, holding them fast and causing them to become
entangled. The creature can break free and move half its normal speed by using a
full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check.
A creature that succeeds on a Reflex save is not entangled but can still move at
only half speed through the area. Each round on your turn, the plants once again
attempt to entangle all creatures that have avoided or escaped
entanglement.
Note: The effects of the spell may be altered somewhat,
based on the nature of the entangling plants.
Enthrall
Enchantment
(Charm) [Language Dependent, Mind-Affecting, Sonic]
Level: Brd 2, Clr
2
Components: V, S
Casting Time: 1 round
Range:
Medium (100 ft. + 10 ft./level)
Targets: Any number of
creatures
Duration: 1 hour or less
Saving Throw: Will
negates; see text
Spell Resistance: Yes
If you have the attention
of a group of creatures, you can use this spell to hold them spellbound. To cast
the spell, you must speak or sing without interruption for 1 full round.
Thereafter, those affected give you their undivided attention, ignoring their
surroundings. They are considered to have an attitude of friendly while under
the effect of the spell. Any potentially affected creature of a race or religion
unfriendly to yours gets a +4 bonus on the saving throw.
A creature with 4 or
more HD or with a Wisdom score of 16 or higher remains aware of its surroundings
and has an attitude of indifferent. It gains a new saving throw if it witnesses
actions that it opposes.
The effect lasts as long as you speak or sing, to a
maximum of 1 hour. Those enthralled by your words take no action while
you speak or sing and for 1d3 rounds thereafter while they discuss the topic or
performance. Those entering the area during the performance must also
successfully save or become enthralled. The speech ends (but the
1d3-round delay still applies) if you lose concentration or do anything other
than speak or sing.
If those not enthralled have unfriendly or hostile
attitudes toward you, they can collectively make a Charisma check to try to end
the spell by jeering and heckling. For this check, use the Charisma bonus of the
creature with the highest Charisma in the group; others may make Charisma checks
to assist. The heckling ends the spell if this check result beats your Charisma
check result. Only one such challenge is allowed per use of the spell.
If any
member of the audience is attacked or subjected to some other overtly hostile
act, the spell ends and the previously enthralled members become
immediately unfriendly toward you. Each creature with 4 or more HD or with a
Wisdom score of 16 or higher becomes hostile.
Entropic
Shield
Abjuration
Level: Clr 1, Luck 1
Components: V,
S
Casting Time: 1 standard action
Range:
Personal
Target: You
Duration: 1 min./level (D)
A magical
field appears around you, glowing with a chaotic blast of multicolored hues.
This field deflects incoming arrows, rays, and other ranged attacks. Each ranged
attack directed at you for which the attacker must make an attack roll has a 20%
miss chance (similar to the effects of concealment). Other attacks that simply
work at a distance are not
affected.
Erase
Transmutation
Level: Brd 1, Sor/Wiz
1
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One
scroll or two pages
Duration: Instantaneous
Saving Throw:
See text
Spell Resistance: No
Erase removes writings of
either magical or mundane nature from a scroll or from one or two pages of
paper, parchment, or similar surfaces. With this spell, you can remove
explosive runes, a glyph of warding, a sepia snake sigil,
or an arcane mark, but not illusory script or a symbol
spell. Nonmagical writing is automatically erased if you touch it and no one
else is holding it. Otherwise, the chance of erasing nonmagical writing is
90%.
Magic writing must be touched to be erased, and you also must succeed on
a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is
always a failure on this check.) If you fail to erase explosive runes, a
glyph of warding, or a sepia snake sigil, you accidentally
activate that writing instead.
Ethereal
Jaunt
Transmutation
Level: Clr 7, Sor/Wiz 7
Components:
V, S
Casting Time: 1 standard action
Range:
Personal
Target: You
Duration: 1 round/level (D)
You
become ethereal, along with your equipment. For the duration of the spell, you
are in a place called the Ethereal Plane, which overlaps the normal, physical,
Material Plane. When the spell expires, you return to material existence.
An
ethereal creature is invisible, insubstantial, and capable of moving in any
direction, even up or down, albeit at half normal speed. As an insubstantial
creature, you can move through solid objects, including living creatures. An
ethereal creature can see and hear on the Material Plane, but everything looks
gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60
feet.
Force effects and abjurations affect an ethereal creature normally.
Their effects extend onto the Ethereal Plane from the Material Plane, but not
vice versa. An ethereal creature can’t attack material creatures, and
spells you cast while ethereal affect only other ethereal things. Certain
material creatures or objects have attacks or effects that work on the Ethereal
Plane.
Treat other ethereal creatures and ethereal objects as if they were
material.
If you end the spell and become material while inside a material
object (such as a solid wall), you are shunted off to the nearest open space and
take 1d6 points of damage per 5 feet that you so
travel.
Etherealness
Transmutation
Level: Clr 9, Sor/Wiz
9
Range: Touch; see text
Targets: You and one other touched
creature per three levels
Duration: 1 min./level (D)
Spell
Resistance: Yes
This spell functions like ethereal jaunt, except
that you and other willing creatures joined by linked hands (along with their
equipment) become ethereal. Besides yourself, you can bring one creature per
three caster levels to the Ethereal Plane. Once ethereal, the subjects need not
stay together.
When the spell expires, all affected creatures on the Ethereal
Plane return to material existence.
Expeditious
Retreat
Transmutation
Level: Brd 1, Sor/Wiz 1
Components:
V, S
Casting Time: 1 standard action
Range:
Personal
Target: You
Duration: 1 min./level (D)
This
spell increases your base land speed by 30 feet. (This adjustment is treated as
an enhancement bonus.) There is no effect on other modes of movement, such as
burrow, climb, fly, or swim. As with any effect that increases your speed, this
spell affects your jumping distance (see the Jump skill).
Explosive
Runes
Abjuration [Force]
Level: Sor/Wiz 3
Components: V,
S
Casting Time: 1 standard action
Range:
Touch
Target: One touched object weighing no more than 10
lb.
Duration: Permanent until discharged (D)
Saving Throw:
See text
Spell Resistance: Yes
You trace these mystic runes upon a
book, map, scroll, or similar object bearing written information. The runes
detonate when read, dealing 6d6 points of force damage. Anyone next to the
runes (close enough to read them) takes the full damage with no saving
throw; any other creature within 10 feet of the runes is entitled to a
Reflex save for half damage. The object on which the runes were written
also takes full damage (no saving throw).
You and any characters you
specifically instruct can read the protected writing without triggering the
runes. Likewise, you can remove the runes whenever desired.
Another creature can remove them with a successful dispel magic or
erase spell, but attempting to dispel or erase the runes and
failing to do so triggers the explosion.
Note: Magic traps such as
explosive runes are hard to detect and disable. A rogue (only) can use
the Search skill to find the runes and Disable Device to thwart them. The
DC in each case is 25 + spell level, or 28 for explosive
runes.
Eyebite
Necromancy [Evil]
Level: Brd 6, Sor/Wiz
6
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One
living creature
Duration: 1 round per three levels; see
text
Saving Throw: Fortitude negates
Spell Resistance:
Yes
Each round, you may target a single living creature, striking it with
waves of evil power. Depending on the target’s HD, this attack has as many
as three effects.
HD
|
Effect
|
|
10 or more
|
Sickened
|
|
5–9
|
Panicked, sickened
|
|
4 or less
|
Comatose, panicked, sickened
|
The effects are cumulative and concurrent.
Sickened: Sudden pain
and fever sweeps over the subject’s body. A sickened creature takes a
–2 penalty on attack rolls, weapon damage rolls, saving throws, skill
checks, and ability checks. A creature affected by this spell remains sickened
for 10 minutes per caster level. The effects cannot be negated by a remove
disease or heal spell, but a remove curse is
effective.
Panicked: The subject becomes panicked for 1d4 rounds. Even
after the panic ends, the creature remains shaken for 10 minutes per caster
level, and it automatically becomes panicked again if it comes within sight of
you during that time. This is a fear effect.
Comatose: The subject
falls into a catatonic coma for 10 minutes per caster level. During this time,
it cannot be awakened by any means short of dispelling the effect. This is not a
sleep effect, and thus elves are not immune to it.
The spell lasts for
1 round per three caster levels. You must spend a move action each round after
the first to target a foe.