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SPELLS
(F-G)
Fabricate
Transmutation
Level: Sor/Wiz
5
Components: V, S, M
Casting Time: See
text
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 10
cu. ft./level; see text
Duration: Instantaneous
Saving
Throw: None
Spell Resistance: No
You convert material of one
sort into a product that is of the same material. Creatures or magic items
cannot be created or transmuted by the fabricate spell. The quality of
items made by this spell is commensurate with the quality of material used as
the basis for the new fabrication. If you work with a mineral, the target is
reduced to 1 cubic foot per level instead of 10 cubic feet.
You must make an
appropriate Craft check to fabricate articles requiring a high degree of
craftsmanship.
Casting requires 1 round per 10 cubic feet (or 1 cubic foot)
of material to be affected by the spell.
Material Component: The
original material, which costs the same amount as the raw materials required to
craft the item to be created.
Faerie Fire
Evocation
[Light]
Level: Drd 1
Components: V, S, DF
Casting
Time: 1 standard action
Range: Long (400 ft. + 40
ft./level)
Area: Creatures and objects within a 5-ft.-radius
burst
Duration: 1 min./level (D)
Saving Throw:
None
Spell Resistance: Yes
A pale glow surrounds and outlines the
subjects. Outlined subjects shed light as candles. Outlined creatures do not
benefit from the concealment normally provided by darkness (though a 2nd-level
or higher magical darkness effect functions normally), blur,
displacement, invisibility, or similar effects. The light is too dim to have any
special effect on undead or dark-dwelling creatures vulnerable to light. The
faerie fire can be blue, green, or violet, according to your choice at
the time of casting. The faerie fire does not cause any harm to the
objects or creatures thus outlined.
False
Life
Necromancy
Level: Sor/Wiz 2
Components: V, S,
M
Casting Time: 1 standard action
Range:
Personal
Target: You
Duration: 1 hour/level or until
discharged; see text
You harness the power of unlife to grant yourself a
limited ability to avoid death. While this spell is in effect, you gain
temporary hit points equal to 1d10 +1 per caster level (maximum
+10).
Material Component: A small amount of alcohol or distilled
spirits, which you use to trace certain sigils on your body during casting.
These sigils cannot be seen once the alcohol or spirits evaporate.
False
Vision
Illusion (Glamer)
Level: Brd 5, Sor/Wiz 5, Trickery
5
Components: V, S, M
Casting Time: 1 standard
action
Range: Touch
Area: 40-ft.-radius
emanation
Duration: 1 hour/level (D)
Saving Throw:
None
Spell Resistance: No
Any divination (scrying) spell used to
view anything within the area of this spell instead receives a false image (as
the major image spell), as defined by you at the time of casting. As long
as the duration lasts, you can concentrate to change the image as desired. While
you aren’t concentrating, the image remains static.
Arcane Material
Component: The ground dust of a piece of jade worth at least 250 gp, which
is sprinkled into the air when the spell is cast.
Fear
Necromancy
[Fear, 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 round/level or 1
round; see text
Saving Throw: Will partial
Spell Resistance:
Yes
An invisible cone of terror causes each living creature in the area to
become panicked unless it succeeds on a Will save. If cornered, a panicked
creature begins cowering. If the Will save succeeds, the creature is shaken for
1 round.
Material Component: Either the heart of a hen or a white
feather.
Feather Fall
Transmutation
Level: Brd 1, Sor/Wiz
1
Components: V
Casting Time: 1 free action
Range:
Close (25 ft. + 5 ft./2 levels)
Targets: One Medium or smaller
freefalling object or creature/level, no two of which may be more than 20 ft.
apart
Duration: Until landing or 1 round/level
Saving Throw:
Will negates (harmless) or Will negates (object)
Spell Resistance:
Yes (object)
The affected creatures or objects fall slowly. Feather fall
instantly changes the rate at which the targets fall to a mere 60 feet per
round (equivalent to the end of a fall from a few feet), and the subjects take
no damage upon landing while the spell is in effect. However, when the spell
duration expires, a normal rate of falling resumes.
The spell affects one or
more Medium or smaller creatures (including gear and carried objects up to each
creature’s maximum load) or objects, or the equivalent in larger
creatures: A Large creature or object counts as two Medium creatures or objects,
a Huge creature or object counts as two Large creatures or objects, and so
forth.
You can cast this spell with an instant utterance, quickly enough to
save yourself if you unexpectedly fall. Casting the spell is a free action, like
casting a quickened spell, and it counts toward the normal limit of one
quickened spell per round. You may even cast this spell when it isn’t your
turn.
This spell has no special effect on ranged weapons unless they are
falling quite a distance. If the spell is cast on a falling item the object does
half normal damage based on its weight, with no bonus for the height of the
drop.
Feather fall works only upon free-falling objects. It does not
affect a sword blow or a charging or flying
creature.
Feeblemind
Enchantment (Compulsion)
[Mind-Affecting]
Level: Sor/Wiz 5
Components: V, S,
M
Casting Time: 1 standard action
Range: Medium (100 ft. +
10 ft./level)
Target: One creature
Duration:
Instantaneous
Saving Throw: Will negates; see text
Spell
Resistance: Yes
If the target creature fails a Will saving throw, its
Intelligence and Charisma scores each drop to 1. The affected creature is unable
to use Intelligence- or Charisma-based skills, cast spells, understand language,
or communicate coherently. Still, it knows who its friends are and can follow
them and even protect them. The subject remains in this state until a
heal, limited wish, miracle, or wish spell is used
to cancel the effect of the feeblemind. A creature that can cast arcane
spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving
throw.
Material Component: A handful of clay, crystal, glass, or
mineral spheres.
Find the Path
Divination
Level: Brd 6, Clr
6, Drd 6, Knowledge 6, Travel 6
Components: V, S, F
Casting
Time: 3 rounds
Range: Personal or touch
Target: You or
creature touched
Duration: 10 min./level
Saving Throw: None
or Will negates (harmless)
Spell Resistance: No or Yes
(harmless)
The recipient of this spell can find the shortest, most direct
physical route to a specified destination, be it the way into or out of a
locale. The locale can be outdoors, underground, or even inside a maze
spell. Find the path works with respect to locations, not objects or
creatures at a locale. The location must be on the same plane as you are at the
time of casting.
The spell enables the subject to sense the correct direction
that will eventually lead it to its destination, indicating at appropriate times
the exact path to follow or physical actions to take. For example, the spell
enables the subject to sense trip wires or the proper word to bypass a glyph
of warding. The spell ends when the destination is reached or the duration
expires, whichever comes first. Find the path can be used to remove the
subject and its companions from the effect of a maze spell in a single
round.
This divination is keyed to the recipient, not its companions, and its
effect does not predict or allow for the actions of creatures (including
guardians).
Focus: A set of divination counters of the sort you
favor.
Find Traps
Divination
Level: Clr
2
Components: V, S
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1
min./level
You gain intuitive insight into the workings of traps. You can use
the Search skill to detect traps just as a rogue can. In addition, you gain an
insight bonus equal to one-half your caster level (maximum +10) on Search checks
made to find traps while the spell is in effect.
Note that find traps
grants no ability to disable the traps that you may find.
Finger of
Death
Necromancy [Death]
Level: Drd 8, Sor/Wiz
7
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One
living creature
Duration: Instantaneous
Saving Throw:
Fortitude partial
Spell Resistance: Yes
You can slay any one living
creature within range. The target is entitled to a Fortitude saving throw to
survive the attack. If the save is successful, the creature instead takes 3d6
points of damage +1 point per caster level (maximum +25).
The subject might
die from damage even if it succeeds on its saving throw.
Fire
Seeds
Conjuration (Creation) [Fire]
Level: Drd 6, Fire 6, Sun
6
Components: V, S, M
Casting Time: 1 standard
action
Range: Touch
Targets: Up to four touched acorns or up
to eight touched holly berries
Duration: 10 min./level or until
used
Saving Throw: None or Reflex half; see text
Spell
Resistance: No
Depending on the version of fire seeds you choose,
you turn acorns into splash weapons that you or another character can throw, or
you turn holly berries into bombs that you can detonate on command.
Acorn
Grenades: As many as four acorns turn into special splash weapons that can
be hurled as far as 100 feet. A ranged touch attack roll is required to strike
the intended target. Together, the acorns are capable of dealing 1d6 points of
fire damage per caster level (maximum 20d6), divided up among the acorns as you
wish.
Each acorn explodes upon striking any hard surface. In addition to its
regular fire damage, it deals 1 point of splash damage per die, and it ignites
any combustible materials within 10 feet. A creature within this area that makes
a successful Reflex saving throw takes only half damage; a creature struck
directly is not allowed a saving throw.
Holly Berry Bombs: You turn as
many as eight holly berries into special bombs. The holly berries are usually
placed by hand, since they are too light to make effective thrown weapons (they
can be tossed only 5 feet). If you are within 200 feet and speak a word of
command, each berry instantly bursts into flame, causing 1d8 points of fire
damage +1 point per caster level to every creature in a 5-foot radius burst and
igniting any combustible materials within 5 feet. A creature in the area that
makes a successful Reflex saving throw takes only half damage.
Material
Component: The acorns or holly berries.
Fire Shield
Evocation
[Fire or Cold]
Level: Fire 5, Sor/Wiz 4, Sun 4
Components:
V, S, M/DF
Casting Time: 1 standard action
Range:
Personal
Target: You
Duration: 1 round/level (D)
This
spell wreathes you in flame and causes damage to each creature that attacks you
in melee. The flames also protect you from either cold-based or fire-based
attacks (your choice).
Any creature striking you with its body or a handheld
weapon deals normal damage, but at the same time the attacker takes 1d6 points
of damage +1 point per caster level (maximum +15). This damage is either cold
damage (if the shield protects against fire-based attacks) or fire damage
(if the shield protects against cold-based attacks). If the attacker has
spell resistance, it applies to this effect. Creatures wielding weapons with
exceptional reach are not subject to this damage if they attack you.
When
casting this spell, you appear to immolate yourself, but the flames are thin and
wispy, giving off light equal to only half the illumination of a normal torch
(10 feet). The color of the flames is determined randomly (50% chance of either
color)—blue or green if the chill shield is cast, violet or blue if
the warm shield is employed. The special powers of each version are as
follows.
Warm Shield: The flames are warm to the touch. You take only
half damage from cold-based attacks. If such an attack allows a Reflex save for
half damage, you take no damage on a successful save.
Chill Shield:
The flames are cool to the touch. You take only half damage from fire-based
attacks. If such an attack allows a Reflex save for half damage, you take no
damage on a successful save.
Arcane Material Component: A bit of
phosphorus for the warm shield; a live firefly or glowworm or the tail
portions of four dead ones for the chill shield.
Fire
Storm
Evocation [Fire]
Level: Clr 8, Drd 7, Fire
7
Components: V, S
Casting Time: 1 round
Range:
Medium (100 ft. + 10 ft./level)
Area: Two 10-ft. cubes per level
(S)
Duration: Instantaneous
Saving Throw: Reflex
half
Spell Resistance: Yes
When a fire storm spell is cast,
the whole area is shot through with sheets of roaring flame. The raging flames
do not harm natural vegetation, ground cover, and any plant creatures in the
area that you wish to exclude from damage. Any other creature within the area
takes 1d6 points of fire damage per caster level (maximum 20d6).
Fire
Trap
Abjuration [Fire]
Level: Drd 2, Sor/Wiz
4
Components: V, S, M
Casting Time: 10
minutes
Range: Touch
Target: Object
touched
Duration: Permanent until discharged (D)
Saving
Throw: Reflex half; see text
Spell Resistance: Yes
Fire trap
creates a fiery explosion when an intruder opens the item that the trap
protects. A fire trap can ward any object that can be opened and
closed.
When casting fire trap, you select a point on the object as
the spell’s center. When someone other than you opens the object, a fiery
explosion fills the area within a 5-foot radius around the spell’s center.
The flames deal 1d4 points of fire damage +1 point per caster level (maximum
+20). The item protected by the trap is not harmed by this explosion.
A
fire trapped item cannot have a second closure or warding spell placed on
it.
A knock spell does not bypass a fire trap. An unsuccessful
dispel magic spell does not detonate the spell.
Underwater, this ward
deals half damage and creates a large cloud of steam.
You can use the fire
trapped object without discharging it, as can any individual to whom the
object was specifically attuned when cast. Attuning a fire trapped object
to an individual usually involves setting a password that you can share with
friends.
Note: Magic traps such as fire trap are hard to detect
and disable. A rogue (only) can use the Search skill to find a fire trap
and Disable Device to thwart it. The DC in each case is 25 + spell level (DC
27 for a druid’s fire trap or DC 29 for the arcane
version).
Material Component: A half-pound of gold dust (cost 25 gp)
sprinkled on the warded object.
Fireball
Evocation
[Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting
Time: 1 standard action
Range: Long (400 ft. + 40
ft./level)
Area: 20-ft.-radius spread
Duration:
Instantaneous
Saving Throw: Reflex half
Spell Resistance:
Yes
A fireball spell is an explosion of flame that detonates with a
low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to
every creature within the area. Unattended objects also take this damage. The
explosion creates almost no pressure.
You point your finger and determine the
range (distance and height) at which the fireball is to burst. A glowing,
pea-sized bead streaks from the pointing digit and, unless it impacts upon a
material body or solid barrier prior to attaining the prescribed range, blossoms
into the fireball at that point. (An early impact results in an early
detonation.) If you attempt to send the bead through a narrow passage, such as
through an arrow slit, you must “hit” the opening with a ranged
touch attack, or else the bead strikes the barrier and detonates
prematurely.
The fireball sets fire to combustibles and damages
objects in the area. It can melt metals with low melting points, such as lead,
gold, copper, silver, and bronze. If the damage caused to an interposing barrier
shatters or breaks through it, the fireball may continue beyond the
barrier if the area permits; otherwise it stops at the barrier just as any other
spell effect does.
Material Component: A tiny ball of bat guano and
sulfur.
Flame Arrow
Transmutation [Fire]
Level: Sor/Wiz
3
Components: V, S, M
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Fifty
projectiles, all of which must be in contact with each other at the time of
casting
Duration: 10 min./level
Saving Throw:
None
Spell Resistance: No
You turn ammunition (such as arrows,
bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition
deals an extra 1d6 points of fire damage to any target it hits. A flaming
projectile can easily ignite a flammable object or structure, but it won’t
ignite a creature it strikes.
Material Component: A drop of oil and a
small piece of flint.
Flame Blade
Evocation [Fire]
Level:
Drd 2
Components: V, S, DF
Casting Time: 1 standard
action
Range: 0 ft.
Effect: Sword-like
beam
Duration: 1 min./level (D)
Saving Throw:
None
Spell Resistance: Yes
A 3-foot-long, blazing beam of red-hot
fire springs forth from your hand. You wield this bladelike beam as if it were a
scimitar. Attacks with the flame blade are melee touch attacks. The blade
deals 1d8 points of fire damage +1 point per two caster levels (maximum +10).
Since the blade is immaterial, your Strength modifier does not apply to the
damage. A flame blade can ignite combustible materials such as parchment,
straw, dry sticks, and cloth.
The spell does not function
underwater.
Flame Strike
Evocation [Fire]
Level: Clr 5, Drd
4, Sun 5, War 5
Components: V, S, DF
Casting Time: 1
standard action
Range: Medium (100 ft. + 10 ft./level)
Area:
Cylinder (10-ft. radius, 40 ft. high)
Duration:
Instantaneous
Saving Throw: Reflex half
Spell Resistance:
Yes
A flame strike produces a vertical column of divine fire roaring
downward. The spell deals 1d6 points of damage per caster level (maximum 15d6).
Half the damage is fire damage, but the other half results directly from divine
power and is therefore not subject to being reduced by resistance to fire-based
attacks.
Flaming Sphere
Evocation [Fire]
Level: Drd 2,
Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect:
5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw:
Reflex negates
Spell Resistance: Yes
A burning globe of fire rolls
in whichever direction you point and burns those it strikes. It moves 30 feet
per round. As part of this movement, it can ascend or jump up to 30 feet to
strike a target. If it enters a space with a creature, it stops moving for the
round and deals 2d6 points of fire damage to that creature, though a successful
Reflex save negates that damage. A flaming sphere rolls over barriers
less than 4 feet tall. It ignites flammable substances it touches and
illuminates the same area as a torch would.
The sphere moves as long as you
actively direct it (a move action for you); otherwise, it merely stays at rest
and burns. It can be extinguished by any means that would put out a normal fire
of its size. The surface of the sphere has a spongy, yielding consistency and so
does not cause damage except by its flame. It cannot push aside unwilling
creatures or batter down large obstacles. A flaming sphere winks out if
it exceeds the spell’s range.
Arcane Material Component: A bit
of tallow, a pinch of brimstone, and a dusting of powdered
iron.
Flare
Evocation [Light]
Level: Brd 0, Drd 0, Sor/Wiz
0
Components: V
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Burst
of light
Duration: Instantaneous
Saving Throw: Fortitude
negates
Spell Resistance: Yes
This cantrip creates a burst of
light. If you cause the light to burst directly in front of a single creature,
that creature is dazzled for 1 minute unless it makes a successful Fortitude
save. Sightless creatures, as well as creatures already dazzled, are not
affected by flare.
Flesh to
Stone
Transmutation
Level: Sor/Wiz 6
Components: V, S,
M
Casting Time: 1 standard action
Range: Medium (100 ft. +
10 ft./level)
Target: One creature
Duration:
Instantaneous
Saving Throw: Fortitude negates
Spell
Resistance: Yes
The subject, along with all its carried gear, turns into
a mindless, inert statue. If the statue resulting from this spell is broken or
damaged, the subject (if ever returned to its original state) has similar damage
or deformities. The creature is not dead, but it does not seem to be alive
either when viewed with spells such as deathwatch.
Only creatures made
of flesh are affected by this spell.
Material Component: Lime, water,
and earth.
Fly
Transmutation
Level: Sor/Wiz 3, Travel
3
Components: V, S, F/DF
Casting Time: 1 standard
action
Range: Touch
Target: Creature
touched
Duration: 1 min./level
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
The subject can fly at
a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it
carries a medium or heavy load). It can ascend at half speed and descend at
double speed, and its maneuverability is good. Using a fly spell requires
only as much concentration as walking, so the subject can attack or cast spells
normally. The subject of a fly spell can charge but not run, and it
cannot carry aloft more weight than its maximum load, plus any armor it
wears.
Should the spell duration expire while the subject is still aloft, the
magic fails slowly. The subject floats downward 60 feet per round for 1d6
rounds. If it reaches the ground in that amount of time, it lands safely. If
not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet
of fall. Since dispelling a spell effectively ends it, the subject also descends
in this way if the fly spell is dispelled, but not if it is negated by an
antimagic field.
Arcane Focus: A wing feather from any
bird.
Floating Disk
Evocation [Force]
Level: Sor/Wiz
1
Components: V, S, M
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect:
3-ft.-diameter disk of force
Duration: 1 hour/level
Saving
Throw: None
Spell Resistance: No
You create a slightly concave,
circular plane of force that follows you about and carries loads for you. The
disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds
of weight per caster level. (If used to transport a liquid, its capacity is 2
gallons.) The disk floats approximately 3 feet above the ground at all times and
remains level. It floats along horizontally within spell range and will
accompany you at a rate of no more than your normal speed each round. If not
otherwise directed, it maintains a constant interval of 5 feet between itself
and you. The disk winks out of existence when the spell duration expires. The
disk also winks out if you move beyond range or try to take the disk more than 3
feet away from the surface beneath it. When the disk winks out, whatever it was
supporting falls to the surface beneath it.
Material Component: A drop
of mercury.
Fog Cloud
Conjuration (Creation)
Level: Drd 2,
Sor/Wiz 2, Water 2
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft. level)
Effect: Fog
spreads in 20-ft. radius, 20 ft. high
Duration: 10
min./level
Saving Throw: None
Spell Resistance: No
A bank
of fog billows out from the point you designate. The fog obscures all sight,
including darkvision, beyond 5 feet. A creature within 5 feet has concealment
(attacks have a 20% miss chance). Creatures farther away have total concealment
(50% miss chance, and the attacker can’t use sight to locate the
target).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong
wind (21+ mph) disperses the fog in 1 round.
The spell does not function
underwater.
Forbiddance
Abjuration
Level: Clr
6
Components: V, S, M, DF
Casting Time: 6
rounds
Range: Medium (100 ft. + 10 ft./level)
Area: 60-ft.
cube/level (S)
Duration: Permanent
Saving Throw: See
text
Spell Resistance: Yes
Forbiddance seals an area against
all planar travel into or within it. This includes all teleportation spells
(such as dimension door and teleport), plane shifting, astral
travel, ethereal travel, and all summoning spells. Such effects simply fail
automatically.
In addition, it damages entering creatures whose alignments
are different from yours. The effect on those attempting to enter the warded
area is based on their alignment relative to yours (see below). A creature
inside the area when the spell is cast takes no damage unless it exits the area
and attempts to reenter, at which time it is affected as
normal.
Alignments identical: No effect. The creature may enter the
area freely (although not by planar travel).
Alignments different with
respect to either law/chaos or good/evil: The creature takes 6d6 points of
damage. A successful Will save halves the damage, and spell resistance
applies.
Alignments different with respect to both law/chaos and
good/evil: The creature takes 12d6 points of damage. A successful Will save
halves the damage, and spell resistance applies.
At your option, the
abjuration can include a password, in which case creatures of alignments
different from yours can avoid the damage by speaking the password as they enter
the area. You must select this option (and the password) at the time of
casting.
Dispel magic does not dispel a forbiddance effect
unless the dispeller’s level is at least as high as your caster
level.
You can’t have multiple overlapping forbiddance effects.
In such a case, the more recent effect stops at the boundary of the older
effect.
Material Component: A sprinkling of holy water and rare
incenses worth at least 1,500 gp, plus 1,500 gp per 60-foot cube. If a password
is desired, this requires the burning of additional rare incenses worth at least
1,000 gp, plus 1,000 gp per 60-foot cube.
Forcecage
Evocation
[Force]
Level: Sor/Wiz 7
Components: V, S, M
Casting
Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Area: Barred cage (20-ft. cube) or windowless cell (10-ft.
cube)
Duration: 2 hours/level (D)
Saving Throw:
None
Spell Resistance: No
This powerful spell brings into being an
immobile, invisible cubical prison composed of either bars of force or solid
walls of force (your choice).
Creatures within the area are caught and
contained unless they are too big to fit inside, in which case the spell
automatically fails. Teleportation and other forms of astral travel provide a
means of escape, but the force walls or bars extend into the Ethereal Plane,
blocking ethereal travel.
Like a wall of force spell, a forcecage
resists dispel magic, but it is vulnerable to a disintegrate
spell, and it can be destroyed by a sphere of annihilation or a
rod of cancellation.
Barred Cage: This version of the spell
produces a 20-foot cube made of bands of force (similar to a wall of force
spell) for bars. The bands are a half-inch wide, with half-inch gaps between
them. Any creature capable of passing through such a small space can escape;
others are confined. You can’t attack a creature in a barred cage with a
weapon unless the weapon can fit between the gaps. Even against such weapons
(including arrows and similar ranged attacks), a creature in the barred cage has
cover. All spells and breath weapons can pass through the gaps in the
bars.
Windowless Cell: This version of the spell produces a 10-foot
cube with no way in and no way out. Solid walls of force form its six
sides.
Material Component: Ruby dust worth 1,500 gp, which is tossed
into the air and disappears when you cast the spell.
Forceful
Hand
Evocation [Force]
Level: Sor/Wiz 6
Components: V, S,
F
This spell functions like interposing hand, except that the
forceful hand pursues and pushes away the opponent that you designate.
Treat this attack as a bull rush with a +14 bonus on the Strength check (+8 for
Strength 27, +4 for being Large, and a +2 bonus for charging, which it always
gets). The hand always moves with the opponent to push that target back the full
distance allowed, and it has no speed limit. Directing the spell to a new target
is a move action.
A very strong creature could not push the hand out of its
way because the latter would instantly reposition itself between the creature
and you, but an opponent could push the hand up against you by successfully bull
rushing it.
Focus: A sturdy glove made of leather or heavy
cloth.
Foresight
Divination
Level: Drd 9, Knowledge 9,
Sor/Wiz 9
Components: V, S, M/DF
Casting Time: 1 standard
action
Range: Personal or touch
Target: See
text
Duration: 10 min./level
Saving Throw: None or Will
negates (harmless)
Spell Resistance: No or Yes (harmless)
This
spell grants you a powerful sixth sense in relation to yourself or another. Once
foresight is cast, you receive instantaneous warnings of impending danger
or harm to the subject of the spell. You are never surprised or flat-footed. In
addition, the spell gives you a general idea of what action you might take to
best protect yourself and gives you a +2 insight bonus to AC and Reflex saves.
This insight bonus is lost whenever you would lose a Dexterity bonus to
AC.
When another creature is the subject of the spell, you receive warnings
about that creature. You must communicate what you learn to the other creature
for the warning to be useful, and the creature can be caught unprepared in the
absence of such a warning. Shouting a warning, yanking a person back, and even
telepathically communicating (via an appropriate spell) can all be accomplished
before some danger befalls the subject, provided you act on the warning without
delay. The subject, however, does not gain the insight bonus to AC and Reflex
saves.
Arcane Material Component: A hummingbird’s
feather.
Fox’s Cunning
Transmutation
Level: Brd 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
smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the
usual benefits to Intelligence-based skill checks and other uses of the
Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence)
affected by this spell do not gain any additional bonus spells for the increased
Intelligence, but the save DCs for spells they cast while under this
spell’s effect do increase. This spell doesn’t grant extra skill
points.
Arcane Material Component: A few hairs, or a pinch of dung,
from a fox.
Fox’s Cunning, Mass
Transmutation
Level:
Brd 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 fox’s cunning, except
that it affects multiple
creatures.
Freedom
Abjuration
Level: Sor/Wiz
9
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels) or see
text
Target: One creature
Duration:
Instantaneous
Saving Throw: Will negates (harmless)
Spell
Resistance: Yes
The subject is freed from spells and effects that
restrict its movement, including binding, entangle, grappling,
imprisonment, maze, paralysis, petrification, pinning,
sleep, slow, stunning, temporal stasis, and web. To
free a creature from imprisonment or maze, you must know its name
and background, and you must cast this spell at the spot where it was entombed
or banished into the maze.
Freedom of
Movement
Abjuration
Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr
4
Components: V, S, M, DF
Casting Time: 1 standard
action
Range: Personal or touch
Target: You or creature
touched
Duration: 10 min./level
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
This spell enables you
or a creature you touch to move and attack normally for the duration of the
spell, even under the influence of magic that usually impedes movement, such as
paralysis, solid fog, slow, and web. The subject
automatically succeeds on any grapple check made to resist a grapple attempt, as
well as on grapple checks or Escape Artist checks made to escape a grapple or a
pin.
The spell also allows the subject to move and attack normally while
underwater, even with slashing weapons such as axes and swords or with
bludgeoning weapons such as flails, hammers, and maces, provided that the weapon
is wielded in the hand rather than hurled. The freedom of movement spell
does not, however, allow water breathing.
Material Component: A
leather thong, bound around the arm or a similar appendage.
Freezing
Sphere
Evocation [Cold]
Level: Sor/Wiz 6
Components: V,
S, F
Casting Time: 1 standard action
Range: Long (400 ft. +
40 ft./level)
Target, Effect, or Area: See text
Duration:
Instantaneous or 1 round/level; see text
Saving Throw: Reflex half;
see text
Spell Resistance: Yes
Freezing sphere creates a
frigid globe of cold energy that streaks from your fingertips to the location
you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of
cold damage per caster level (maximum 15d6) to each creature in the area. An
elemental (water) creature instead takes 1d8 points of cold damage per caster
level (maximum 15d8).
If the freezing sphere strikes a body of water
or a liquid that is principally water (not including water-based creatures), it
freezes the liquid to a depth of 6 inches over an area equal to 100 square feet
(a 10- foot square) per caster level (maximum 1,500 square feet). This ice lasts
for 1 round per caster level. Creatures that were swimming on the surface of
frozen water become trapped in the ice. Attempting to break free is a full-round
action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape
Artist check to do so.
You can refrain from firing the globe after completing
the spell, if you wish. Treat this as a touch spell for which you are holding
the charge. You can hold the charge for as long as 1 round per level, at the end
of which time the freezing sphere bursts centered on you (and you receive
no saving throw to resist its effect). Firing the globe in a later round is a
standard action.
Focus: A small crystal sphere.
Gaseous
Form
Transmutation
Level: Air 3, Brd 3, Sor/Wiz
3
Components: S, M/DF
Casting Time: 1 standard
action
Range: Touch
Target: Willing corporeal creature
touched
Duration: 2 min./level (D)
Saving Throw:
None
Spell Resistance: No
The subject and all its gear become
insubstantial, misty, and translucent. Its material armor (including natural
armor) becomes worthless, though its size, Dexterity, deflection bonuses, and
armor bonuses from force effects still apply. The subject gains damage reduction
10/magic and becomes immune to poison and critical hits. It can’t attack
or cast spells with verbal, somatic, material, or focus components while in
gaseous form. (This does not rule out the use of certain spells that the subject
may have prepared using the feats Silent Spell, Still Spell, and Eschew
Materials.) The subject also loses supernatural abilities while in gaseous form.
If it has a touch spell ready to use, that spell is discharged harmlessly when
the gaseous form spell takes effect.
A gaseous creature can’t
run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass
through small holes or narrow openings, even mere cracks, with all it was
wearing or holding in its hands, as long as the spell persists. The creature is
subject to the effects of wind, and it can’t enter water or other liquid.
It also can’t manipulate objects or activate items, even those carried
along with its gaseous form. Continuously active items remain active, though in
some cases their effects may be moot.
Arcane Material Component: A bit
of gauze and a wisp of smoke.
Gate
Conjuration (Creation or
Calling)
Level: Clr 9, Sor/Wiz 9
Components: V, S, XP; see
text
Casting Time: 1 standard action
Range: Medium (100 ft.
+ 10 ft./level)
Effect: See text
Duration: Instantaneous or
concentration (up to 1 round/level); see text
Saving Throw:
None
Spell Resistance: No
Casting a gate spell has two
effects. First, it creates an interdimensional connection between your plane of
existence and a plane you specify, allowing travel between those two planes in
either direction.
Second, you may then call a particular individual or kind
of being through the gate.
The gate itself is a circular hoop
or disk from 5 to 20 feet in diameter (caster’s choice), oriented in the
direction you desire when it comes into existence (typically vertical and facing
you). It is a two-dimensional window looking into the plane you specified when
casting the spell, and anyone or anything that moves through is shunted
instantly to the other side.
A gate has a front and a back. Creatures
moving through the gate from the front are transported to the other
plane; creatures moving through it from the back are not.
Planar Travel:
As a mode of planar travel, a gate spell functions much like a
plane shift spell, except that the gate opens precisely at the
point you desire (a creation effect). Deities and other beings who rule a planar
realm can prevent a gate from opening in their presence or personal
demesnes if they so desire. Travelers need not join hands with you—anyone
who chooses to step through the portal is transported. A gate cannot be
opened to another point on the same plane; the spell works only for interplanar
travel.
You may hold the gate open only for a brief time (no more than
1 round per caster level), and you must concentrate on doing so, or else the
interplanar connection is severed.
Calling Creatures: The second
effect of the gate spell is to call an extraplanar creature to your aid
(a calling effect). By naming a particular being or kind of being as you cast
the spell, you cause the gate to open in the immediate vicinity of the
desired creature and pull the subject through, willing or unwilling. Deities and
unique beings are under no compulsion to come through the gate, although
they may choose to do so of their own accord. This use of the spell creates a
gate that remains open just long enough to transport the called
creatures. This use of the spell has an XP cost (see below).
If you choose to
call a kind of creature instead of a known individual you may call either a
single creature (of any HD) or several creatures. You can call and control
several creatures as long as their HD total does not exceed your caster level.
In the case of a single creature, you can control it if its HD do not exceed
twice your caster level. A single creature with more HD than twice your caster
level can’t be controlled. Deities and unique beings cannot be controlled
in any event. An uncontrolled being acts as it pleases, making the calling of
such creatures rather dangerous. An uncontrolled being may return to its home
plane at any time.
A controlled creature can be commanded to perform a
service for you. Such services fall into two categories: immediate tasks and
contractual service. Fighting for you in a single battle or taking any other
actions that can be accomplished within 1 round per caster level counts as an
immediate task; you need not make any agreement or pay any reward for the
creature’s help. The creature departs at the end of the spell.
If you
choose to exact a longer or more involved form of service from a called
creature, you must offer some fair trade in return for that service. The service
exacted must be reasonable with respect to the promised favor or reward; see the
lesser planar ally spell for appropriate rewards. (Some creatures may
want their payment in “livestock” rather than in coin, which could
involve complications.) Immediately upon completion of the service, the being is
transported to your vicinity, and you must then and there turn over the promised
reward. After this is done, the creature is instantly freed to return to its own
plane.
Failure to fulfill the promise to the letter results in your being
subjected to service by the creature or by its liege and master, at the very
least. At worst, the creature or its kin may attack you.
Note: When
you use a calling spell such as gate to call an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it becomes a spell of that
type.
XP Cost: 1,000 XP (only for the calling creatures
function).
Geas/Quest
Enchantment (Compulsion)
[Language-Dependent, Mind-Affecting]
Level: Brd 6, Clr 6, Sor/Wiz
6
Casting Time: 10 minutes
Target: One living
creature
Saving Throw: None
This spell functions similarly to
lesser geas, except that it affects a creature of any HD and allows no
saving throw.
Instead of taking penalties to ability scores (as with
lesser geas), the subject takes 3d6 points of damage each day it does not
attempt to follow the geas/quest. Additionally, each day it must make a
Fortitude saving throw or become sickened. These effects end 24 hours after the
creature attempts to resume the geas/ quest.
A remove curse
spell ends a geas/quest spell only if its caster level is at least
two higher than your caster level. Break enchantment does not end a
geas/quest, but limited wish, miracle, and wish
do.
Bards, sorcerers, and wizards usually refer to this spell as geas,
while clerics call the same spell quest.
Geas,
Lesser
Enchantment (Compulsion) [Language-Dependent,
Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components:
V
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2
levels)
Target: One living creature with 7 HD or
less
Duration: One day/level or until discharged (D)
Saving
Throw: Will negates
Spell Resistance: Yes
A lesser geas
places a magical command on a creature to carry out some service or to
refrain from some action or course of activity, as desired by you. The creature
must have 7 or fewer Hit Dice and be able to understand you. While a geas
cannot compel a creature to kill itself or perform acts that would result in
certain death, it can cause almost any other course of activity.
The
geased creature must follow the given instructions until the geas
is completed, no matter how long it takes.
If the instructions involve
some open-ended task that the recipient cannot complete through his own actions
the spell remains in effect for a maximum of one day per caster level. A clever
recipient can subvert some instructions:
If the subject is prevented from
obeying the lesser geas for 24 hours, it takes a –2 penalty to each
of its ability scores. Each day, another –2 penalty accumulates, up to a
total of –8. No ability score can be reduced to less than 1 by this
effect. The ability score penalties are removed 24 hours after the subject
resumes obeying the lesser geas.
A lesser geas (and all ability
score penalties) can be ended by break enchantment, limited wish,
remove curse, miracle, or wish. Dispel magic does
not affect a lesser geas.
Gentle
Repose
Necromancy
Level: Clr 2, Sor/Wiz 3
Components: V,
S, M/DF
Casting Time: 1 standard action
Range:
Touch
Target: Corpse touched
Duration: One
day/level
Saving Throw: Will negates (object)
Spell
Resistance: Yes (object)
You preserve the remains of a dead creature so
that they do not decay. Doing so effectively extends the time limit on raising
that creature from the dead (see raise dead). Days spent under the
influence of this spell don’t count against the time limit. Additionally,
this spell makes transporting a fallen comrade more pleasant.
The spell also
works on severed body parts and the like.
Arcane Material Component: A
pinch of salt, and a copper piece for each eye the corpse has (or
had).
Ghost Sound
Illusion (Figment)
Level: Brd 0, Sor/Wiz
0
Components: V, S, M
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect:
Illusory sounds
Duration: 1 round/level (D)
Saving Throw:
Will disbelief (if interacted with)
Spell Resistance:
No
Ghost sound allows you to create a volume of sound that rises,
recedes, approaches, or remains at a fixed place. You choose what type of sound
ghost sound creates when casting it and cannot thereafter change the
sound’s basic character.
The volume of sound created depends on your
level. You can produce as much noise as four normal humans per caster level
(maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or
running sounds can be created. The noise a ghost sound spell produces can
be virtually any type of sound within the volume limit. A horde of rats running
and squeaking is about the same volume as eight humans running and shouting. A
roaring lion is equal to the noise from sixteen humans, while a roaring dire
tiger is equal to the noise from twenty humans.
Ghost sound can
enhance the effectiveness of a silent image spell.
Ghost sound
can be made permanent with a permanency spell.
Material
Component: A bit of wool or a small lump of wax.
Ghoul
Touch
Necromancy
Level: Sor/Wiz 2
Components: V, S,
M
Casting Time: 1 standard action
Range:
Touch
Target: Living humanoid touched
Duration: 1d6+2
rounds
Saving Throw: Fortitude negates
Spell Resistance:
Yes
Imbuing you with negative energy, this spell allows you to paralyze a
single living humanoid for the duration of the spell with a successful melee
touch attack.
Additionally, the paralyzed subject exudes a carrion stench
that causes all living creatures (except you) in a 10-foot-radius spread to
become sickened (Fortitude negates). A neutralize poison spell removes
the effect from a sickened creature, and creatures immune to poison are
unaffected by the stench.
Material Component: A small scrap of cloth
taken from clothing worn by a ghoul, or a pinch of earth from a ghoul’s
lair.
Giant Vermin
Transmutation
Level: Clr 4, Drd
4
Components: V, S, DF
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to
three vermin, no two of which can be more than 30 ft. apart
Duration:
1 min./level
Saving Throw: None
Spell Resistance: Yes
You
turn three normal-sized centipedes, two normal-sized spiders, or a single
normal-sized scorpion into larger forms. Only one type of vermin can be
transmuted (so a single casting cannot affect both a centipede and a spider),
and all must be grown to the same size. The size to which the vermin can be
grown depends on your level; see the table below.
Any giant vermin created by
this spell do not attempt to harm you, but your control of such creatures is
limited to simple commands (“Attack,” “Defend,”
“Stop,” and so forth). Orders to attack a certain creature when it
appears or guard against a particular occurrence are too complex for the vermin
to understand. Unless commanded to do otherwise, the giant vermin attack whoever
or whatever is near them.
Caster Level
|
Vermin Size
|
|
9th or lower
|
Medium
|
|
10th–13th
|
Large
|
|
14th–17th
|
Huge
|
|
18th–19th
|
Gargantuan
|
|
20th or higher
|
Colossal
|
Glibness
Transmutation
Level: Brd 3
Components:
S
Casting Time: 1 standard action
Range:
Personal
Target: You
Duration: 10 min./level (D)
Your
speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks
made to convince another of the truth of your words. (This bonus doesn’t
apply to other uses of the Bluff skill, such as feinting in combat, creating a
diversion to hide, or communicating a hidden message via innuendo.)
If a
divination is attempted against you that would detect your lies or force you to
speak the truth the caster of the divination must succeed on a caster level
check (1d20 + caster level) against a DC of 15 + your caster level to succeed.
Failure means the divination does not detect your lies or force you to speak
only the truth.
Glitterdust
Conjuration (Creation)
Level:
Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1
standard action
Range: Medium (100 ft. + 10 ft./level)
Area:
Creatures and objects within 10-ft.-radius spread
Duration: 1
round/level
Saving Throw: Will negates (blinding only)
Spell
Resistance: No
A cloud of golden particles covers everyone and everything
in the area, causing creatures to become blinded and visibly outlining invisible
things for the duration of the spell. All within the area are covered by the
dust, which cannot be removed and continues to sparkle until it fades.
Any
creature covered by the dust takes a –40 penalty on Hide
checks.
Material Component: Ground mica.
Globe of
Invulnerability
Abjuration
Level: Sor/Wiz 6
This spell functions
like lesser globe of invulnerability, except that it also excludes
4th-level spells and spell-like effects.
Globe of Invulnerability,
Lesser
Abjuration
Level: Sor/Wiz 4
Components: V, S,
M
Casting Time: 1 standard action
Range: 10
ft.
Area: 10-ft.-radius spherical emanation, centered on
you
Duration: 1 round/level (D)
Saving Throw:
None
Spell Resistance: No
An immobile, faintly shimmering magical
sphere surrounds you and excludes all spell effects of 3rd level or lower. The
area or effect of any such spells does not include the area of the lesser
globe of invulnerability. Such spells fail to affect any target located
within the globe. Excluded effects include spell-like abilities and spells or
spell-like effects from items. However, any type of spell can be cast through or
out of the magical globe. Spells of 4th level and higher are not affected by the
globe, nor are spells already in effect when the globe is cast. The globe can be
brought down by a targeted dispel magic spell, but not by an area
dispel magic. You can leave and return to the globe without
penalty.
Note that spell effects are not disrupted unless their effects enter
the globe, and even then they are merely suppressed, not dispelled.
If a
given spell has more than one level depending on which character class is
casting it, use the level appropriate to the caster to determine whether
lesser globe of invulnerability stops it.
Material Component: A
glass or crystal bead that shatters at the expiration of the spell.
Glyph
of Warding
Abjuration
Level: Clr 3
Components: V, S,
M
Casting Time: 10 minutes
Range: Touch
Target or
Area: Object touched or up to 5 sq. ft./level
Duration: Permanent
until discharged (D)
Saving Throw: See text
Spell
Resistance: No (object) and Yes; see text
This powerful inscription harms
those who enter, pass, or open the warded area or object. A glyph of warding
can guard a bridge or passage, ward a portal, trap a chest or box, and so
on.
You set the conditions of the ward. Typically, any creature entering the
warded area or opening the warded object without speaking a password (which you
set when casting the spell) is subject to the magic it stores. Alternatively or
in addition to a password trigger, glyphs can be set according to
physical characteristics (such as height or weight) or creature type, subtype,
or kind. Glyphs can also be set with respect to good, evil, law, or
chaos, or to pass those of your religion. They cannot be set according to class,
Hit Dice, or level. Glyphs respond to invisible creatures normally but
are not triggered by those who travel past them ethereally. Multiple glyphs
cannot be cast on the same area. However, if a cabinet has three drawers,
each can be separately warded.
When casting the spell, you weave a tracery of
faintly glowing lines around the warding sigil. A glyph can be placed to
conform to any shape up to the limitations of your total square footage. When
the spell is completed, the glyph and tracery become nearly
invisible.
Glyphs cannot be affected or bypassed by such means as
physical or magical probing, though they can be dispelled. Mislead,
polymorph, and nondetection (and similar magical effects) can fool
a glyph, though nonmagical disguises and the like can’t. Read
magic allows you to identify a glyph of warding with a DC 13
Spellcraft check. Identifying the glyph does not discharge it and allows
you to know the basic nature of the glyph (version, type of damage
caused, what spell is stored).
Note: Magic traps such as glyph of
warding are hard to detect and disable. A rogue (only) can use the Search
skill to find the glyph and Disable Device to thwart it. The DC in each
case is 25 + spell level, or 28 for glyph of warding.
Depending on the
version selected, a glyph either blasts the intruder or activates a
spell.
Blast Glyph: A blast glyph deals 1d8 points of damage
per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of
him or her. This damage is acid, cold, fire, electricity, or sonic
(caster’s choice, made at time of casting). Each creature affected can
attempt a Reflex save to take half damage. Spell resistance applies against this
effect.
Spell Glyph: You can store any harmful spell of 3rd level or
lower that you know. All level-dependent features of the spell are based on your
caster level at the time of casting the glyph. If the spell has a target,
it targets the intruder. If the spell has an area or an amorphous effect the
area or effect is centered on the intruder. If the spell summons creatures, they
appear as close as possible to the intruder and attack. Saving throws and spell
resistance operate as normal, except that the DC is based on the level of the
spell stored in the glyph.
Material Component: You trace the
glyph with incense, which must first be sprinkled with powdered diamond
worth at least 200 gp.
Glyph of Warding,
Greater
Abjuration
Level: Clr 6
This spell functions like
glyph of warding, except that a greater blast glyph deals up to
10d8 points of damage, and a greater spell glyph can store a spell of 6th
level or lower.
Material Component: You trace the glyph with
incense, which must first be sprinkled with powdered diamond worth at least 400
gp.
Goodberry
Transmutation
Level: Drd
1
Components: V, S, DF
Casting Time: 1 standard
action
Range: Touch
Targets: 2d4 fresh berries
touched
Duration: One day/level
Saving Throw:
None
Spell Resistance: Yes
Casting goodberry upon a handful
of freshly picked berries makes 2d4 of them magical. You (as well as any other
druid of 3rd or higher level) can immediately discern which berries are
affected. Each transmuted berry provides nourishment as if it were a normal meal
for a Medium creature. The berry also cures 1 point of damage when eaten,
subject to a maximum of 8 points of such curing in any 24-hour
period.
Good Hope
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 3
Components: V, S
Casting
Time: 1 standard action
Range: Medium (100 ft. + 10
ft./level)
Targets: One living creature/level, no two of which may be
more than 30 ft. apart
Duration: 1 min./level
Saving Throw:
Will negates (harmless)
Spell Resistance: Yes (harmless)
This
spell instills powerful hope in the subjects. Each affected creature gains a +2
morale bonus on saving throws, attack rolls, ability checks, skill checks, and
weapon damage rolls.
Good hope counters and dispels crushing
despair.
Grasping Hand
Evocation [Force]
Level: Sor/Wiz
7, Strength 7
Components: V, S, F/DF
This spell functions like
interposing hand, except the hand can also grapple one opponent that you
select. The grasping hand gets one grapple attack per round.
Its
attack bonus to make contact equals your caster level + your Intelligence,
Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers,
respectively), +10 for the hand’s Strength score (31), –1 for being
Large. Its grapple bonus is this same figure, except with a +4 modifier for
being Large instead of –1. The hand holds but does not harm creatures it
grapples.
Directing the spell to a new target is a move action.
The
grasping hand can also bull rush an opponent as forceful hand
does, but at a +16 bonus on the Strength check (+10 for Strength 35, +4 for
being Large, and a +2 bonus for charging, which it always gets), or interpose
itself as interposing hand does.
Clerics who cast this spell name it
for their deities.
Arcane Focus: A leather
glove.
Grease
Conjuration (Creation)
Level: Brd 1, Sor/Wiz
1
Components: V, S, M
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area:
One object or a 10-ft. square
Duration: 1 round/level
(D)
Saving Throw: See text
Spell Resistance: No
A
grease spell covers a solid surface with a layer of slippery grease. Any
creature in the area when the spell is cast must make a successful Reflex save
or fall. This save is repeated on your turn each round that the creature remains
within the area. A creature can walk within or through the area of grease at
half normal speed with a DC 10 Balance check. Failure means it can’t move
that round (and must then make a Reflex save or fall), while failure by 5 or
more means it falls (see the Balance skill for details).
The spell can also
be used to create a greasy coating on an item. Material objects not in use are
always affected by this spell, while an object wielded or employed by a creature
receives a Reflex saving throw to avoid the effect. If the initial saving throw
fails, the creature immediately drops the item. A saving throw must be made in
each round that the creature attempts to pick up or use the greased item.
A creature wearing greased armor or clothing gains a +10 circumstance
bonus on Escape Artist checks and on grapple checks made to resist or escape a
grapple or to escape a pin.
Material Component: A bit of pork rind or
butter.
Greater (Spell Name)
Any spell whose name begins with
greater is alphabetized in this chapter according to the second word of
the spell name. Thus, the description of a greater spell appears near the
description of the spell on which it is based. Spell chains that have greater
spells in them include those based on the spells arcane sight, command,
dispel magic, glyph of warding, invisibility, magic fang, magic weapon, planar
ally, planar binding, prying eyes, restoration, scrying, shadow conjuration,
shadow evocation, shout, and teleport.
Guards and
Wards
Abjuration
Level: Sor/Wiz 6
Components: V, S, M,
F
Casting Time: 30 minutes
Range: Anywhere within the area
to be warded
Area: Up to 200 sq. ft./level (S)
Duration: 2
hours/level (D)
Saving Throw: See text
Spell Resistance: See
text
This powerful spell is primarily used to defend your stronghold. The
ward protects 200 square feet per caster level. The warded area can be as much
as 20 feet high, and shaped as you desire. You can ward several stories of a
stronghold by dividing the area among them; you must be somewhere within the
area to be warded to cast the spell. The spell creates the following magical
effects within the warded area.
Fog: Fog fills all corridors,
obscuring all sight, including darkvision, beyond 5 feet. A creature within 5
feet has concealment (attacks have a 20% miss chance). Creatures farther away
have total concealment (50% miss chance, and the attacker cannot use sight to
locate the target). Saving Throw: None. Spell Resistance: No.
Arcane
Locks: All doors in the warded area are arcane locked. Saving Throw:
None. Spell Resistance: No.
Webs: Webs fill all stairs from top to
bottom. These strands are identical with those created by the web spell,
except that they regrow in 10 minutes if they are burned or torn away while the
guards and wards spell lasts. Saving Throw: Reflex negates; see text for
web. Spell Resistance: No.
Confusion: Where there are choices
in direction—such as a corridor intersection or side passage—a minor
confusion-type effect functions so as to make it 50% probable that
intruders believe they are going in the opposite direction from the one they
actually chose. This is an enchantment, mind-affecting effect. Saving Throw:
None. Spell Resistance: Yes.
Lost Doors: One door per caster level is
covered by a silent image to appear as if it were a plain wall. Saving
Throw: Will disbelief (if interacted with). Spell Resistance: No.
In
addition, you can place your choice of one of the following five magical
effects.
1. Dancing lights in four corridors. You can designate a
simple program that causes the lights to repeat as long as the guards and
wards spell lasts. Saving Throw: None. Spell Resistance: No.
2. A
magic mouth in two places. Saving Throw: None. Spell Resistance:
No.
3. A stinking cloud in two places. The vapors appear in the places
you designate; they return within 10 minutes if dispersed by wind while the
guards and wards spell lasts. Saving Throw: Fortitude negates; see text
for stinking cloud. Spell Resistance: No.
4. A gust of wind in
one corridor or room. Saving Throw: Fortitude negates. Spell Resistance:
Yes.
5. A suggestion in one place. You select an area of up to 5 feet
square, and any creature who enters or passes through the area receives the
suggestion mentally. Saving Throw: Will negates. Spell Resistance:
Yes.
The whole warded area radiates strong magic of the abjuration school. A
dispel magic cast on a specific effect, if successful, removes only that
effect. A successful Mage’s disjunction destroys the entire
guards and wards effect.
Material Component: Burning incense, a
small measure of brimstone and oil, a knotted string, and a small amount of
blood.
Focus: A small silver
rod.
Guidance
Divination
Level: Clr 0, Drd
0
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Target: Creature
touched
Duration: 1 minute or until discharged
Saving Throw:
Will negates (harmless)
Spell Resistance: Yes
This spell imbues
the subject with a touch of divine guidance. The creature gets a +1 competence
bonus on a single attack roll, saving throw, or skill check. It must choose to
use the bonus before making the roll to which it applies.
Gust of
Wind
Evocation [Air]
Level: Drd 2, Sor/Wiz 2
Components:
V, S
Casting Time: 1 standard action
Range: 60
ft.
Effect: Line-shaped gust of severe wind emanating out from you to
the extreme of the range
Duration: 1 round
Saving Throw:
Fortitude negates
Spell Resistance: Yes
This spell creates a severe
blast of air (approximately 50 mph) that originates from you, affecting all
creatures in its path.
A Tiny or smaller creature on the ground is knocked
down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet.
If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6
points of nonlethal damage due to battering and buffeting.
Small creatures
are knocked prone by the force of the wind, or if flying are blown back 1d6x10
feet.
Medium creatures are unable to move forward against the force of the
wind, or if flying are blown back 1d6x5 feet.
Large or larger creatures may
move normally within a gust of wind effect.
A gust of wind
can’t move a creature beyond the limit of its range.
Any creature,
regardless of size, takes a –4 penalty on ranged attacks and Listen checks
in the area of a gust of wind.
The force of the gust
automatically extinguishes candles, torches, and similar unprotected flames.
It causes protected flames, such as those of lanterns, to dance wildly and has a
50% chance to extinguish those lights.
In addition to the effects noted, a
gust of wind can do anything that a sudden blast of wind would be
expected to do. It can create a stinging spray of sand or dust, fan a large
fire, overturn delicate awnings or hangings, heel over a small boat, and blow
gases or vapors to the edge of its range.
Gust of wind can be made
permanent with a permanency spell.