This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
SPELLS
(H-L)
Hallow
Evocation [Good]
Level: Clr 5, Drd
5
Components: V, S, M, DF
Casting Time: 24
hours
Range: Touch
Area: 40-ft. radius emanating from the
touched point
Duration: Instantaneous
Saving Throw: See
text
Spell Resistance: See text
Hallow makes a particular
site, building, or structure a holy site. This has four major effects.
First,
the site or structure is guarded by a magic circle against evil
effect.
Second, all Charisma checks made to turn undead gain a +4 sacred
bonus, and Charisma checks to command undead take a –4 penalty. Spell
resistance does not apply to this effect. (This provision does not apply to the
druid version of the spell.)
Third, any dead body interred in a hallowed
site cannot be turned into an undead creature.
Finally, you may choose to
fix a single spell effect to the hallowed site. The spell effect lasts
for one year and functions throughout the entire site, regardless of the normal
duration and area or effect. You may designate whether the effect applies to all
creatures, creatures who share your faith or alignment, or creatures who adhere
to another faith or alignment. At the end of the year, the chosen effect lapses,
but it can be renewed or replaced simply by casting hallow
again.
Spell effects that may be tied to a hallowed site include
aid, bane, bless, cause fear, darkness, daylight, death ward, deeper
darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel
magic, endure elements, freedom of movement, invisibility purge, protection from
energy, remove fear, resist energy, silence, tongues, and zone of
truth. Saving throws and spell resistance might apply to these spells’
effects. (See the individual spell descriptions for details.)
An area can
receive only one hallow spell (and its associated spell effect) at a
time. Hallow counters but does not dispel unhallow.
Material
Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp
per level of the spell to be included in the hallowed
area.
Hallucinatory Terrain
Illusion (Glamer)
Level: Brd
4, Sor/Wiz 4
Components: V, S, M
Casting Time: 10
minutes
Range: Long (400 ft. + 40 ft./level)
Area: One
30-ft. cube/level (S)
Duration: 2 hours/level (D)
Saving Throw:
Will disbelief (if interacted with)
Spell Resistance: No
You
make natural terrain look, sound, and smell like some other sort of natural
terrain. Structures, equipment, and creatures within the area are not hidden or
changed in appearance.
Material Component: A stone, a twig, and a bit
of green plant.
Halt Undead
Necromancy
Level: Sor/Wiz
3
Components: V, S, M
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to
three undead creatures, no two of which can be more than 30 ft.
apart
Duration: 1 round/level
Saving Throw: Will negates
(see text)
Spell Resistance: Yes
This spell renders as many as
three undead creatures immobile. A nonintelligent undead creature gets no saving
throw; an intelligent undead creature does. If the spell is successful, it
renders the undead creature immobile for the duration of the spell (similar to
the effect of hold person on a living creature). The effect is broken if
the halted creatures are attacked or take damage.
Material
Component: A pinch of sulfur and powdered
garlic.
Harm
Necromancy
Level: Clr 6, Destruction
6
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Target: Creature
touched
Duration: Instantaneous
Saving Throw: Will half; see
text
Spell Resistance: Yes
Harm charges a subject with
negative energy that deals 10 points of damage per caster level (to a maximum of
150 points at 15th level). If the creature successfully saves, harm deals
half this amount, but it cannot reduce the target’s hit points to less
than 1.
If used on an undead creature, harm acts like
heal.
Haste
Transmutation
Level: Brd 3, Sor/Wiz
3
Components: V, S, M
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One
creature/level, no two of which can be more than 30 ft.
apart
Duration: 1 round/level
Saving Throw: Fortitude
negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted
creatures move and act more quickly than normal. This extra speed has several
effects.
When making a full attack action, a hasted creature may make one
extra attack with any weapon he is holding. The attack is made using the
creature’s full base attack bonus, plus any modifiers appropriate to the
situation. (This effect is not cumulative with similar effects, such as that
provided by a weapon of speed, nor does it actually grant an extra action, so
you can’t use it to cast a second spell or otherwise take an extra action
in the round.)
A hasted creature gains a +1 bonus on attack rolls and
a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your
Dexterity bonus to Armor Class (if any) also makes you lose dodge
bonuses.
All of the hasted creature’s modes of movement
(including land movement, burrow, climb, fly, and swim) increase by 30 feet, to
a maximum of twice the subject’s normal speed using that form of movement.
This increase counts as an enhancement bonus, and it affects the
creature’s jumping distance as normal for increased speed.
Multiple
haste effects don’t stack. Haste dispels and counters
slow.
Material Component: A shaving of licorice
root.
Heal
Conjuration (Healing)
Level: Clr 6, Drd 7,
Healing 6
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Target: Creature
touched
Duration: Instantaneous
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
Heal enables you
to channel positive energy into a creature to wipe away injury and afflictions.
It immediately ends any and all of the following adverse conditions affecting
the Target: ability damage, blinded, confused, dazed, dazzled, deafened,
diseased, exhausted, fatigued, feebleminded, insanity, nauseated,
sickened, stunned, and poisoned. It also cures 10 hit points of damage per level
of the caster, to a maximum of 150 points at 15th level.
Heal does not
remove negative levels, restore permanently drained levels, or restore
permanently drained ability score points.
If used against an undead creature,
heal instead acts like harm.
Heal, Mass
Conjuration
(Healing)
Level: Clr 9, Healing 9
Range: Close (25 ft. + 5
ft./2 levels)
Targets: One or more creatures, no two of which can be
more than 30 ft. apart
This spell functions like heal, except as noted
above. The maximum number of hit points restored to each creature is
250.
Heal Mount
Conjuration (Healing)
Level: Pal
3
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Target: Your mount
touched
Duration: Instantaneous
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
This spell functions
like heal, but it affects only the paladin’s special mount
(typically a warhorse).
Heat Metal
Transmutation
[Fire]
Level: Drd 2, Sun 2
Components: V, S,
DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5
ft./2 levels)
Target: Metal equipment of one creature per two levels,
no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of
which must be within a 30-ft. circle
Duration: 7 rounds
Saving
Throw: Will negates (object)
Spell Resistance: Yes
(object)
Heat metal makes metal extremely warm. Unattended, nonmagical
metal gets no saving throw. Magical metal is allowed a saving throw against the
spell. An item in a creature’s possession uses the creature’s saving
throw bonus unless its own is higher.
A creature takes fire damage if its
equipment is heated. It takes full damage if its armor is affected or if it is
holding, touching, wearing, or carrying metal weighing one-fifth of its weight.
The creature takes minimum damage (1 point or 2 points; see the table) if
it’s not wearing metal armor and the metal that it’s carrying weighs
less than one-fifth of its weight.
On the first round of the spell, the metal
becomes warm and uncomfortable to touch but deals no damage. The same effect
also occurs on the last round of the spell’s duration. During the second
(and also the next-to-last) round, intense heat causes pain and damage. In the
third, fourth, and fifth rounds, the metal is searing hot, causing more damage,
as shown on the table below.
|
Round
|
Metal Temperature
|
Damage
|
|
1
|
Warm
|
None
|
|
2
|
Hot
|
1d4 points
|
|
3–5
|
Searing
|
2d4 points
|
|
6
|
Hot
|
1d4 points
|
|
7
|
Warm
|
None
|
Any cold intense enough to damage the creature negates fire damage from the
spell (and vice versa) on a point-for-point basis. If cast underwater, heat
metal deals half damage and boils the surrounding water.
Heat metal
counters and dispels chill metal.
Helping
Hand
Evocation
Level: Clr 3
Components: V, S,
DF
Casting Time: 1 standard action
Range: 5
miles
Effect: Ghostly hand
Duration: 1
hour/level
Saving Throw: None
Spell Resistance: No
You
create the ghostly image of a hand, which you can send to find a creature within
5 miles. The hand then beckons to that creature and leads it to you if the
creature is willing to follow.
When the spell is cast, the hand appears in
front of you. You then specify a person (or any creature) by physical
description, which can include race, gender, and appearance but not ambiguous
factors such as level, alignment, or class. When the description is complete,
the hand streaks off in search of a subject that fits the description. The
amount of time it takes to find the subject depends on how far away she
is.
|
Distance
|
Time to Locate
|
|
100 ft. or less
|
1 round
|
|
1,000 ft.
|
1 minute
|
|
1 mile
|
10 minutes
|
|
2 miles
|
1 hour
|
|
3 miles
|
2 hours
|
|
4 miles
|
3 hours
|
|
5 miles
|
4 hours
|
Once the hand locates the subject, it beckons the creature to follow it. If
the subject does so, the hand points in your direction, indicating the most
direct feasible route. The hand hovers 10 feet in front of the subject, moving
before it at a speed of as much as 240 feet per round. Once the hand leads the
subject back to you, it disappears.
The subject is not compelled to follow
the hand or act in any particular way toward you. If the subject chooses not to
follow, the hand continues to beckon for the duration of the spell, then
disappears. If the spell expires while the subject is en route to you, the hand
disappears; the subject must then rely on her own devices to locate you.
If
more than one subject in a 5-mile radius meets the description, the hand locates
the closest creature. If that creature refuses to follow the hand, the hand does
not seek out a second subject.
If, at the end of 4 hours of searching, the
hand has found no subject that matches the description within 5 miles, it
returns to you, displays an outstretched palm (indicating that no such creature
was found), and disappears.
The ghostly hand has no physical form. It is
invisible to anyone except you and a potential subject. It cannot engage in
combat or execute any other task aside from locating a subject and leading it
back to you. The hand can’t pass through solid objects but can ooze
through small cracks and slits. The hand cannot travel more than 5 miles from
the spot it appeared when you cast the spell.
Heroes’
Feast
Conjuration [Creation]
Level: Brd 6, Clr
6
Components: V, S, DF
Casting Time: 10
minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Feast
for one creature/level
Duration: 1 hour plus 12 hours; see
text
Saving Throw: None
Spell Resistance: No
You bring
forth a great feast, including a magnificent table, chairs, service, and food
and drink. The feast takes 1 hour to consume, and the beneficial effects do not
set in until this hour is over. Every creature partaking of the feast is cured
of all diseases, sickness, and nausea; becomes immune to poison for 12 hours;
and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10)
after imbibing the nectar-like beverage that is part of the feast. The ambrosial
food that is consumed grants each creature that partakes a +1 morale bonus on
attack rolls and Will saves and immunity to fear effects for 12 hours.
If the
feast is interrupted for any reason, the spell is ruined and all effects of the
spell are negated.
Heroism
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 2, Sor/Wiz 3
Components: V,
S
Casting Time: 1 standard action
Range:
Touch
Target: Creature touched
Duration: 10
min./level
Saving Throw: Will negates (harmless)
Spell
Resistance: Yes (harmless)
This spell imbues a single creature with great
bravery and morale in battle. The target gains a +2 morale bonus on attack
rolls, saves, and skill checks.
Heroism, Greater
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 5, Sor/Wiz
6
Duration: 1 min./level
This spell functions like heroism,
except the creature gains a +4 morale bonus on attack rolls, saves, and
skill checks, immunity to fear effects, and temporary hit points equal to your
caster level (maximum 20).
Hide from
Animals
Abjuration
Level: Drd 1, Rgr 1
Components: S,
DF
Casting Time: 1 standard action
Range:
Touch
Targets: One creature touched/level
Duration: 10
min./level (D)
Saving Throw: Will negates (harmless)
Spell
Resistance: Yes
Animals cannot see, hear, or smell the warded creatures.
Even extraordinary or supernatural sensory capabilities, such as blindsense,
blindsight, scent, and tremorsense, cannot detect or locate warded creatures.
Animals simply act as though the warded creatures are not there. If a warded
character touches an animal or attacks any creature, even with a spell, the
spell ends for all recipients.
Hide from
Undead
Abjuration
Level: Clr 1
Components: V, S,
DF
Casting Time: 1 standard action
Range:
Touch
Targets: One touched creature/level
Duration: 10
min./level (D)
Saving Throw: Will negates (harmless); see
text
Spell Resistance: Yes
Undead cannot see, hear, or smell the
warded creatures. Even extraordinary or supernatural sensory capabilities, such
as blindsense, blindsight, scent, and tremorsense, cannot detect or locate
warded creatures. Nonintelligent undead creatures are automatically affected and
act as though the warded creatures are not there. An intelligent undead creature
gets a single Will saving throw. If it fails, the subject can’t see any of
the warded creatures. However, if it has reason to believe unseen opponents are
present, it can attempt to find or strike them. If a warded creature attempts to
turn or command undead, touches an undead creature, or attacks any creature
(even with a spell), the spell ends for all recipients.
Hideous
Laughter
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1,
Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One
creature; see text
Duration: 1 round/level
Saving Throw:
Will negates
Spell Resistance: Yes
This spell afflicts the
subject with uncontrollable laughter. It collapses into gales of manic laughter,
falling prone. The subject can take no actions while laughing, but is not
considered helpless. After the spell ends, it can act normally.
A creature
with an Intelligence score of 2 or lower is not affected. A creature whose type
is different from the caster’s receives a +4 bonus on its saving throw,
because humor doesn’t “translate” well.
Material
Component: Tiny tarts that are thrown at the target and a feather that is
waved in the air.
Hold Animal
Enchantment (Compulsion)
[Mind-Affecting]
Level: Animal 2, Drd 2, Rgr 2
Components:
V, S
Target: One animal
This spell functions like hold person,
except that it affects an animal instead of a humanoid.
Hold
Monster
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Law
6, Sor/Wiz 5
Components: V, S, M/DF
Target: One living
creature
This spell functions like hold person, except that it affects
any living creature that fails its Will save.
Arcane Material Component:
One hard metal bar or rod, which can be as small as a three-penny
nail.
Hold Monster, Mass
Enchantment (Compulsion)
[Mind-Affecting]
Level: Sor/Wiz 9
Targets: One or more
creatures, no two of which can be more than 30 ft. apart
This spell functions
like hold person, except that it affects multiple creatures and holds any
living creature that fails its Will save.
Hold Person
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Sor/Wiz
3
Components: V, S, F/DF
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One
humanoid creature
Duration: 1 round/level (D); see text
Saving
Throw: Will negates; see text
Spell Resistance: Yes
The subject
becomes paralyzed and freezes in place. It is aware and breathes normally but
cannot take any actions, even speech. Each round on its turn, the subject may
attempt a new saving throw to end the effect. (This is a full-round action that
does not provoke attacks of opportunity.)
A winged creature who is paralyzed
cannot flap its wings and falls. A swimmer can’t swim and may
drown.
Arcane Focus: A small, straight piece of iron.
Hold
Person, Mass
Enchantment (Compulsion) [Mind-Affecting]
Level:
Sor/Wiz 7
Targets: One or more humanoid creatures, no two of which can
be more than 30 ft. apart
This spell functions like hold person,
except as noted above.
Hold Portal
Abjuration
Level:
Sor/Wiz 1
Component: V
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One
portal, up to 20 sq. ft./level
Duration: 1 min./level (D)
Saving
Throw: None
Spell Resistance: No
This spell magically holds
shut a door, gate, window, or shutter of wood, metal, or stone. The magic
affects the portal just as if it were securely closed and normally locked. A
knock spell or a successful dispel magic spell can negate a
hold portal spell.
For a portal affected by this spell, add 5 to the
normal DC for forcing open the portal.
Holy Aura
Abjuration
[Good]
Level: Clr 8, Good 8
Components: V, S,
F
Casting Time: 1 standard action
Range: 20
ft.
Targets: One creature/level in a 20-ft.-radius burst centered on
you
Duration: 1 round/level (D)
Saving Throw: See
text
Spell Resistance: Yes (harmless)
A brilliant divine radiance
surrounds the subjects, protecting them from attacks, granting them resistance
to spells cast by evil creatures, and causing evil creatures to become blinded
when they strike the subjects. This abjuration has four effects.
First, each
warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on
saves. Unlike protection from evil, this benefit applies against all
attacks, not just against attacks by evil creatures.
Second, each warded
creature gains spell resistance 25 against evil spells and spells cast by evil
creatures.
Third, the abjuration blocks possession and mental influence, just
as protection from evil does.
Finally, if an evil creature succeeds on
a melee attack against a warded creature, the offending attacker is blinded
(Fortitude save negates, as blindness/deafness, but against holy
aura’s save DC).
Focus: A tiny reliquary containing some
sacred relic. The reliquary costs at least 500 gp.
Holy
Smite
Evocation [Good]
Level: Good 4
Components: V,
S
Casting Time: 1 standard action
Range: Medium (100 ft. +
10 ft./level)
Area: 20-ft.-radius burst
Duration:
Instantaneous (1 round); see text
Saving Throw: Will partial; see
text
Spell Resistance: Yes
You draw down holy power to smite your
enemies. Only evil and neutral creatures are harmed by the spell; good creatures
are unaffected.
The spell deals 1d8 points of damage per two caster levels
(maximum 5d8) to each evil creature in the area (or 1d6 points of damage per
caster level, maximum 10d6, to an evil outsider) and causes it to become blinded
for 1 round. A successful Will saving throw reduces damage to half and negates
the blinded effect.
The spell deals only half damage to creatures who are
neither good nor evil, and they are not blinded. Such a creature can reduce that
damage by half (down to one-quarter of the roll) with a successful Will
save.
Holy Sword
Evocation [Good]
Level: Pal
4
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Target: Melee weapon
touched
Duration: 1 round/level
Saving Throw:
None
Spell Resistance: No
This spell allows you to channel holy
power into your sword, or any other melee weapon you choose. The weapon acts as
a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra
2d6 damage against evil opponents). It also emits a magic circle against evil
effect (as the spell). If the magic circle ends, the sword creates a
new one on your turn as a free action. The spell is automatically canceled 1
round after the weapon leaves your hand. You cannot have more than one holy
sword at a time.
If this spell is cast on a magic weapon, the powers of
the spell supersede any that the weapon normally has, rendering the normal
enhancement bonus and powers of the weapon inoperative for the duration of the
spell. This spell is not cumulative with bless weapon or any other spell
that might modify the weapon in any way.
This spell does not work on
artifacts.
Note: A masterwork weapon’s bonus to attack does not
stack with an enhancement bonus to attack.
Holy Word
Evocation [Good,
Sonic]
Level: Clr 7, Good 7
Components: V
Casting
Time: 1 standard action
Range: 40 ft.
Area: Nongood
creatures in a 40-ft.-radius spread centered on you
Duration:
Instantaneous
Saving Throw: None or Will negates; see text
Spell
Resistance: Yes
Any nongood creature within the area that hears the
holy word suffers the following ill effects.
|
HD
|
Effect
|
|
Equal to caster level
|
Deafened
|
|
Up to caster level
|
–1 Blinded, deafened
|
|
Up to caster level
|
–5 Paralyzed, blinded, deafened
|
|
Up to caster level
|
–10 Killed, paralyzed, blinded, deafened
|
The effects are cumulative and concurrent. No saving throw is allowed
against these effects.
Deafened: The creature is deafened for 1d4
rounds.
Blinded: The creature is blinded 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, nongood 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 holy
word. The banishment effect allows a Will save (at a –4 penalty) to
negate.
Creatures whose HD exceed your caster level are unaffected by holy
word.
Horrid Wilting
Necromancy
Level: Sor/Wiz 8, Water
8
Components: V, S, M/DF
Casting Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Targets: Living
creatures, no two of which can be more than 60 ft. apart
Duration:
Instantaneous
Saving Throw: Fortitude half
Spell Resistance:
Yes
This spell evaporates moisture from the body of each subject living
creature, dealing 1d6 points of damage per caster level (maximum 20d6). This
spell is especially devastating to water elementals and plant creatures, which
instead take 1d8 points of damage per caster level (maximum 20d8).
Arcane
Material Component: A bit of sponge.
Hypnotic Pattern
Illusion
(Pattern) [Mind-Affecting]
Level: Brd 2, Sor/Wiz
2
Components: V (Brd only), S, M; see text
Casting Time: 1
standard action
Range: Medium (100 ft. + 10
ft./level)
Effect: Colorful lights in a 10-ft.-radius
spread
Duration: Concentration + 2 rounds
Saving Throw: Will
negates
Spell Resistance: Yes
A twisting pattern of subtle,
shifting colors weaves through the air, fascinating creatures within it. Roll
2d4 and add your caster level (maximum 10) to determine the total number of Hit
Dice of creatures affected. Creatures with the fewest HD are affected first;
and, among creatures with equal HD, those who are closest to the spell’s
point of origin are affected first. Hit Dice that are not sufficient to affect a
creature are wasted. Affected creatures become fascinated by the pattern of
colors. Sightless creatures are not affected.
A wizard or sorcerer need not
utter a sound to cast this spell, but a bard must sing, play music, or recite a
rhyme as a verbal component.
Material Component: A glowing stick of
incense or a crystal rod filled with phosphorescent
material.
Hypnotism
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V,
S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2
levels)
Area: Several living creatures, no two of which may be more
than 30 ft. apart
Duration: 2d4 rounds (D)
Saving Throw:
Will negates
Spell Resistance: Yes
Your gestures and droning
incantation fascinate nearby creatures, causing them to stop and stare blankly
at you. In addition, you can use their rapt attention to make your suggestions
and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of
creatures you affect. Creatures with fewer HD are affected before creatures with
more HD. Only creatures that can see or hear you are affected, but they do not
need to understand you to be fascinated.
If you use this spell in combat,
each target gains a +2 bonus on its saving throw. If the spell affects only a
single creature not in combat at the time, the saving throw has a penalty of
–2.
While the subject is fascinated by this spell, it reacts as though
it were two steps more friendly in attitude. This allows you to make a single
request of the affected creature (provided you can communicate with it). The
request must be brief and reasonable. Even after the spell ends, the creature
retains its new attitude toward you, but only with respect to that particular
request.
A creature that fails its saving throw does not remember that you
enspelled it.
Ice Storm
Evocation [Cold]
Level: Drd 4,
Sor/Wiz 4, Water 5
Components: V, S, M/DF
Casting Time: 1
standard action
Range: Long (400 ft. + 40 ft./level)
Area:
Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 full
round
Saving Throw: None
Spell Resistance: Yes
Great
magical hailstones pound down for 1 full round, dealing 3d6 points of
bludgeoning damage and 2d6 points of cold damage to every creature in the area.
A –4 penalty applies to each Listen check made within the ice
storm’s effect, and all land movement within its area is at half
speed. At the end of the duration, the hail disappears, leaving no aftereffects
(other than the damage dealt).
Arcane Material Component: A pinch of
dust and a few drops of water.
Identify
Divination
Level:
Brd 1, Magic 2, Sor/Wiz 1
Components: V, S, M/DF
Casting
Time: 1 hour
Range: Touch
Targets: One touched
object
Duration: Instantaneous
Saving Throw:
None
Spell Resistance: No
The spell determines all magic properties
of a single magic item, including how to activate those functions (if
appropriate), and how many charges are left (if any).
Identify does
not function when used on an artifact.
Arcane Material Component: A
pearl of at least 100 gp value, crushed and stirred into wine with an owl
feather; the infusion must be drunk prior to spellcasting.
Illusory
Script
Illusion (Phantasm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz
3
Components: V, S, M
Casting Time: 1 minute or longer; see
text
Range: Touch
Target: One touched object weighing no
more than 10 lb.
Duration: One day/level (D)
Saving Throw:
Will negates; see text
Spell Resistance: Yes
You write
instructions or other information on parchment, paper, or any suitable writing
material. The illusory script appears to be some form of foreign or
magical writing. Only the person (or people) designated by you at the time of
the casting are able to read the writing; it’s unintelligible to any other
character, although an illusionist recognizes it as illusory
script.
Any unauthorized creature attempting to read the script triggers
a potent illusory effect and must make a saving throw. A successful saving throw
means the creature can look away with only a mild sense of disorientation.
Failure means the creature is subject to a suggestion implanted in the script by
you at the time the illusory script spell was cast. The suggestion lasts only 30
minutes. Typical suggestions include “Close the book and leave,”
“Forget the existence of the book,” and so forth. If successfully
dispelled by dispel magic, the illusory script and its secret
message disappear. The hidden message can be read by a combination of the
true seeing spell with the read magic or comprehend languages
spell.
The casting time depends on how long a message you wish to write,
but it is always at least 1 minute.
Material Component: A lead-based
ink (cost of not less than 50 gp).
Illusory Wall
Illusion
(Figment)
Level: Sor/Wiz 4
Components: V, S
Casting
Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Image 1 ft. by 10 ft. by 10 ft.
Duration:
Permanent
Saving Throw: Will disbelief (if interacted
with)
Spell Resistance: No
This spell creates the illusion of a
wall, floor, ceiling, or similar surface. It appears absolutely real when
viewed, but physical objects can pass through it without difficulty. When the
spell is used to hide pits, traps, or normal doors, any detection abilities that
do not require sight work normally. Touch or a probing search reveals the true
nature of the surface, though such measures do not cause the illusion to
disappear.
Imbue with Spell Ability
Evocation
Level: Clr 4,
Magic 4
Components: V, S, DF
Casting Time: 10
minutes
Range: Touch
Target: Creature touched; see
text
Duration: Permanent until discharged (D)
Saving Throw:
Will negates (harmless)
Spell Resistance: Yes (harmless)
You
transfer some of your currently prepared spells, and the ability to cast them,
to another creature. Only a creature with an Intelligence score of at least 5
and a Wisdom score of at least 9 can receive this bestowal. Only cleric spells
from the schools of abjuration, divination, and conjuration (healing) can be
transferred. The number and level of spells that the subject can be granted
depends on its Hit Dice; even multiple castings of imbue with spell ability
can’t exceed this limit.
|
HD of Recipient
|
Spells Imbued
|
|
2 or lower
|
One 1st-level spell
|
|
3–4
|
One or two 1st-level spells
|
|
5 or higher
|
One or two 1st-level spells and one 2nd-level spell
|
The transferred spell’s variable characteristics (range, duration,
area, and the like) function according to your level, not the level of the
recipient.
Once you cast imbue with spell ability, you cannot prepare
a new 4th-level spell to replace it until the recipient uses the imbued spells
or is slain, or until you dismiss the imbue with spell ability spell. In
the meantime, you remain responsible to your deity or your principles for the
use to which the spell is put. If the number of 4th-level spells you can cast
decreases, and that number drops below your current number of active imbue
with spell ability spells, the more recently cast imbued spells are
dispelled.
To cast a spell with a verbal component, the subject must be able
to speak. To cast a spell with a somatic component, it must have humanlike
hands. To cast a spell with a material component or focus, it must have the
materials or focus.
Implosion
Evocation
Level: Clr 9,
Destruction 9
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One
corporeal creature/round
Duration: Concentration (up to 4
rounds)
Saving Throw: Fortitude negates
Spell Resistance:
Yes
You create a destructive resonance in a corporeal creature’s body.
For each round you concentrate, you cause one creature to collapse in on itself,
killing it. (This effect, being instantaneous, cannot be dispelled.)
You can
target a particular creature only once with each casting of the
spell.
Implosion has no effect on creatures in gaseous form or on
incorporeal creatures.
Imprisonment
Abjuration
Level:
Sor/Wiz 9
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Target: Creature
touched
Duration: Instantaneous
Saving Throw: Will negates;
see text
Spell Resistance: Yes
When you cast imprisonment
and touch a creature, it is entombed in a state of suspended animation (see
the temporal stasis spell) in a small sphere far beneath the surface of
the earth. The subject remains there unless a freedom spell is cast at
the locale where the imprisonment took place. Magical search by a crystal
ball, a locate object spell, or some other similar divination does
not reveal the fact that a creature is imprisoned, but discern location
does. A wish or miracle spell will not free the recipient, but
will reveal where it is entombed. If you know the target’s name and some
facts about its life, the target takes a –4 penalty on its
save.
Incendiary Cloud
Conjuration (Creation) [Fire]
Level:
Fire 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud
spreads in 20-ft. radius, 20 ft. high
Duration: 1
round/level
Saving Throw: Reflex half; see text
Spell
Resistance: No
An incendiary cloud spell creates a cloud of
roiling smoke shot through with white-hot embers. The smoke obscures all sight
as a fog cloud does. In addition, the white-hot embers within the cloud
deal 4d6 points of fire damage to everything within the cloud on your turn each
round. All targets can make Reflex saves each round to take half damage.
As
with a cloudkill spell, the smoke moves away from you at 10 feet per
round. Figure out the smoke’s new spread each round based on its new point
of origin, which is 10 feet farther away from where you were when you cast the
spell. By concentrating, you can make the cloud (actually its point of origin)
move as much as 60 feet each round. Any portion of the cloud that would extend
beyond your maximum range dissipates harmlessly, reducing the remainder’s
spread thereafter.
As with fog cloud, wind disperses the smoke, and
the spell can’t be cast underwater.
Inflict Critical
Wounds
Necromancy
Level: Clr 4, Destruction 4
This spell
functions like inflict light wounds, except that you deal 4d8 points of
damage +1 point per caster level (maximum +20).
Inflict Critical Wounds,
Mass
Necromancy
Level: Clr 8
This spell functions like mass
inflict light wounds, except that it deals 4d8 points of damage +1 point per
caster level (maximum +40).
Inflict Light
Wounds
Necromancy
Level: Clr 1, Destruction 1
Components:
V, S
Casting Time: 1 standard action
Range:
Touch
Target: Creature touched
Duration:
Instantaneous
Saving Throw: Will half
Spell Resistance:
Yes
When laying your hand upon a creature, you channel negative energy that
deals 1d8 points of damage +1 point per caster level (maximum +5).
Since
undead are powered by negative energy, this spell cures such a creature of a
like amount of damage, rather than harming it.
Inflict Light Wounds,
Mass
Necromancy
Level: Clr 5, Destruction 5
Components:
V, S
Casting Time: 1 standard action
Range: Close (25 ft. +
5 ft./2 levels)
Target: One creature/level, no two of which can be
more than 30 ft. apart
Duration: Instantaneous
Saving Throw:
Will half
Spell Resistance: Yes
Negative energy spreads out in
all directions from the point of origin, dealing 1d8 points of damage +1 point
per caster level (maximum +25) to nearby living enemies.
Like other
inflict spells, mass inflict light wounds cures undead in its area
rather than damaging them. A cleric capable of spontaneously casting inflict
spells can also spontaneously cast mass inflict
spells.
Inflict Minor Wounds
Necromancy
Level: Clr
0
Saving Throw: Will negates
This spell functions like inflict
light wounds, except that you deal 1 point of damage and a Will save negates
the damage instead of halving it.
Inflict Moderate
Wounds
Necromancy
Level: Clr 2
This spell functions like
inflict light wounds, except that you deal 2d8 points of damage +1 point
per caster level (maximum +10).
Inflict Moderate Wounds,
Mass
Necromancy
Level: Clr 6
This spell functions like mass
inflict light wounds, except that it deals 2d8 points of damage +1 point per
caster level (maximum +30).
Inflict Serious
Wounds
Necromancy
Level: Clr 3
This spell functions like
inflict light wounds, except that you deal 3d8 points of damage +1 point
per caster level (maximum +15).
Inflict Serious Wounds,
Mass
Necromancy
Level: Clr 7
This spell functions like mass
inflict light wounds, except that it deals 3d8 points of damage +1 point per
caster level (maximum +35).
Insanity
Enchantment (Compulsion)
[Mind-Affecting]
Level: Sor/Wiz 7
Components: V,
S
Casting Time: 1 standard action
Range: Medium (100 ft. +
10 ft./level)
Target: One living creature
Duration:
Instantaneous
Saving Throw: Will negates
Spell Resistance:
Yes
The affected creature suffers from a continuous confusion effect,
as the spell.
Remove curse does not remove insanity. Greater
restoration, heal, limited wish, miracle, or wish
can restore the creature.
Insect Plague
Conjuration
(Summoning)
Level: Clr 5, Drd 5
Components: V, S,
DF
Casting Time: 1 round
Range: Long (400 ft. + 40
ft./level)
Effect: One swarm of locusts per three levels, each of
which must be adjacent to at least one other swarm
Duration: 1
min./level
Saving Throw: None
Spell Resistance: No
You
summon a number of swarms of locusts (one per three levels, to a maximum of six
swarms at 18th level). The swarms must be summoned so that each one is adjacent
to at least one other swarm (that is, the swarms must fill one contiguous area).
You may summon the locust swarms so that they share the area of other creatures.
Each swarm attacks any creatures occupying its area. The swarms are stationary
after being summoned, and won’t pursue creatures that flee.
Instant
Summons
Conjuration (Summoning)
Level: Sor/Wiz
7
Components: V, S, M
Casting Time: 1 standard
action
Range: See text
Target: One object weighing 10 lb. or
less whose longest dimension is 6 ft. or less
Duration: Permanent
until discharged
Saving Throw: None
Spell Resistance:
No
You call some nonliving item from virtually any location directly to your
hand.
First, you must place your arcane mark on the item. Then you
cast this spell, which magically and invisibly inscribes the name of the item on
a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by
speaking a special word (set by you when the spell is cast) and crushing the
gem. The item appears instantly in your hand. Only you can use the gem in this
way.
If the item is in the possession of another creature, the spell does not
work, but you know who the possessor is and roughly where that creature is
located when the summons occurs.
The inscription on the gem is invisible. It
is also unreadable, except by means of a read magic spell, to anyone but
you.
The item can be summoned from another plane, but only if no other
creature has claimed ownership of it.
Material Component: A sapphire
worth at least 1,000 gp.
Interposing Hand
Evocation
[Force]
Level: Sor/Wiz 5
Components: V, S, F
Casting
Time: 1 standard action
Range: Medium (100 ft. + 10
ft./level)
Effect: 10-ft. hand
Duration: 1 round/level
(D)
Saving Throw: None
Spell Resistance:
Yes
Interposing hand creates a Large magic hand that appears between
you and one opponent. This floating, disembodied hand then moves to remain
between the two of you, regardless of where you move or how the opponent tries
to get around it, providing cover (+4 AC) for you against that opponent. Nothing
can fool the hand—it sticks with the selected opponent in spite of
darkness, invisibility, polymorphing, or any other attempt at hiding or
disguise. The hand does not pursue an opponent, however.
An interposing
hand is 10 feet long and about that wide with its fingers outstretched. It
has as many hit points as you do when you’re undamaged, and its AC is 20
(–1 size, +11 natural). It takes damage as a normal creature, but most
magical effects that don’t cause damage do not affect it.
The hand
never provokes attacks of opportunity from opponents. It cannot push through a
wall of force or enter an antimagic field, but it suffers the full
effect of a prismatic wall or prismatic sphere. The hand makes
saving throws as its caster.
Disintegrate or a successful dispel
magic destroys it.
Any creature weighing 2,000 pounds or less that tries
to push past the hand is slowed to half its normal speed. The hand cannot reduce
the speed of a creature weighing more than 2,000 pounds, but it still affects
the creature’s attacks.
Directing the spell to a new target is a move
action.
Focus: A soft glove.
Invisibility
Illusion
(Glamer)
Level: Brd 2, Sor/Wiz 2, Trickery 2
Components: V,
S, M/DF
Casting Time: 1 standard action
Range: Personal or
touch
Target: You or a creature or object weighing no more than 100
lb./level
Duration: 1 min./level (D)
Saving Throw: Will
negates (harmless) or Will negates (harmless, object)
Spell
Resistance: Yes (harmless) or Yes (harmless, object)
The creature or
object touched becomes invisible, vanishing from sight, even from darkvision. If
the recipient is a creature carrying gear, that vanishes, too. If you cast the
spell on someone else, neither you nor your allies can see the subject, unless
you can normally see invisible things or you employ magic to do so.
Items
dropped or put down by an invisible creature become visible; items picked up
disappear if tucked into the clothing or pouches worn by the creature. Light,
however, never becomes invisible, although a source of light can become so
(thus, the effect is that of a light with no visible source). Any part of an
item that the subject carries but that extends more than 10 feet from it becomes
visible.
Of course, the subject is not magically silenced, and certain
other conditions can render the recipient detectable (such as stepping in a
puddle). The spell ends if the subject attacks any creature. For purposes of
this spell, an attack includes any spell targeting a foe or whose area or effect
includes a foe. (Exactly who is a foe depends on the invisible character’s
perceptions.) Actions directed at unattended objects do not break the spell.
Causing harm indirectly is not an attack. Thus, an invisible being can open
doors, talk, eat, climb stairs, summon monsters and have them attack, cut the
ropes holding a rope bridge while enemies are on the bridge, remotely trigger
traps, open a portcullis to release attack dogs, and so forth. If the subject
attacks directly, however, it immediately becomes visible along with all its
gear. Spells such as bless that specifically affect allies but not foes
are not attacks for this purpose, even when they include foes in their
area.
Invisibility can be made permanent (on objects only) with a
permanency spell.
Arcane Material Component: An eyelash encased
in a bit of gum arabic.
Invisibility, Greater
Illusion
(Glamer)
Level: Brd 4, Sor/Wiz 4
Components: V,
S
Target: You or creature touched
Duration: 1 round/level
(D)
Saving Throw: Will negates (harmless)
This spell functions like
invisibility, except that it doesn’t end if the subject
attacks.
Invisibility, Mass
Illusion (Glamer)
Level: Sor/Wiz
7
Components: V, S, M
Range: Long (400 ft. + 40
ft./level)
Targets: Any number of creatures, no two of which can be
more than 180 ft. apart
This spell functions like invisibility, except
that the effect is mobile with the group and is broken when anyone in the group
attacks. Individuals in the group cannot see each other. The spell is broken for
any individual who moves more than 180 feet from the nearest member of the
group. (If only two individuals are affected, the one moving away from the other
one loses its invisibility. If both are moving away from each other, they both
become visible when the distance between them exceeds 180 feet.)
Material
Component: An eyelash encased in a bit of gum arabic.
Invisibility
Purge
Evocation
Level: Clr 3
Components: V,
S
Casting Time: 1 standard action
Range:
Personal
Target: You
Duration: 1 min./level (D)
You
surround yourself with a sphere of power with a radius of 5 feet per caster
level that negates all forms of invisibility.
Anything invisible becomes
visible while in the area.
Invisibility Sphere
Illusion
(Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, S,
M
Area: 10-ft.-radius emanation around the creature or object
touched
This spell functions like invisibility, except that this spell
confers invisibility upon all creatures within 10 feet of the recipient. The
center of the effect is mobile with the recipient.
Those affected by this
spell can see each other and themselves as if unaffected by the spell. Any
affected creature moving out of the area becomes visible, but creatures moving
into the area after the spell is cast do not become invisible. Affected
creatures (other than the recipient) who attack negate the invisibility only for
themselves. If the spell recipient attacks, the invisibility sphere
ends.
Iron Body
Transmutation
Level: Earth 8, Sor/Wiz
8
Components: V, S, M/DF
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1
min./level (D)
This spell transforms your body into living iron, which grants
you several powerful resistances and abilities.
You gain damage reduction
15/adamantine. You are immune to blindness, critical hits, ability score damage,
deafness, disease, drowning, electricity, poison, stunning, and all spells or
attacks that affect your physiology or respiration, because you have no
physiology or respiration while this spell is in effect. You take only half
damage from acid and fire of all kinds. However, you also become vulnerable to
all special attacks that affect iron golems.
You gain a +6 enhancement bonus
to your Strength score, but you take a –6 penalty to Dexterity as well (to
a minimum Dexterity score of 1), and your speed is reduced to half normal. You
have an arcane spell failure chance of 50% and a –8 armor check penalty,
just as if you were clad in full plate armor. You cannot drink (and thus
can’t use potions) or play wind instruments.
Your unarmed attacks deal
damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium
characters), and you are considered armed when making unarmed attacks.
Your
weight increases by a factor of ten, causing you to sink in water like a stone.
However, you could survive the crushing pressure and lack of air at the bottom
of the ocean—at least until the spell duration expires.
Arcane
Material Component: A small piece of iron that was once part of either an
iron golem, a hero’s armor, or a war
machine.
Ironwood
Transmutation
Level: Drd
6
Components: V, S, M
Casting Time: 1 minute/lb.
created
Range: 0 ft.
Effect: An ironwood object
weighing up to 5 lb./level
Duration: One day/level (D)
Saving
Throw: None
Spell Resistance: No
Ironwood is a magical
substance created by druids from normal wood. While remaining natural wood in
almost every way, ironwood is as strong, heavy, and resistant to fire as
steel. Spells that affect metal or iron do not function on ironwood.
Spells that affect wood do affect ironwood, although ironwood does
not burn. Using this spell with wood shape or a wood-related Craft check,
you can fashion wooden items that function as steel items. Thus, wooden plate
armor and wooden swords can be created that are as durable as their normal steel
counterparts. These items are freely usable by druids.
Further, if you make
only half as much ironwood as the spell would normally allow, any weapon,
shield, or suit of armor so created is treated as a magic item with a +1
enhancement bonus.
Material Component: Wood shaped into the form of
the intended ironwood object.
Irresistible Dance
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 6, Sor/Wiz
8
Components: V
Casting Time: 1 standard
action
Range: Touch
Target: Living creature
touched
Duration: 1d4+1 rounds
Saving Throw:
None
Spell Resistance: Yes
The subject feels an undeniable urge to
dance and begins doing so, complete with foot shuffling and tapping. The spell
effect makes it impossible for the subject to do anything other than caper and
prance in place. The effect imposes a –4 penalty to Armor Class and a
–10 penalty on Reflex saves, and it negates any AC bonus granted by a
shield the target holds. The dancing subject provokes attacks of opportunity
each round on its turn.
Jump
Transmutation
Level: Drd 1, Rgr
1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard
action
Range: Touch
Target: Creature
touched
Duration: 1 min./level (D)
Saving Throw: Will
negates (harmless)
Spell Resistance: Yes
The subject gets a +10
enhancement bonus on Jump checks. The enhancement bonus increases to +20 at
caster level 5th, and to +30 (the maximum) at caster level 9th.
Material
Component: A grasshopper’s hind leg, which you break when the spell is
cast.
Keen Edge
Transmutation
Level: Sor/Wiz
3
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One
weapon or fifty projectiles, all of which must be in contact with each other at
the time of casting
Duration: 10 min./level
Saving Throw:
Will negates (harmless, object)
Spell Resistance: Yes (harmless,
object)
This spell makes a weapon magically keen, improving its ability to
deal telling blows. This transmutation doubles the threat range of the weapon. A
threat range of 20 becomes 19–20, a threat range of 19–20 becomes
17–20, and a threat range of 18–20 becomes 15–20. The spell
can be cast only on piercing or slashing weapons. If cast on arrows or crossbow
bolts, the keen edge on a particular projectile ends after one use,
whether or not the missile strikes its intended target. (Treat shuriken as
arrows, rather than as thrown weapons, for the purpose of this
spell.)
Multiple effects that increase a weapon’s threat range (such as
the keen edge spell and the Improved Critical feat) don’t stack.
You can’t cast this spell on a natural weapon, such as a
claw.
Knock
Transmutation
Level: Sor/Wiz
2
Components: V
Casting Time: 1 standard action
Range:
Medium (100 ft. + 10 ft./level)
Target: One door, box, or chest
with an area of up to 10 sq. ft./level
Duration: Instantaneous; see
text
Saving Throw: None
Spell Resistance: No
The knock
spell opens stuck, barred, locked, held, or arcane locked
doors. It opens secret doors, as well as locked or trick-opening boxes or
chests. It also loosens welds, shackles, or chains (provided they serve to hold
closures shut). If used to open a arcane locked door, the spell does not
remove the arcane lock but simply suspends its functioning for 10
minutes. In all other cases, the door does not relock itself or become stuck
again on its own. Knock does not raise barred gates or similar
impediments (such as a portcullis), nor does it affect ropes, vines, and the
like. The effect is limited by the area. Each spell can undo as many as two
means of preventing egress.
Know
Direction
Divination
Level: Brd 0, Drd 0
Components: V,
S
Casting Time: 1 standard action
Range:
Personal
Target: You
Duration: Instantaneous
You
instantly know the direction of north from your current position. The spell is
effective in any environment in which “north” exists, but it may not
work in extraplanar settings. Your knowledge of north is correct at the moment
of casting, but you can get lost again within moments if you don’t find
some external reference point to help you keep track of direction.
Legend
Lore
Divination
Level: Brd 4, Knowledge 7, Sor/Wiz
6
Components: V, S, M, F
Casting Time: See
text
Range: Personal
Target: You
Duration: See
text
Legend lore brings to your mind legends about an important
person, place, or thing. If the person or thing is at hand, or if you are in the
place in question, the casting time is only 1d4x10 minutes. If you have only
detailed information on the person, place, or thing, the casting time is 1d10
days, and the resulting lore is less complete and specific (though it often
provides enough information to help you find the person, place, or thing, thus
allowing a better legend lore result next time). If you know only rumors,
the casting time is 2d6 weeks, and the resulting lore is vague and incomplete
(though it often directs you to more detailed information, thus allowing a
better legend lore result next time).
During the casting, you cannot
engage in other than routine activities: eating, sleeping, and so forth. When
completed, the divination brings legends (if any) about the person, place, or
things to your mind. These may be legends that are still current, legends that
have been forgotten, or even information that has never been generally known. If
the person, place, or thing is not of legendary importance, you gain no
information. As a rule of thumb, characters who are 11th level and higher are
“legendary,” as are the sorts of creatures they contend with, the
major magic items they wield, and the places where they perform their key
deeds.
Material Component: Incense worth at least 250 gp.
Focus:
Four strips of ivory (worth 50 gp each) formed into a
rectangle.
Lesser (Spell Name)
Any spell whose name begins with
lesser is alphabetized in this chapter according to the second word of
the spell name. Thus, the description of a lesser spell appears near the
description of the spell on which it is based. Spell chains that have lesser
spells in them include those based on the spells confusion, geas, globe
of invulnerability, planar ally, planar binding, and
restoration.
Levitate
Transmutation
Level: Sor/Wiz
2
Components: V, S, F
Casting Time: 1 standard
action
Range: Personal or close (25 ft. + 5 ft./2
levels)
Target: You or one willing creature or one object (total
weight up to 100 lb./level)
Duration: 1 min./level (D)
Saving
Throw: None
Spell Resistance: No
Levitate allows you to
move yourself, another creature, or an object up and down as you wish. A
creature must be willing to be levitated, and an object must be
unattended or possessed by a willing creature. You can mentally direct the
recipient to move up or down as much as 20 feet each round; doing so is a move
action. You cannot move the recipient horizontally, but the recipient could
clamber along the face of a cliff, for example, or push against a ceiling to
move laterally (generally at half its base land speed).
A levitating
creature that attacks with a melee or ranged weapon finds itself
increasingly unstable; the first attack has a –1 penalty on attack rolls,
the second –2, and so on, to a maximum penalty of –5. A full round
spent stabilizing allows the creature to begin again at –1.
Focus:
Either a small leather loop or a piece of golden wire bent into a cup shape
with a long shank on one end.
Light
Evocation [Light]
Level:
Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, M/DF
Casting
Time: 1 standard action
Range: Touch
Target: Object
touched
Duration: 10 min./level (D)
Saving Throw:
None
Spell Resistance: No
This spell causes an object to glow like
a torch, shedding bright light in a 20-foot radius (and dim light for an
additional 20 feet) from the point you touch. The effect is immobile, but it can
be cast on a movable object. Light taken into an area of magical darkness
does not function.
A light spell (one with the light descriptor) counters
and dispels a darkness spell (one with the darkness descriptor) of an equal or
lower level.
Arcane Material Component: A firefly or a piece of
phosphorescent moss.
Lightning Bolt
Evocation
[Electricity]
Level: Sor/Wiz 3
Components: V, S,
M
Casting Time: 1 standard action
Range: 120
ft.
Area: 120-ft. line
Duration: Instantaneous
Saving
Throw: Reflex half
Spell Resistance: Yes
You release a powerful
stroke of electrical energy that deals 1d6 points of electricity damage per
caster level (maximum 10d6) to each creature within its area. The bolt begins at
your fingertips.
The lightning bolt sets fire to combustibles and
damages objects in its path. It can melt metals with a low melting point, such
as lead, gold, copper, silver, or bronze. If the damage caused to an interposing
barrier shatters or breaks through it, the bolt may continue beyond the barrier
if the spell’s range permits; otherwise, it stops at the barrier just as
any other spell effect does.
Material Component: A bit of fur and an
amber, crystal, or glass rod.
Limited Wish
Universal
Level:
Sor/Wiz 7
Components: V, S, XP
Casting Time: 1 standard
action
Range: See text
Target, Effect, or Area: See
text
Duration: See text
Saving Throw: None; see
text
Spell Resistance: Yes
A limited wish lets you create
nearly any type of effect. For example, a limited wish can do any of the
following things.
• Duplicate any sorcerer/wizard spell of 6th level or
lower, provided the spell is not of a school prohibited to you.
•
Duplicate any other spell of 5th level or lower, provided the spell is not of a
school prohibited to you.
• Duplicate any sorcerer/wizard spell of 5th
level or lower, even if it’s of a prohibited school.
• Duplicate
any other spell of 4th level or lower, even if it’s of a prohibited
school.
• Undo the harmful effects of many spells, such as
geas/quest or insanity.
• Produce any other effect whose
power level is in line with the above effects, such as a single creature
automatically hitting on its next attack or taking a –7 penalty on its
next saving throw.
A duplicated spell allows saving throws and spell
resistance as normal (but the save DC is for a 7th-level spell). When a
limited wish duplicates a spell that has an XP cost, you must pay that
cost or 300 XP, whichever is more. When a limited wish spell duplicates a
spell with a material component that costs more than 1,000 gp, you must provide
that component.
XP Cost: 300 XP or more (see
above).
Liveoak
Transmutation
Level: Drd
6
Components: V, S
Casting Time: 10 minutes
Range:
Touch
Target: Tree touched
Duration: One day/level
(D)
Saving Throw: None
Spell Resistance: No
This spell
turns an oak tree into a protector or guardian. The spell can be cast on only a
single tree at a time; while liveoak is in effect, you can’t cast
it again on another tree. The tree on which the spell is cast must be within 10
feet of your dwelling place, within a place sacred to you, or within 300 feet of
something that you wish to guard or protect.
Liveoak must be cast on a
healthy, Huge oak. A triggering phrase of up to one word per caster level is
placed on the targeted oak. The liveoak spell triggers the tree into
animating as a treant.
If liveoak is dispelled, the tree takes root
immediately, wherever it happens to be. If released by you, the tree tries to
return to its original location before taking root.
Locate
Creature
Divination
Level: Brd 4, Sor/Wiz 4
Components:
V, S, M
Duration: 10 min./level
This spell functions like locate
object, except this spell locates a known or familiar creature.
You
slowly turn and sense when you are facing in the direction of the creature to be
located, provided it is within range. You also know in which direction the
creature is moving, if any.
The spell can locate a creature of a specific
kind or a specific creature known to you. It cannot find a creature of a certain
type. To find a kind of creature, you must have seen such a creature up close
(within 30 feet) at least once.
Running water blocks the spell. It cannot
detect objects. It can be fooled by mislead, nondetection, and
polymorph spells.
Material Component: A bit of fur from a
bloodhound.
Locate Object
Divination
Level: Brd 2, Clr 3,
Sor/Wiz 2, Travel 2
Components: V, S, F/DF
Casting Time: 1
standard action
Range: Long (400 ft. + 40 ft./level)
Area:
Circle, centered on you, with a radius of 400 ft. + 40
ft./level
Duration: 1 min./level
Saving Throw:
None
Spell Resistance: No
You sense the direction of a well-known
or clearly visualized object. You can search for general items, in which case
you locate the nearest one of its kind if more than one is within range.
Attempting to find a certain item requires a specific and accurate mental image;
if the image is not close enough to the actual object, the spell fails. You
cannot specify a unique item unless you have observed that particular item
firsthand (not through divination).
The spell is blocked by even a thin sheet
of lead. Creatures cannot be found by this spell. Polymorph any object
fools it.
Arcane Focus: A forked
twig.
Longstrider
Transmutation
Level: Drd 1, Rgr 1, Travel
1
Components: V, S, M
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1
hour/level (D)
This spell increases your base land speed by 10 feet. (This
adjustment counts as an enhancement bonus.) It has no effect on other modes of
movement, such as burrow, climb, fly, or swim.
Material Component: A
pinch of dirt.
Lullaby
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 0
Components: V, S
Casting
Time: 1 standard action
Range: Medium (100 ft. + 10
ft./level)
Area: Living creatures within a 10-ft.-radius
burst
Duration: Concentration + 1 round/level (D)
Saving Throw:
Will negates
Spell Resistance: Yes
Any creature within the area
that fails a Will save becomes drowsy and inattentive, taking a –5 penalty
on Listen and Spot checks and a –2 penalty on Will saves against sleep
effects while the lullaby is in effect. Lullaby lasts for as
long as the caster concentrates, plus up to 1 round per caster level
thereafter.