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SPELLS
(M-O)
Mage Armor
Conjuration (Creation)
[Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting
Time: 1 standard action
Range: Touch
Target: Creature
touched
Duration: 1 hour/level (D)
Saving Throw: Will
negates (harmless)
Spell Resistance: No
An invisible but tangible
field of force surrounds the subject of a mage armor spell, providing a
+4 armor bonus to AC.
Unlike mundane armor, mage armor entails no
armor check penalty, arcane spell failure chance, or speed reduction. Since
mage armor is made of force, incorporeal creatures can’t bypass it
the way they do normal armor.
Focus: A piece of cured
leather.
Mage Hand
Transmutation
Level: Brd 0, Sor/Wiz
0
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One
nonmagical, unattended object weighing up to 5 lb.
Duration:
Concentration
Saving Throw: None
Spell Resistance: No
You
point your finger at an object and can lift it and move it at will from a
distance. As a move action, you can propel the object as far as 15 feet in any
direction, though the spell ends if the distance between you and the object ever
exceeds the spell’s range.
Mage’s
Disjunction
Abjuration
Level: Magic 9, Sor/Wiz
9
Components: V
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Area: All
magical effects and magic items within a 40-ft.-radius burst
Duration:
Instantaneous
Saving Throw: Will negates (object)
Spell
Resistance: No
All magical effects and magic items within the radius of
the spell, except for those that you carry or touch, are disjoined. That is,
spells and spell-like effects are separated into their individual components
(ending the effect as a dispel magic spell does), and each permanent
magic item must make a successful Will save or be turned into a normal item. An
item in a creature’s possession uses its own Will save bonus or its
possessor’s Will save bonus, whichever is higher.
You also have a 1%
chance per caster level of destroying an antimagic field. If the
antimagic field survives the disjunction, no items within it are
disjoined.
Even artifacts are subject to disjunction, though there is
only a 1% chance per caster level of actually affecting such powerful items.
Additionally, if an artifact is destroyed, you must make a DC 25 Will save or
permanently lose all spellcasting abilities. (These abilities cannot be
recovered by mortal magic, not even miracle or wish.)
Note:
Destroying artifacts is a dangerous business, and it is 95% likely to
attract the attention of some powerful being who has an interest in or
connection with the device.
Mage’s Faithful Hound
Conjuration
(Creation)
Level: Sor/Wiz 5
Components: V, S,
M
Casting Time: 1 standard action
Range: Close (25 ft. + 5
ft./2 levels)
Effect: Phantom watchdog
Duration: 1
hour/caster level or until discharged, then 1 round/caster level; see
text
Saving Throw: None
Spell Resistance: No
You conjure
up a phantom watchdog that is invisible to everyone but yourself. It then guards
the area where it was conjured (it does not move). The hound immediately starts
barking loudly if any Small or larger creature approaches within 30 feet of it.
(Those within 30 feet of the hound when it is conjured may move about in the
area, but if they leave and return, they activate the barking.) The hound sees
invisible and ethereal creatures. It does not react to figments, but it does
react to shadow illusions.
If an intruder approaches to within 5 feet of the
hound, the dog stops barking and delivers a vicious bite (+10 attack bonus,
2d6+3 points of piercing damage) once per round. The dog also gets the bonuses
appropriate to an invisible creature.
The dog is considered ready to bite
intruders, so it delivers its first bite on the intruder’s turn. Its bite
is the equivalent of a magic weapon for the purpose of damage reduction. The
hound cannot be attacked, but it can be dispelled.
The spell lasts for 1 hour
per caster level, but once the hound begins barking, it lasts only 1 round per
caster level. If you are ever more than 100 feet distant from the hound, the
spell ends.
Material Component: A tiny silver whistle, a piece of
bone, and a thread.
Mage’s
Lucubration
Transmutation
Level: Wiz 6
Components: V,
S
Casting Time: 1 standard action
Range:
Personal
Target: You
Duration: Instantaneous
You
instantly recall any one spell of 5th level or lower that you have used during
the past 24 hours. The spell must have been actually cast during that period.
The recalled spell is stored in your mind as through prepared in the normal
fashion.
If the recalled spell requires material components, you must provide
them. The recovered spell is not usable until the material components are
available.
Mage’s Magnificent Mansion
Conjuration
(Creation)
Level: Sor/Wiz 7
Components: V, S,
F
Casting Time: 1 standard action
Range: Close (25 ft. + 5
ft./2 levels)
Effect: Extradimensional mansion, up to three 10-ft.
cubes/level (S)
Duration: 2 hours/level (D)
Saving Throw:
None
Spell Resistance: No
You conjure up an extradimensional
dwelling that has a single entrance on the plane from which the spell was cast.
The entry point looks like a faint shimmering in the air that is 4 feet wide and
8 feet high. Only those you designate may enter the mansion, and the portal is
shut and made invisible behind you when you enter. You may open it again from
your own side at will. Once observers have passed beyond the entrance, they are
in a magnificent foyer with numerous chambers beyond. The atmosphere is clean,
fresh, and warm.
You can create any floor plan you desire to the limit of the
spell’s effect. The place is furnished and contains sufficient foodstuffs
to serve a nine-course banquet to a dozen people per caster level. A staff of
near-transparent servants (as many as two per caster level), liveried and
obedient, wait upon all who enter. The servants function as unseen servant
spells except that they are visible and can go anywhere in the
mansion.
Since the place can be entered only through its special portal,
outside conditions do not affect the mansion, nor do conditions inside it pass
to the plane beyond.
Focus: A miniature portal carved from ivory, a
small piece of polished marble, and a tiny silver spoon (each item worth 5
gp).
Mage’s Private Sanctum
Abjuration
Level: Sor/Wiz
5
Components: V, S, M
Casting Time: 10
minutes
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft.
cube/level (S)
Duration: 24 hours (D)
Saving Throw:
None
Spell Resistance: No
This spell ensures privacy. Anyone
looking into the area from outside sees only a dark, foggy mass. Darkvision
cannot penetrate it. No sounds, no matter how loud, can escape the area, so
nobody can eavesdrop from outside. Those inside can see out
normally.
Divination (scrying) spells cannot perceive anything within the
area, and those within are immune to detect thoughts. The ward prevents
speech between those inside and those outside (because it blocks sound), but it
does not prevent other communication, such as a sending or message
spell, or telepathic communication, such as that between a wizard and her
familiar.
The spell does not prevent creatures or objects from moving into
and out of the area.
Mage’s private sanctum can be made
permanent with a permanency spell.
Material Component: A thin
sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered
chrysolite.
Mage’s Sword
Evocation [Force]
Level:
Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One
sword
Duration: 1 round/level (D)
Saving Throw:
None
Spell Resistance: Yes
This spell brings into being a
shimmering, swordlike plane of force. The sword strikes at any opponent within
its range, as you desire, starting in the round that you cast the spell. The
sword attacks its designated target once each round on your turn. Its attack
bonus is equal to your caster level + your Int bonus or your Cha bonus (for
wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As
a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3
points of force damage, with a threat range of 19–20 and a critical
multiplier of x2.
The sword always strikes from your direction. It does not
get a bonus for flanking or help a combatant get one. If the sword goes beyond
the spell range from you, if it goes out of your sight, or if you are not
directing it, the sword returns to you and hovers.
Each round after the
first, you can use a standard action to switch the sword to a new target. If you
do not, the sword continues to attack the previous round’s target.
The
sword cannot be attacked or harmed by physical attacks, but dispel magic,
disintegrate, a sphere of annihilation, or a rod of
cancellation affects it. The sword’s AC is 13 (10, +0 size bonus for
Medium object, +3 deflection bonus).
If an attacked creature has spell
resistance, the resistance is checked the first time Mage’s sword
strikes it. If the sword is successfully resisted, the spell is dispelled.
If not, the sword has its normal full effect on that creature for the duration
of the spell.
Focus: A miniature platinum sword with a grip and pommel
of copper and zinc. It costs 250 gp to construct.
Magic Aura
Illusion
(Glamer)
Level: Brd 1, Magic 1, Sor/Wiz 1
Components: V, S,
F
Casting Time: 1 standard action
Range:
Touch
Target: One touched object weighing up
to 5
lb./level
Duration: One day/level (D)
Saving Throw: None;
see text
Spell Resistance: No
You alter an item’s aura so
that it registers to detect spells (and spells with similar capabilities)
as though it were nonmagical, or a magic item of a kind you specify, or the
subject of a spell you specify.
If the object bearing magic aura has
identify cast on it or is similarly examined, the examiner recognizes
that the aura is false and detects the object’s actual qualities if he
succeeds on a Will save. Otherwise, he believes the aura and no amount of
testing reveals what the true magic is.
If the targeted item’s own aura
is exceptionally powerful (if it is an artifact, for instance), magic aura
doesn’t work.
Note: A magic weapon, shield, or suit of armor
must be a masterwork item, so a sword of average make, for example, looks
suspicious if it has a magical aura.
Focus: A small square of silk
that must be passed over the object that receives the aura.
Magic Circle
against Chaos
Abjuration [Lawful]
Level: Clr 3, Law 3, Pal 3,
Sor/Wiz 3
This spell functions like magic circle against evil, except
that it is similar to protection from chaos instead of protection from
evil, and it can imprison a nonlawful called creature.
Magic Circle
against Evil
Abjuration [Good]
Level: Clr 3, Good 3, Pal 3, Sor/Wiz
3
Components: V, S, M/DF
Casting Time: 1 standard
action
Range: Touch
Area: 10-ft.-radius emanation from
touched creature
Duration: 10 min./level
Saving Throw: Will
negates (harmless)
Spell Resistance: No; see text
All creatures
within the area gain the effects of a protection from evil spell, and no
nongood summoned creatures can enter the area either. You must overcome a
creature’s spell resistance in order to keep it at bay (as in the third
function of protection from evil), but the deflection and resistance
bonuses and the protection from mental control apply regardless of
enemies’ spell resistance.
This spell has an alternative version that
you may choose when casting it. A magic circle against evil can be
focused inward rather than outward. When focused inward, the spell binds a
nongood called creature (such as those called by the lesser planar binding,
planar binding, and greater planar binding spells) for a maximum of
24 hours per caster level, provided that you cast the spell that calls the
creature within 1 round of casting the magic circle. The creature cannot
cross the circle’s boundaries. If a creature too large to fit into the
spell’s area is the subject of the spell, the spell acts as a normal
protection from evil spell for that creature only.
A magic circle
leaves much to be desired as a trap. If the circle of powdered silver laid
down in the process of spellcasting is broken, the effect immediately ends. The
trapped creature can do nothing that disturbs the circle, directly or
indirectly, but other creatures can. If the called creature has spell
resistance, it can test the trap once a day. If you fail to overcome its spell
resistance, the creature breaks free, destroying the circle. A creature capable
of any form of dimensional travel (astral projection, blink, dimension door,
etherealness, gate, plane shift, shadow walk, teleport, and similar
abilities) can simply leave the circle through that means. You can prevent the
creature’s extradimensional escape by casting a dimensional anchor
spell on it, but you must cast the spell before the creature acts. If you
are successful, the anchor effect lasts as long as the magic circle
does. The creature cannot reach across the magic circle, but its
ranged attacks (ranged weapons, spells, magical abilities, and the like) can.
The creature can attack any target it can reach with its ranged attacks except
for the circle itself.
You can add a special diagram (a two-dimensional
bounded figure with no gaps along its circumference, augmented with various
magical sigils) to make the magic circle more secure. Drawing the diagram
by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know
the result of this check. If the check fails, the diagram is ineffective. You
can take 10 when drawing the diagram if you are under no particular time
pressure to complete the task. This task also takes 10 full minutes. If time is
no factor at all, and you devote 3 hours and 20 minutes to the task, you can
take 20.
A successful diagram allows you to cast a dimensional anchor
spell on the magic circle during the round before casting any
summoning spell. The anchor holds any called creatures in the magic
circle for 24 hours per caster level. A creature cannot use its spell
resistance against a magic circle prepared with a diagram, and none of
its abilities or attacks can cross the diagram. If the creature tries a Charisma
check to break free of the trap (see the lesser planar binding spell),
the DC increases by 5. The creature is immediately released if anything disturbs
the diagram—even a straw laid across it. However, the creature itself
cannot disturb the diagram either directly or indirectly, as noted
above.
This spell is not cumulative with protection from evil and vice
versa.
Arcane Material Component: A little powdered silver with which
you trace a 3-footdiameter circle on the floor (or ground) around the creature
to be warded.
Magic Circle against Good
Abjuration
[Evil]
Level: Clr 3, Evil 3, Sor/Wiz 3
This spell functions like
magic circle against evil, except that it is similar to protection
from good instead of protection from evil, and it can imprison a
nonevil called creature.
Magic Circle against Law
Abjuration
[Chaotic]
Level: Chaos 3, Clr 3, Sor/Wiz 3
This spell functions
like magic circle against evil, except that it is similar to
protection from law instead of protection from evil, and it can
imprison a nonchaotic called creature.
Magic
Fang
Transmutation
Level: Drd 1, Rgr 1
Components: V, S,
DF
Casting Time: 1 standard action
Range:
Touch
Target: Living creature touched
Duration: 1
min./level
Saving Throw: Will negates (harmless)
Spell
Resistance: Yes (harmless)
Magic fang gives one natural weapon of
the subject a +1 enhancement bonus on attack and damage rolls. The spell can
affect a slam attack, fist, bite, or other natural weapon. (The spell does not
change an unarmed strike’s damage from nonlethal damage to lethal
damage.)
Magic fang can be made permanent with a permanency
spell.
Magic Fang, Greater
Transmutation
Level: Drd 3,
Rgr 3
Range: Close (25 ft. + 5 ft./2 levels)
Target: One
living creature
Duration: 1 hour/level
This spell functions like
magic fang, except that the enhancement bonus on attack and damage rolls
is +1 per four caster levels (maximum +5).
Alternatively, you may imbue all
of the creature’s natural weapons with a +1 enhancement bonus (regardless
of your caster level).
Greater magic fang can be made permanent with a
permanency spell.
Magic Jar
Necromancy
Level: Sor/Wiz
5
Components: V, S, F
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Target: One
creature
Duration: 1 hour/level or until you return to your
body
Saving Throw: Will negates; see text
Spell Resistance:
Yes
By casting magic jar, you place your soul in a gem or large
crystal (known as the magic jar), leaving your body lifeless. Then you
can attempt to take control of a nearby body, forcing its soul into the magic
jar. You may move back to the jar (thereby returning the trapped soul to its
body) and attempt to possess another body. The spell ends when you send your
soul back to your own body, leaving the receptacle empty.
To cast the spell,
the magic jar must be within spell range and you must know where it is,
though you do not need line of sight or line of effect to it. When you transfer
your soul upon casting, your body is, as near as anyone can tell, dead.
While in the magic jar, you can sense and attack any life force
within 10 feet per caster level (and on the same plane of existence). You do
need line of effect from the jar to the creatures. You cannot determine the
exact creature types or positions of these creatures. In a group of life forces,
you can sense a difference of 4 or more Hit Dice between one creature and
another and can determine whether a life force is powered by positive or
negative energy. (Undead creatures are powered by negative energy. Only sentient
undead creatures have, or are, souls.)
You could choose to take over either a
stronger or a weaker creature, but which particular stronger or weaker creature
you attempt to possess is determined randomly.
Attempting to possess a body
is a full-round action. It is blocked by protection from evil or a
similar ward. You possess the body and force the creature’s soul into the
magic jar unless the subject succeeds on a Will save. Failure to take
over the host leaves your life force in the magic jar, and the target
automatically succeeds on further saving throws if you attempt to possess its
body again.
If you are successful, your life force occupies the host body,
and the host’s life force is imprisoned in the magic jar. You keep
your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save
bonuses, alignment, and mental abilities. The body retains its Strength,
Dexterity, Constitution, hit points, natural abilities, and automatic abilities.
A body with extra limbs does not allow you to make more attacks (or more
advantageous two-weapon attacks) than normal. You can’t choose to activate
the body’s extraordinary or supernatural abilities. The creature’s
spells and spell-like abilities do not stay with the body.
As a standard
action, you can shift freely from a host to the magic jar if within
range, sending the trapped soul back to its body. The spell ends when you shift
from the jar to your own body.
If the host body is slain, you return to the
magic jar, if within range, and the life force of the host departs (it is
dead). If the host body is slain beyond the range of the spell, both you and the
host die. Any life force with nowhere to go is treated as slain.
If the spell
ends while you are in the magic jar, you return to your body (or die if
your body is out of range or destroyed). If the spell ends while you are in a
host, you return to your body (or die, if it is out of range of your current
position), and the soul in the magic jar returns to its body (or dies if
it is out of range). Destroying the receptacle ends the spell, and the spell can
be dispelled at either the magic jar or at the host’s
location.
Focus: A gem or crystal worth at least 100 gp.
Magic
Missile
Evocation [Force]
Level: Sor/Wiz 1
Components: V,
S
Casting Time: 1 standard action
Range: Medium (100 ft. +
10 ft./level)
Targets: Up to five creatures, no two of which can be
more than 15 ft. apart
Duration: Instantaneous
Saving Throw:
None
Spell Resistance: Yes
A missile of magical energy darts forth
from your fingertip and strikes its target, dealing 1d4+1 points of force
damage.
The missile strikes unerringly, even if the target is in melee combat
or has less than total cover or total concealment. Specific parts of a creature
can’t be singled out. Inanimate objects are not damaged by the
spell.
For every two caster levels beyond 1st, you gain an additional
missile—two at 3rd level, three at 5th, four at 7th, and the maximum of
five missiles at 9th level or higher. If you shoot multiple missiles, you can
have them strike a single creature or several creatures. A single missile can
strike only one creature. You must designate targets before you check for spell
resistance or roll damage.
Magic Mouth
Illusion
(Glamer)
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 or object
Duration:
Permanent until discharged
Saving Throw: Will negates
(object)
Spell Resistance: Yes (object)
This spell imbues the
chosen object or creature with an enchanted mouth that suddenly appears and
speaks its message the next time a specified event occurs. The message, which
must be twenty-five or fewer words long, can be in any language known by you and
can be delivered over a period of 10 minutes. The mouth cannot utter verbal
components, use command words, or activate magical effects. It does, however,
move according to the words articulated; if it were placed upon a statue, the
mouth of the statue would move and appear to speak. Of course, magic mouth
can be placed upon a tree, rock, or any other object or creature.
The
spell functions when specific conditions are fulfilled according to your command
as set in the spell. Commands can be as general or as detailed as desired,
although only visual and audible triggers can be used. Triggers react to what
appears to be the case. Disguises and illusions can fool them. Normal darkness
does not defeat a visual trigger, but magical darkness or invisibility
does. Silent movement or magical silence defeats audible triggers.
Audible triggers can be keyed to general types of noises or to a specific noise
or spoken word. Actions can serve as triggers if they are visible or audible. A
magic mouth cannot distinguish alignment, level, Hit Dice, or class
except by external garb.
The range limit of a trigger is 15 feet per caster
level, so a 6th-level caster can command a magic mouth to respond to
triggers as far as 90 feet away. Regardless of range, the mouth can respond only
to visible or audible triggers and actions in line of sight or within hearing
distance.
Magic mouth can be made permanent with a permanency
spell.
Material Component: A small bit of honeycomb and jade dust
worth 10 gp.
Magic Stone
Transmutation
Level: Clr 1, Drd 1,
Earth 1
Components: V, S, DF
Casting Time: 1 standard
action
Range: Touch
Targets: Up to three pebbles
touched
Duration: 30 minutes or until discharged
Saving Throw:
Will negates (harmless, object)
Spell Resistance: Yes (harmless,
object)
You transmute as many as three pebbles, which can be no larger than
sling bullets, so that they strike with great force when thrown or slung. If
hurled, they have a range increment of 20 feet. If slung, treat them as sling
bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus
on attack and damage rolls. The user of the stones makes a normal ranged
attack. Each stone that hits deals 1d6+1 points of damage (including the
spell’s enhancement bonus), or 2d6+2 points against undead.
Magic
Vestment
Transmutation
Level: Clr 3, Strength 3, War
3
Components: V, S, DF
Casting Time: 1 standard
action
Range: Touch
Target: Armor or shield
touched
Duration: 1 hour/level
Saving Throw: Will negates
(harmless, object)
Spell Resistance: Yes (harmless, object)
You
imbue a suit of armor or a shield with an enhancement bonus of +1 per four
caster levels (maximum +5 at 20th level).
An outfit of regular clothing
counts as armor that grants no AC bonus for the purpose of this
spell.
Magic Weapon
Transmutation
Level: Clr 1, Pal 1,
Sor/Wiz 1, War 1
Components: V, S, DF
Casting Time: 1
standard action
Range: Touch
Target: Weapon
touched
Duration: 1 min./level
Saving Throw: Will negates
(harmless, object)
Spell Resistance: Yes (harmless,
object)
Magic weapon gives a weapon a +1 enhancement bonus on attack
and damage rolls. (An enhancement bonus does not stack with a masterwork
weapon’s +1 bonus on attack rolls.)
You can’t cast this spell on
a natural weapon, such as an unarmed strike (instead, see magic fang). A
monk’s unarmed strike is considered a weapon, and thus it can be enhanced
by this spell.
Magic Weapon, Greater
Transmutation
Level:
Clr 4, Pal 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time:
1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One weapon or fifty projectiles (all of which must be
in contact with each other at the time of casting)
Duration: 1
hour/level
Saving Throw: Will negates (harmless, object)
Spell
Resistance: Yes (harmless, object)
This spell functions like magic
weapon, except that it gives a weapon an enhancement bonus on attack and
damage rolls of +1 per four caster levels (maximum +5).
Alternatively, you
can affect as many as fifty arrows, bolts, or bullets. The projectiles must be
of the same kind, and they have to be together (in the same quiver or other
container). Projectiles, but not thrown weapons, lose their transmutation when
used. (Treat shuriken as projectiles, rather than as thrown weapons, for the
purpose of this spell.)
Arcane Material Component: Powdered lime and
carbon.
Major Creation
Conjuration (Creation)
Level: Sor/Wiz
5
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2
levels)
Duration: See text
This spell functions like minor
creation, except that you can also create an object of mineral nature:
stone, crystal, metal, or the like. The duration of the created item varies with
its relative hardness and rarity, as indicated on the following table.
Hardness and Rarity Examples
|
Duration
|
|
Vegetable matter
|
2 hr./level
|
|
Stone, crystal, base metals
|
1 hr./level
|
|
Precious metals
|
20 min./level
|
|
Gems
|
10 min./level
|
|
Rare metal1
|
1 round/level
|
|
1 Includes adamantine, alchemical silver, and mithral. You can’t use
major creation to create a cold iron item.
|
Major Image
Illusion (Figment)
Level: Brd 3, Sor/Wiz
3
Duration: Concentration + 3 rounds
This spell functions like
silent image, except that sound, smell, and thermal illusions are
included in the spell effect. While concentrating, you can move the image within
the range.
The image disappears when struck by an opponent unless you cause
the illusion to react appropriately.
Make
Whole
Transmutation
Level: Clr 2
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One
object of up to 10 cu. ft./ level
This spell functions like mending,
except that make whole completely repairs an object made of any
substance, even one with multiple breaks, to be as strong as new. The spell does
not restore the magical abilities of a broken magic item made whole, and it
cannot mend broken magic rods, staffs, or wands. The spell does not repair items
that have been warped, burned, disintegrated, ground to powder, melted, or
vaporized, nor does it affect creatures (including constructs).
Mark of
Justice
Necromancy
Level: Clr 5, Pal 4
Components: V, S,
DF
Casting Time: 10 minutes
Range: Touch
Target:
Creature touched
Duration: Permanent; see text
Saving Throw:
None
Spell Resistance: Yes
You draw an indelible mark on the
subject and state some behavior on the part of the subject that will activate
the mark. When activated, the mark curses the subject. Typically, you designate
some sort of criminal behavior that activates the mark, but you can pick any act
you please. The effect of the mark is identical with the effect of bestow
curse.
Since this spell takes 10 minutes to cast and involves writing on
the target, you can cast it only on a creature that is willing or
restrained.
Like the effect of bestow curse, a mark of justice
cannot be dispelled, but it can be removed with a break enchantment,
limited wish, miracle, remove curse, or wish spell.
Remove curse works only if its caster level is equal to or higher than
your mark of justice caster level. These restrictions apply regardless of
whether the mark has activated.
Mass (Spell Name)
Any spell whose name
begins with mass is alphabetized in this chapter according to the second
word of the spell name. Thus, the description of a mass spell appears
near the description of the spell on which it is based. Spell chains that have
mass spells in them include those based on the spells bear’s
endurance, bull’s strength, cat’s grace, charm monster, cure
critical wounds, cure light wounds, cure moderate wounds, cure serious wounds,
eagle’s splendor, enlarge person, fox’s cunning, heal, hold monster,
hold person, inflict critical wounds, inflict light wounds, inflict moderate
wounds, inflict serious wounds, invisibility, owl’s wisdom, reduce person,
and suggestion.
Maze
Conjuration
(Teleportation)
Level: Sor/Wiz 8
Components: V,
S
Casting Time: 1 standard action
Range: Close (25 ft. + 5
ft./2 levels)
Target: One creature
Duration: See
text
Saving Throw: None
Spell Resistance: Yes
You banish
the subject into an extradimensional labyrinth of force planes. Each round on
its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a
full-round action. If the subject doesn’t escape, the maze disappears
after 10 minutes, forcing the subject to leave.
On escaping or leaving the
maze, the subject reappears where it had been when the maze spell was
cast. If this location is filled with a solid object, the subject appears in the
nearest open space. Spells and abilities that move a creature within a plane,
such as teleport and dimension door, do not help a creature escape
a maze spell, although a plane shift spell allows it to exit to
whatever plane is designated in that spell. Minotaurs are not affected by this
spell.
Meld into Stone
Transmutation [Earth]
Level: Clr 3,
Drd 3
Components: V, S, DF
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 10
min./level
Meld into stone enables you to meld your body and
possessions into a single block of stone. The stone must be large enough to
accommodate your body in all three dimensions. When the casting is complete, you
and not more than 100 pounds of nonliving gear merge with the stone. If either
condition is violated, the spell fails and is wasted.
While in the stone, you
remain in contact, however tenuous, with the face of the stone through which you
melded. You remain aware of the passage of time and can cast spells on yourself
while hiding in the stone. Nothing that goes on outside the stone can be seen,
but you can still hear what happens around you. Minor physical damage to the
stone does not harm you, but its partial destruction (to the extent that you no
longer fit within it) expels you and deals you 5d6 points of damage. The
stone’s complete destruction expels you and slays you instantly unless you
make a DC 18 Fortitude save.
Any time before the duration expires, you can
step out of the stone through the surface that you entered. If the spell’s
duration expires or the effect is dispelled before you voluntarily exit the
stone, you are violently expelled and take 5d6 points of damage.
The
following spells harm you if cast upon the stone that you are occupying:
Stone to flesh expels you and deals you 5d6 points of damage. Stone
shape deals you 3d6 points of damage but does not expel you. Transmute
rock to mud expels you and then slays you instantly unless you make a DC 18
Fortitude save, in which case you are merely expelled. Finally, passwall
expels you without damage.
Mending
Transmutation
Level:
Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting
Time: 1 standard action
Range: 10 ft.
Target: One object
of up to 1 lb.
Duration: Instantaneous
Saving Throw: Will
negates (harmless, object)
Spell Resistance: Yes (harmless,
object)
Mending repairs small breaks or tears in objects (but not
warps, such as might be caused by a warp wood spell). It will weld broken
metallic objects such as a ring, a chain link, a medallion, or a slender dagger,
providing but one break exists.
Ceramic or wooden objects with multiple
breaks can be invisibly rejoined to be as strong as new. A hole in a leather
sack or a wineskin is completely healed over by mending. The spell can
repair a magic item, but the item’s magical abilities are not restored.
The spell cannot mend broken magic rods, staffs, or wands, nor does it affect
creatures (including constructs).
Message
Transmutation
[Language-Dependent]
Level: Brd 0, Sor/Wiz 0
Components: V,
S, F
Casting Time: 1 standard action
Range: Medium (100 ft.
+ 10 ft./level)
Targets: One creature/level
Duration: 10
min./level
Saving Throw: None
Spell Resistance: No
You
can whisper messages and receive whispered replies with little chance of being
overheard. You point your finger at each creature you want to receive the
message. When you whisper, the whispered message is audible to all targeted
creatures within range. Magical silence, 1 foot of stone, 1 inch of
common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the
spell. The message does not have to travel in a straight line. It can circumvent
a barrier if there is an open path between you and the subject, and the
path’s entire length lies within the spell’s range. The creatures
that receive the message can whisper a reply that you hear. The spell transmits
sound, not meaning. It doesn’t transcend language barriers.
Note:
To speak a message, you must mouth the words and whisper, possibly allowing
observers the opportunity to read your lips.
Focus: A short piece of
copper wire.
Meteor Swarm
Evocation [Fire]
Level: Sor/Wiz
9
Components: V, S
Casting Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area: Four
40-ft.-radius spreads; see text
Duration: Instantaneous
Saving
Throw: None or Reflex half; see text
Spell Resistance:
Yes
Meteor swarm is a very powerful and spectacular spell that is
similar to fireball in many aspects. When you cast it, four 2-
foot-diameter spheres spring from your outstretched hand and streak in straight
lines to the spots you select. The meteor spheres leave a fiery trail of
sparks.
If you aim a sphere at a specific creature, you may make a ranged
touch attack to strike the target with the meteor. Any creature struck by one of
these spheres takes 2d6 points of bludgeoning damage (no save) and receives no
saving throw against the sphere’s fire damage (see below). If a targeted
sphere misses its target, it simply explodes at the nearest corner of the
target’s space. You may aim more than one meteor at the same
target.
Once a sphere reaches its destination, it explodes in a
40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the
area. If a creature is within the area of more than one sphere, it must save
separately against each. (Fire resistance applies to each sphere’s damage
individually.)
Mind Blank
Abjuration
Level: Protection 8,
Sor/Wiz 8
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One
creature
Duration: 24 hours
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
The subject is
protected from all devices and spells that detect, influence, or read emotions
or thoughts. This spell protects against all mind-affecting spells and effects
as well as information gathering by divination spells or effects. Mind blank
even foils limited wish, miracle, and wish spells when
they are used in such a way as to affect the subject’s mind or to gain
information about it. In the case of scrying that scans an area the creature is
in, such as arcane eye, the spell works but the creature simply
isn’t detected. Scrying attempts that are targeted specifically at the
subject do not work at all.
Mind Fog
Enchantment (Compulsion)
[Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
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: 30 minutes and 2d6 rounds; see text
Saving Throw:
Will negates
Spell Resistance: Yes
Mind fog produces a
bank of thin mist that weakens the mental resistance of those caught in it.
Creatures in the mind fog take a –10 competence penalty on Wisdom
checks and Will saves. (A creature that successfully saves against the fog is
not affected and need not make further saves even if it remains in the fog.)
Affected creatures take the penalty as long as they remain in the fog and for
2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until
dispersed by wind).
A moderate wind (11+ mph) disperses the fog in four
rounds; a strong wind (21+ mph) disperses the fog in 1 round.
The fog is thin
and does not significantly hamper vision.
Minor Creation
Conjuration
(Creation)
Level: Sor/Wiz 4
Components: V, S,
M
Casting Time: 1 minute
Range: 0 ft.
Effect:
Unattended, nonmagical object of nonliving plant matter, up to 1 cu.
ft./level
Duration: 1 hour/level (D)
Saving Throw:
None
Spell Resistance: No
You create a nonmagical, unattended
object of nonliving, vegetable matter. The volume of the item created cannot
exceed 1 cubic foot per caster level. You must succeed on an appropriate skill
check to make a complex item.
Attempting to use any created object as a
material component causes the spell to fail.
Material Component: A
tiny piece of matter of the same sort of item you plan to create with minor
creation.
Minor Image
Illusion (Figment)
Level: Brd 2,
Sor/Wiz 2
Duration: Concentration +2 rounds
This spell functions
like silent image, except that minor image includes some minor
sounds but not understandable
speech.
Miracle
Evocation
Level: Clr 9, Luck
9
Components: V, S, XP; see text
Casting Time: 1 standard
action
Range: See text
Target, Effect, or Area: See
text
Duration: See text
Saving Throw: See text
Spell
Resistance: Yes
You don’t so much cast a miracle as request
one. You state what you would like to have happen and request that your deity
(or the power you pray to for spells) intercede.
A miracle can do any
of the following things.
• Duplicate any cleric spell of 8th level or
lower (including spells to which you have access because of your domains).
• Duplicate any other spell of 7th level or lower.
• Undo the
harmful effects of certain spells, such as feeblemind or
insanity.
• Have any effect whose power level is in line with
the above effects.
If the miracle has any of the above effects,
casting it has no experience point cost.
Alternatively, a cleric can make a
very powerful request. Casting such a miracle costs the cleric 5,000 XP
because of the powerful divine energies involved. Examples of especially
powerful miracles of this sort could include the following.
•
Swinging the tide of a battle in your favor by raising fallen allies to continue
fighting.
• Moving you and your allies, with all your and their gear,
from one plane to another through planar barriers to a specific locale with no
chance of error.
• Protecting a city from an earthquake, volcanic
eruption, flood, or other major natural disaster.
In any event, a request
that is out of line with the deity’s (or alignment’s) nature is
refused.
A duplicated spell allows saving throws and spell resistance as
normal, but the save DCs are as for a 9th-level spell. When a miracle
duplicates a spell that has an XP cost, you must pay that cost. When a
miracle spell duplicates a spell with a material component that costs
more than 100 gp, you must provide that component.
XP Cost: 5,000 XP
(for some uses of the miracle spell; see above).
Mirage
Arcana
Illusion (Glamer)
Level: Brd 5, Sor/Wiz
5
Components: V, S
Casting Time: 1 standard
action
Area: One 20-ft. cube/level (S)
Duration:
Concentration +1 hour/ level (D)
This spell functions like hallucinatory
terrain, except that it enables you to make any area appear to be something
other than it is. The illusion includes audible, visual, tactile, and olfactory
elements. Unlike hallucinatory terrain, the spell can alter the
appearance of structures (or add them where none are present). Still, it
can’t disguise, conceal, or add creatures (though creatures within the
area might hide themselves within the illusion just as they can hide themselves
within a real location).
Mirror Image
Illusion
(Figment)
Level: Brd 2, Sor/Wiz 2
Components: V,
S
Casting Time: 1 standard action
Range: Personal; see
text
Target: You
Duration: 1 min./level (D)
Several
illusory duplicates of you pop into being, making it difficult for enemies to
know which target to attack. The figments stay near you and disappear when
struck.
Mirror image creates 1d4 images plus one image per three
caster levels (maximum eight images total). These figments separate from you and
remain in a cluster, each within 5 feet of at least one other figment or you.
You can move into and through a mirror image. When you and the mirror
image separate, observers can’t use vision or hearing to tell which
one is you and which the image. The figments may also move through each other.
The figments mimic your actions, pretending to cast spells when you cast a
spell, drink potions when you drink a potion, levitate when you levitate, and so
on.
Enemies attempting to attack you or cast spells at you must select from
among indistinguishable targets. Generally, roll randomly to see whether the
selected target is real or a figment. Any successful attack against an image
destroys it. An image’s AC is 10 + your size modifier + your Dex modifier.
Figments seem to react normally to area spells (such as looking like
they’re burned or dead after being hit by a fireball).
While
moving, you can merge with and split off from figments so that enemies who have
learned which image is real are again confounded.
An attacker must be able to
see the images to be fooled. If you are invisible or an attacker shuts his or
her eyes, the spell has no effect. (Being unable to see carries the same
penalties as being blinded.)
Misdirection
Illusion
(Glamer)
Level: Brd 2, Sor/Wiz 2
Components: V,
S
Casting Time: 1 standard action
Range: Close (25 ft. + 5
ft./2 levels)
Target: One creature or object, up to a 10-ft. cube in
size
Duration: 1 hour/level
Saving Throw: None or Will
negates; see text
Spell Resistance: No
By means of this spell, you
misdirect the information from divination spells that reveal auras (detect
evil, detect magic, discern lies, and the like). On casting the spell, you
choose another object within range. For the duration of the spell, the subject
of misdirection is detected as if it were the other object. (Neither the
subject nor the other object gets a saving throw against this effect.) Detection
spells provide information based on the second object rather than on the actual
target of the detection unless the caster of the detection succeeds on a Will
save. For instance, you could make yourself detect as a tree if one were within
range at casting: not evil, not lying, not magical, neutral in alignment, and so
forth. This spell does not affect other types of divination magic (augury,
detect thoughts, clairaudience/clairvoyance, and the
like).
Mislead
Illusion (Figment, Glamer)
Level: Brd 5, Luck
6, Sor/Wiz 6, Trickery 6
Components: S
Casting Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target/Effect: You/one illusory double
Duration: 1
round/level (D) and concentration + 3 rounds; see text
Saving Throw:
None or Will disbelief (if interacted with); see text
Spell
Resistance: No
You become invisible (as improved invisibility, a
glamer), and at the same time, an illusory double of you (as major image,
a figment) appears. You are then free to go elsewhere while your double
moves away. The double appears within range but thereafter moves as you direct
it (which requires concentration beginning on the first round after the
casting). You can make the figment appear superimposed perfectly over your own
body so that observers don’t notice an image appearing and you turning
invisible. You and the figment can then move in different directions. The double
moves at your speed and can talk and gesture as if it were real, but it cannot
attack or cast spells, though it can pretend to do so.
The illusory double
lasts as long as you concentrate upon it, plus 3 additional rounds. After you
cease concentration, the illusory double continues to carry out the same
activity until the duration expires. The improved invisibility lasts for
1 round per level, regardless of concentration.
Mnemonic
Enhancer
Transmutation
Level: Wiz 4
Components: V, S, M,
F
Casting Time: 10 minutes
Range: Personal
Target:
You
Duration: Instantaneous
Casting this spell allows you to
prepare additional spells or retain spells recently cast. Pick one of these two
versions when the spell is cast.
Prepare: You prepare up to three
additional levels of spells. A cantrip counts as 1/2 level for this purpose. You
prepare and cast these spells normally.
Retain: You retain any spell
of 3rd level or lower that you had cast up to 1 round before you started casting
the mnemonic enhancer. This restores the previously cast spell to your
mind.
In either event, the spell or spells prepared or retained fade after 24
hours (if not cast).
Material Component: A piece of string, and ink
consisting of squid secretion with black dragon’s blood.
Focus:
An ivory plaque of at least 50 gp value.
Modify Memory
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 4
Components: V,
S
Casting Time: 1 round; see text
Range: Close (25 ft. + 5
ft./2 levels)
Target: One living creature
Duration:
Permanent
Saving Throw: Will negates
Spell Resistance:
Yes
You reach into the subject’s mind and modify as many as 5 minutes
of its memories in one of the following ways.
• Eliminate all memory of
an event the subject actually experienced. This spell cannot negate charm,
geas/quest, suggestion, or similar spells.
• Allow the subject to
recall with perfect clarity an event it actually experienced.
• Change
the details of an event the subject actually experienced.
• Implant a
memory of an event the subject never experienced.
Casting the spell takes 1
round. If the subject fails to save, you proceed with the spell by spending as
much as 5 minutes (a period of time equal to the amount of memory time you want
to modify) visualizing the memory you wish to modify in the subject. If your
concentration is disturbed before the visualization is complete, or if the
subject is ever beyond the spell’s range during this time, the spell is
lost.
A modified memory does not necessarily affect the subject’s
actions, particularly if it contradicts the creature’s natural
inclinations. An illogical modified memory is dismissed by the creature as a bad
dream or a memory muddied by too much wine.
Moment of
Prescience
Divination
Level: Luck 8, Sor/Wiz
8
Components: V, S
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1
hour/level or until discharged
This spell grants you a powerful sixth sense
in relation to yourself. Once during the spell’s duration, you may choose
to use its effect. This spell grants you an insight bonus equal to your caster
level (maximum +25) on any single attack roll, opposed ability or skill check,
or saving throw. Alternatively, you can apply the insight bonus to your AC
against a single attack (even if flatfooted). Activating the effect
doesn’t take an action; you can even activate it on another
character’s turn if needed. You must choose to use the moment of
prescience before you make the roll it is to modify. Once used, the spell
ends.
You can’t have more than one moment of prescience active
on you at the same time.
Mount
Conjuration
(Summoning)
Level: Sor/Wiz 1
Components: V, S,
M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2
levels)
Effect: One mount
Duration: 2 hours/level
(D)
Saving Throw: None
Spell Resistance: No
You summon a
light horse or a pony (your choice) to serve you as a mount. The steed serves
willingly and well. The mount comes with a bit and bridle and a riding
saddle.
Material Component: A bit of horse hair.
Move
Earth
Transmutation [Earth]
Level: Drd 6, Sor/Wiz
6
Components: V, S, M
Casting Time: See
text
Range: Long (400 ft. + 40 ft./level)
Area: Dirt in an
area up to 750 ft. square and up to 10 ft. deep (S)
Duration:
Instantaneous
Saving Throw: None
Spell Resistance:
No
Move earth moves dirt (clay, loam, sand), possibly collapsing
embankments, moving hillocks, shifting dunes, and so forth.
However, in no
event can rock formations be collapsed or moved. The area to be affected
determines the casting time. For every 150-foot square (up to 10 feet deep),
casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours
and 10 minutes to move.
This spell does not violently break the surface of
the ground. Instead, it creates wavelike crests and troughs, with the earth
reacting with glacierlike fluidity until the desired result is achieved. Trees,
structures, rock formations, and such are mostly unaffected except for changes
in elevation and relative topography.
The spell cannot be used for tunneling
and is generally too slow to trap or bury creatures. Its primary use is for
digging or filling moats or for adjusting terrain contours before a
battle.
This spell has no effect on earth creatures.
Material
Component: A mixture of soils (clay, loam, and sand) in a small bag, and an
iron blade.
Neutralize Poison
Conjuration (Healing)
Level:
Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3
Components: V, S, M/DF
Casting
Time: 1 standard action
Range: Touch
Target: Creature or
object of up to 1 cu. ft./level touched
Duration: 10
min./level
Saving Throw: Will negates (harmless, object)
Spell
Resistance: Yes (harmless, object)
You detoxify any sort of venom in the
creature or object touched. A poisoned creature suffers no additional effects
from the poison, and any temporary effects are ended, but the spell does not
reverse instantaneous effects, such as hit point damage, temporary ability
damage, or effects that don’t go away on their own.
The creature is
immune to any poison it is exposed to during the duration of the spell. Unlike
with delay poison, such effects aren’t postponed until after the
duration —the creature need not make any saves against poison effects
applied to it during the length of the spell.
This spell can instead
neutralize the poison in a poisonous creature or object for the duration of the
spell, at the caster’s option.
Arcane Material Component: A bit
of charcoal.
Nightmare
Illusion (Phantasm) [Mind-Affecting,
Evil]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting
Time: 10 minutes
Range: Unlimited
Target: One living
creature
Duration: Instantaneous
Saving Throw: Will negates;
see text
Spell Resistance: Yes
You send a hideous and unsettling
phantasmal vision to a specific creature that you name or otherwise specifically
designate.
The nightmare prevents restful sleep and causes 1d10 points
of damage. The nightmare leaves the subject fatigued and unable to regain
arcane spells for the next 24 hours.
The difficulty of the save depends on
how well you know the subject and what sort of physical connection (if any) you
have to that creature.
|
Knowledge
|
Will Save Modifier
|
|
None1
|
+10
|
|
Secondhand (you have heard of the subject)
|
+5
|
|
Firsthand (you have met the subject)
|
+0
|
|
Familiar (you know the subject well)
|
–5
|
|
1 You must have some sort of connection to a creature you have no knowledge
of.
|
|
Connection
|
Will Save Modifier
|
|
Likeness or picture
|
–2
|
|
Possession or garment
|
–4
|
|
Body part, lock of hair, bit of nail, etc.
|
–10
|
Dispel evil cast on the subject while you are casting the spell
dispels the nightmare and causes you to be stunned for 10 minutes per
caster level of the dispel evil.
If the recipient is awake when the
spell begins, you can choose to cease casting (ending the spell) or to enter a
trance until the recipient goes to sleep, whereupon you become alert again and
complete the casting. If you are disturbed during the trance, you must succeed
on a Concentration check as if you were in the midst of casting a spell or the
spell ends.
If you choose to enter a trance, you are not aware of your
surroundings or the activities around you while in the trance.
You are
defenseless, both physically and mentally, while in the trance. (You always fail
any saving throw, for example.)
Creatures who don’t sleep (such as
elves, but not half-elves) or dream are immune to this
spell.
Nondetection
Abjuration
Level: Rgr 4, Sor/Wiz 3,
Trickery 3
Components: V, S, M
Casting Time: 1 standard
action
Range: Touch
Target: Creature or object
touched
Duration: 1 hour/level
Saving Throw: Will negates
(harmless, object)
Spell Resistance: Yes (harmless, object)
The
warded creature or object becomes difficult to detect by divination spells such
as clairaudience/clairvoyance, locate object, and detect spells.
Nondetection also prevents location by such magic items as crystal
balls. If a divination is attempted against the warded creature or item, the
caster of the divination must succeed on a caster level check (1d20 + caster
level) against a DC of 11 + the caster level of the spellcaster who cast
nondetection. If you cast nondetection on yourself or on an item
currently in your possession, the DC is 15 + your caster level.
If cast on a
creature, nondetection wards the creature’s gear as well as the
creature itself.
Material Component: A pinch of diamond dust worth 50
gp.
Obscure Object
Abjuration
Level: Brd 1, Clr 3, Sor/Wiz
2
Components: V, S, M/DF
Casting Time: 1 standard
action
Range: Touch
Target: One object touched of up to 100
lb./level
Duration: 8 hours (D)
Saving Throw: Will negates
(object)
Spell Resistance: Yes (object)
This spell hides an object
from location by divination (scrying) effects, such as the scrying spell
or a crystal ball. Such an attempt automatically fails (if the divination
is targeted on the object) or fails to perceive the object (if the divination is
targeted on a nearby location, object, or person).
Arcane Material
Component: A piece of chameleon skin.
Obscuring Mist
Conjuration
(Creation)
Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water
1
Components: V, S
Casting Time: 1 standard
action
Range: 20 ft.
Effect: Cloud spreads in 20-ft. radius
from you, 20 ft. high
Duration: 1 min./level
Saving Throw:
None
Spell Resistance: No
A misty vapor arises around you. It is
stationary once created. The vapor obscures all sight, including darkvision,
beyond 5 feet. A creature 5 feet away 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).
A moderate wind (11+ mph),
such as from a gust of wind spell, disperses the fog in 4 rounds. A
strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame
strike, or similar spell burns away the fog in the explosive or fiery
spell’s area. A wall of fire burns away the fog in the area into
which it deals damage.
This spell does not function
underwater.
Open/Close
Transmutation
Level: Brd 0, Sor/Wiz
0
Components: V, S, F
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Object
weighing up to 30 lb. or portal that can be opened or closed
Duration:
Instantaneous
Saving Throw: Will negates (object)
Spell
Resistance: Yes (object)
You can open or close (your choice) a door,
chest, box, window, bag, pouch, bottle, barrel, or other container. If anything
resists this activity (such as a bar on a door or a lock on a chest), the spell
fails. In addition, the spell can only open and close things weighing 30 pounds
or less. Thus, doors, chests, and similar objects sized for enormous creatures
may be beyond this spell’s ability to affect.
Focus: A brass
key.
Order’s Wrath
Evocation [Lawful]
Level: Law
4
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area:
Nonlawful creatures within a burst that fills a 30-ft. cube
Duration:
Instantaneous (1 round); see text
Saving Throw: Will partial; see
text
Spell Resistance: Yes
You channel lawful power to smite
enemies. The power takes the form of a three-dimensional grid of energy. Only
chaotic and neutral (not lawful) creatures are harmed by the spell.
The spell
deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic
creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic
outsiders) and causes them to be dazed for 1 round. A successful Will save
reduces the damage to half and negates the daze effect.
The spell deals only
half damage to creatures who are neither chaotic nor lawful, and they are not
dazed. They can reduce the damage in half again (down to one-quarter of the
roll) with a successful Will save.
Overland
Flight
Transmutation
Level: Sor/Wiz 5
Components: V,
S
Range: Personal
Target: You
Duration: 1
hour/level
This spell functions like a fly spell, except you can fly
at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying
a medium or heavy load) with average maneuverability. When using this spell for
long-distance movement, you can hustle without taking nonlethal damage (a forced
march still requires Constitution checks). This means you can cover 64 miles in
an eight-hour period of flight (or 48 miles at a speed of 30
feet).
Owl’s Wisdom
Transmutation
Level: Clr 2, Drd 2,
Pal 2, Rgr 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
wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual
benefit to Wisdom-related skills. Clerics, druids, paladins, and rangers (and
other Wisdom-based spellcasters) who receive owl’s wisdom do not
gain any additional bonus spells for the increased Wisdom, but the save DCs for
their spells increase.
Arcane Material Component: A few feathers, or a
pinch of droppings, from an owl.
Owl’s Wisdom,
Mass
Transmutation
Level: Clr 6, Drd 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 owl’s
wisdom, except that it affects multiple creatures.