This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
SPELLS
(S)
Sanctuary
Abjuration
Level: Clr 1, Protection
1
Components: V, S, DF
Casting Time: 1 standard
action
Range: Touch
Target: Creature
touched
Duration: 1 round/level
Saving Throw: Will
negates
Spell Resistance: No
Any opponent attempting to strike or
otherwise directly attack the warded creature, even with a targeted spell, must
attempt a Will save. If the save succeeds, the opponent can attack normally and
is unaffected by that casting of the spell. If the save fails, the opponent
can’t follow through with the attack, that part of its action is lost, and
it can’t directly attack the warded creature for the duration of the
spell. Those not attempting to attack the subject remain unaffected. This spell
does not prevent the warded creature from being attacked or affected by area or
effect spells. The subject cannot attack without breaking the spell but may use
nonattack spells or otherwise act.
Scare
Necromancy [Fear,
Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: V, S,
M
Casting Time: 1 standard action
Range: Medium (100 ft. +
10 ft./level)
Targets: One living creature per three levels, no two of
which can be more than 30 ft. apart
Duration: 1 round/level or 1
round; see text for cause fear
Saving Throw: Will
partial
Spell Resistance: Yes
This spell functions like cause
fear, except that it causes all targeted creatures of less than 6 HD to
become frightened.
Material Component: A bit of bone from an undead
skeleton, zombie, ghoul, ghast, or mummy.
Scintillating
Pattern
Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz
8
Components: V, S, M
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect:
Colorful lights in a 20-ft.-radius spread
Duration: Concentration + 2
rounds
Saving Throw: None
Spell Resistance: Yes
A
twisting pattern of discordant, coruscating colors weaves through the air,
affecting creatures within it. The spell affects a total number of Hit Dice of
creatures equal to your caster level (maximum 20). 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. The spell affects each subject
according to its Hit Dice.
6 or less: Unconscious for 1d4 rounds, then
stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an
unconscious result as stunned for nonliving creatures.)
7 to 12:
Stunned for 1d4 rounds, then confused for 1d4 rounds.
13 or
more: Confused for 1d4 rounds.
Sightless creatures are not affected by
scintillating pattern.
Material Component: A small crystal
prism.
Scorching Ray
Evocation [Fire]
Level: Sor/Wiz
2
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or
more rays
Duration: Instantaneous
Saving Throw:
None
Spell Resistance: Yes
You blast your enemies with fiery rays.
You may fire one ray, plus one additional ray for every four levels beyond 3rd
(to a maximum of three rays at 11th level). Each ray requires a ranged touch
attack to hit and deals 4d6 points of fire damage.
The rays may be fired at
the same or different targets, but all bolts must be aimed at targets within 30
feet of each other and fired simultaneously.
Screen
Illusion
(Glamer)
Level: Sor/Wiz 8, Trickery 7
Components: V,
S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2
levels)
Area: 30-ft. cube/level (S)
Duration: 24
hours
Saving Throw: None or Will disbelief (if interacted with); see
text
Spell Resistance: No
This spell combines several elements to
create a powerful protection from scrying and direct observation. When casting
the spell, you dictate what will and will not be observed in the spell’s
area. The illusion created must be stated in general terms. Once the conditions
are set, they cannot be changed.
Attempts to scry the area automatically
detect the image stated by you with no save allowed. Sight and sound are
appropriate to the illusion created.
Direct observation may allow a save (as
per a normal illusion), if there is cause to disbelieve what is seen. Even
entering the area does not cancel the illusion or necessarily allow a save,
assuming that hidden beings take care to stay out of the way of those affected
by the illusion.
Scrying
Divination (Scrying)
Level: Brd 3,
Clr 5, Drd 4, Sor/Wiz 4
Components: V, S, M/DF, F
Casting
Time: 1 hour
Range: See text
Effect Magical
sensor
Duration: 1 min./level
Saving Throw: Will
negates
Spell Resistance: Yes
You can see and hear some creature,
which may be at any distance. If the subject succeeds on a Will save, the
scrying attempt simply fails. 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. Furthermore, if the subject is on another plane, it gets a +5 bonus on
its Will save.
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
|
If the save fails, you can see (but not hear) the subject and the
subject’s immediate surroundings (approximately 10 feet in all directions
of the subject). If the subject moves, the sensor follows at a speed of up to
150 feet.
As with all divination (scrying) spells, the sensor has your full
visual acuity, including any magical effects. In addition, the following spells
have a 5% chance per caster level of operating through the sensor: detect
chaos, detect evil, detect good, detect law, detect
magic, and message.
If the save succeeds, you can’t attempt
to scry on that subject again for at least 24 hours.
Arcane Material
Component: The eye of a hawk, an eagle, or a roc, plus nitric acid, copper,
and zinc.
Wizard, Sorcerer, or Bard Focus: A mirror of finely wrought
and highly polished silver costing not less than 1,000 gp. The mirror must be at
least 2 feet by 4 feet.
Cleric Focus: A holy water font costing not
less than 100 gp.
Druid Focus: A natural pool of water.
Scrying, Greater
Divination (Scrying)
Level: Brd 6, Clr 7,
Drd 7, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard
action
Duration: 1 hour/level
This spell functions like
scrying, except as noted above. Additionally, all of the following spells
function reliably through the sensor: detect chaos, detect evil,
detect good, detect law, detect magic, message,
read magic, and tongues.
Sculpt
Sound
Transmutation
Level: Brd 3
Components: V,
S
Casting Time: 1 standard action
Range: Close (25 ft. + 5
ft./2 levels)
Targets: One creature or object/level, no two of which
can be more than 30 ft. apart
Duration: 1 hour/level (D)
Saving
Throw: Will negates (object)
Spell Resistance: Yes (object)
You
change the sounds that creatures or objects make. You can create sounds where
none exist, deaden sounds, or transform sounds into other sounds. All affected
creatures or objects must be transmuted in the same way. Once the transmutation
is made, you cannot change it.
You can change the qualities of sounds but
cannot create words with which you are unfamiliar yourself.
A spellcaster
whose voice is changed dramatically is unable to cast spells with verbal
components.
Searing Light
Evocation
Level: Clr 3, Sun
3
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect:
Ray
Duration: Instantaneous
Saving Throw: None
Spell
Resistance: Yes
Focusing divine power like a ray of the sun, you project
a blast of light from your open palm. You must succeed on a ranged touch attack
to strike your target. A creature struck by this ray of light takes 1d8 points
of damage per two caster levels (maximum 5d8). An undead creature takes 1d6
points of damage per caster level (maximum 10d6), and an undead creature
particularly vulnerable to bright light takes 1d8 points of damage per caster
level (maximum 10d8). A construct or inanimate object takes only 1d6 points of
damage per two caster levels (maximum 5d6).
Secret Chest
Conjuration
(Summoning)
Level: Sor/Wiz 5
Components: V, S,
F
Casting Time: 10 minutes
Range: See text
Target:
One chest and up to 1 cu. ft. of goods/caster level
Duration: Sixty
days or until discharged
Saving Throw: None
Spell
Resistance: No
You hide a chest on the Ethereal Plane for as long as
sixty days and can retrieve it at will. The chest can contain up to 1 cubic foot
of material per caster level (regardless of the chest’s actual size, which
is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest,
there is a 75% chance that the spell simply fails. Once the chest is hidden, you
can retrieve it by concentrating (a standard action), and it appears next to
you.
The chest must be exceptionally well crafted and expensive, constructed
for you by master crafters. The cost of such a chest is never less than 5,000
gp. Once it is constructed, you must make a tiny replica (of the same materials
and perfect in every detail), so that the miniature of the chest appears to be a
perfect copy. (The replica costs 50 gp.) You can have but one pair of these
chests at any given time—even a wish spell does not allow more. The
chests are nonmagical and can be fitted with locks, wards, and so on, just as
any normal chest can be.
To hide the chest, you cast the spell while touching
both the chest and the replica. The chest vanishes into the Ethereal Plane. You
need the replica to recall the chest. After sixty days, there is a cumulative
chance of 5% per day that the chest is irretrievably lost. If the miniature of
the chest is lost or destroyed, there is no way, not even with a wish
spell, that the large chest can be summoned back, although an extraplanar
expedition might be mounted to find it.
Living things in the chest eat,
sleep, and age normally, and they die if they run out of food, air, water, or
whatever they need to survive.
Focus: The chest and its
replica.
Secret Page
Transmutation
Level: Brd 3, Sor/Wiz
3
Components: V, S, M
Casting Time: 10
minutes
Range: Touch
Target: Page touched, up to 3 sq. ft.
in size
Duration: Permanent
Saving Throw: None
Spell
Resistance: No
Secret page alters the contents of a page so that
they appear to be something entirely different. The text of a spell can be
changed to show even another spell. Explosive runes or sepia snake
sigil can be cast upon the secret page.
A comprehend languages
spell alone cannot reveal a secret page’s contents. You are
able to reveal the original contents by speaking a special word. You can then
peruse the actual page, and return it to its secret page form at will.
You can also remove the spell by double repetition of the special word. A
detect magic spell reveals dim magic on the page in question but does not
reveal its true contents. True seeing reveals the presence of the hidden
material but does not reveal the contents unless cast in combination with
comprehend languages. A secret page spell can be dispelled, and
the hidden writings can be destroyed by means of an erase
spell.
Material Component: Powdered herring scales and
will-o’-wisp essence.
Secure Shelter
Conjuration
(Creation)
Level: Brd 4, Sor/Wiz 4
Components: V, S, M, F;
see text
Casting Time: 10 minutes
Range: Close (25 ft. + 5
ft./2 levels)
Effect: 20-ft.-square structure
Duration: 2
hours/level (D)
Saving Throw: None
Spell Resistance:
No
You conjure a sturdy cottage or lodge made of material that is common in
the area where the spell is cast. The floor is level, clean, and dry. In all
respects the lodging resembles a normal cottage, with a sturdy door, two
shuttered windows, and a small fireplace.
The shelter has no heating or
cooling source (other than natural insulation qualities). Therefore, it must be
heated as a normal dwelling, and extreme heat adversely affects it and its
occupants. The dwelling does, however, provide considerable security
otherwise—it is as strong as a normal stone building, regardless of its
material composition. The dwelling resists flames and fire as if it were stone.
It is impervious to normal missiles (but not the sort cast by siege engines or
giants).
The door, shutters, and even chimney are secure against intrusion,
the former two being arcane locked and the latter secured by an iron
grate at the top and a narrow flue. In addition, these three areas are protected
by an alarm spell. Finally, an unseen servant is conjured to
provide service to you for the duration of the shelter.
The secure shelter
contains rude furnishings —eight bunks, a trestle table, eight stools,
and a writing desk.
Material Component: A square chip of stone,
crushed lime, a few grains of sand, a sprinkling of water, and several splinters
of wood. These must be augmented by the components of the unseen servant
spell (string and a bit of wood) if this benefit is to be
included.
Focus: The focus of the alarm spell (silver wire and
a tiny bell) if this benefit is to be included.
See
Invisibility
Divination
Level: Brd 3, Sor/Wiz
2
Components: V, S, M
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 10
min./level (D)
You can see any objects or beings that are invisible within
your range of vision, as well as any that are ethereal, as if they were normally
visible. Such creatures are visible to you as translucent shapes, allowing you
easily to discern the difference between visible, invisible, and ethereal
creatures.
The spell does not reveal the method used to obtain invisibility.
It does not reveal illusions or enable you to see through opaque objects. It
does not reveal creatures who are simply hiding, concealed, or otherwise hard to
see.
See invisibility can be made permanent with a permanency
spell.
Material Component: A pinch of talc and a small sprinkling
of powdered silver.
Seeming
Illusion (Glamer)
Level: Brd 5,
Sor/Wiz 5
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One
creature per two levels, no two of which can be more than 30 ft.
apart
Duration: 12 hours (D)
Saving Throw: Will negates or
Will disbelief (if interacted with)
Spell Resistance: Yes or No; see
text
This spell functions like disguise self, except that you can
change the appearance of other people as well. Affected creatures resume their
normal appearances if slain.
Unwilling targets can negate the spell’s
effect on them by making Will saves or with spell
resistance.
Sending
Evocation
Level: Clr 4, Sor/Wiz
5
Components: V, S, M/DF
Casting Time: 10
minutes
Range: See text
Target: One
creature
Duration: 1 round; see text
Saving Throw:
None
Spell Resistance: No
You contact a particular creature with
which you are familiar and send a short message of twenty-five words or less to
the subject. The subject recognizes you if it knows you. It can answer in like
manner immediately. A creature with an Intelligence score as low as 1 can
understand the sending, though the subject’s ability to react is
limited as normal by its Intelligence score. Even if the sending is
received, the subject is not obligated to act upon it in any manner.
If the
creature in question is not on the same plane of existence as you are, there is
a 5% chance that the sending does not arrive. (Local conditions on other
planes may worsen this chance considerably.)
Arcane Material Component:
A short piece of fine copper wire.
Sepia Snake Sigil
Conjuration
(Creation) [Force]
Level: Brd 3, Sor/Wiz 3
Components: V, S,
M
Casting Time: 10 minutes
Range: Touch
Target:
One touched book or written work
Duration: Permanent or until
discharged; until released or 1d4 days + one day/level; see text
Saving
Throw: Reflex negates
Spell Resistance: No
When you cast
sepia snake sigil, a small symbol appears in the text of one written work
such as a book, scroll, or map. The text containing the symbol must be at least
twenty-five words long. When anyone reads the text containing the symbol, the
sepia snake springs into being and strikes the reader, provided there is
line of effect between the symbol and the reader.
Simply seeing the enspelled
text is not sufficient to trigger the spell; the subject must deliberately read
it. The target is entitled to a save to evade the snake’s strike. If it
succeeds, the sepia snake dissipates in a flash of brown light
accompanied by a puff of dun-colored smoke and a loud noise. If the target fails
its save, it is engulfed in a shimmering amber field of force and immobilized
until released, either at your command or when 1d4 days + one day per caster
level have elapsed.
While trapped in the amber field of force, the subject
does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in
a state of suspended animation, unaware of its surroundings. It can be damaged
by outside forces (and perhaps even killed), since the field provides no
protection against physical injury. However, a dying subject does not lose hit
points or become stable until the spell ends.
The hidden sigil cannot be
detected by normal observation, and detect magic reveals only that the
entire text is magical.
A dispel magic can remove the sigil. An
erase spell destroys the entire page of text.
Sepia snake sigil
can be cast in combination with other spells that hide or garble text, such
as secret page.
Material Component: 500 gp worth of powdered
amber, a scale from any snake, and a pinch of mushroom
spores.
Sequester
Abjuration
Level: Sor/Wiz
7
Components: V, S, M
Casting Time: 1 standard
action
Range: Touch
Target: One willing creature or object
(up to a 2-ft. cube/level) touched
Duration: One day/level
(D)
Saving Throw: None or Will negates (object)
Spell
Resistance: No or Yes (object)
When cast, this spell not only prevents
divination spells from working to detect or locate the creature or object
affected by sequester, it also renders the affected creature or object
invisible to any form of sight or seeing (as the invisibility spell). The
spell does not prevent the subject from being discovered through tactile means
or through the use of devices. Creatures affected by sequester become
comatose and are effectively in a state of suspended animation until the spell
wears off or is dispelled.
Note: The Will save prevents an attended or
magical object from being sequestered. There is no save to see the
sequestered creature or object or to detect it with a divination
spell.
Material Component: A basilisk eyelash, gum arabic, and a dram
of whitewash.
Shades
Illusion (Shadow)
Level: Sor/Wiz
9
This spell functions like shadow conjuration, except that it mimics
sorcerer and wizard conjuration spells of 8th level or lower. The illusory
conjurations created deal four-fifths (80%) damage to nonbelievers, and
nondamaging effects are 80% likely to work against nonbelievers.
Shadow
Conjuration
Illusion (Shadow)
Level: Brd 4, Sor/Wiz
4
Components: V, S
Casting Time: 1 standard
action
Range: See text
Effect: See text
Duration:
See text
Saving Throw: Will disbelief (if interacted with); varies;
see text
Spell Resistance: Yes; see text
You use material from the
Plane of Shadow to shape quasi-real illusions of one or more creatures, objects,
or forces. Shadow conjuration can mimic any sorcerer or wizard
conjuration (summoning) or conjuration (creation) spell of 3rd level or
lower.
Shadow conjurations are actually one-fifth (20%) as strong as
the real things, though creatures who believe the shadow conjurations to
be real are affected by them at full strength.
Any creature that interacts
with the conjured object, force, or creature can make a Will save to recognize
its true nature.
Spells that deal damage have normal effects unless the
affected creature succeeds on a Will save. Each disbelieving creature takes only
one-fifth (20%) damage from the attack. If the disbelieved attack has a special
effect other than damage, that effect is only 20% likely to occur. Regardless of
the result of the save to disbelieve, an affected creature is also allowed any
save that the spell being simulated allows, but the save DC is set according to
shadow conjuration’s level (5th) rather than the spell’s
normal level. In addition, any effect created by shadow conjuration
allows spell resistance, even if the spell it is simulating does not. Shadow
objects or substances have normal effects except against those who disbelieve
them.
Against disbelievers, they are 20% likely to work.
A shadow creature
has one-fifth the hit points of a normal creature of its kind (regardless of
whether it’s recognized as shadowy). It deals normal damage and has all
normal abilities and weaknesses. Against a creature that recognizes it as a
shadow creature, however, the shadow creature’s damage is one-fifth (20%)
normal, and all special abilities that do not deal lethal damage are only 20%
likely to work. (Roll for each use and each affected character separately.)
Furthermore, the shadow creature’s AC bonuses are one-fifth as large.
A
creature that succeeds on its save sees the shadow conjurations as
transparent images superimposed on vague, shadowy forms.
Objects
automatically succeed on their Will saves against this spell.
Shadow
Conjuration, Greater
Illusion (Shadow)
Level: Sor/Wiz 7
This
spell functions like shadow conjuration, except that it can duplicate any
sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of
6th level or lower. The illusory conjurations created deal three-fifths (60%)
damage to nonbelievers, and nondamaging effects are 60% likely to work against
nonbelievers.
Shadow Evocation
Illusion (Shadow)
Level: Brd
5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard
action
Range: See text
Effect: See text
Duration:
See text
Saving Throw: Will disbelief (if interacted with)
Spell
Resistance: Yes
You tap energy from the Plane of Shadow to cast a
quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th
level or lower. (For a spell with more than one level, use the best one
applicable to you.)
Spells that deal damage have normal effects unless an
affected creature succeeds on a Will save. Each disbelieving creature takes only
one-fifth damage from the attack. If the disbelieved attack has a special effect
other than damage, that effect is one-fifth as strong (if applicable) or only
20% likely to occur. If recognized as a shadow evocation, a damaging
spell deals only one-fifth (20%) damage. Regardless of the result of the save to
disbelieve, an affected creature is also allowed any save (or spell resistance)
that the spell being simulated allows, but the save DC is set according to
shadow evocation’s level (5th) rather than the spell’s normal
level.
Nondamaging effects have normal effects except against those who
disbelieve them. Against disbelievers, they have no effect.
Objects
automatically succeed on their Will saves against this spell.
Shadow
Evocation, Greater
Illusion (Shadow)
Level: Sor/Wiz 8
This spell
functions like shadow evocation, except that it enables you to create
partially real, illusory versions of sorcerer or wizard evocation spells of 7th
level or lower. If recognized as a greater shadow evocation, a damaging
spell deals only three-fifths (60%) damage.
Shadow Walk
Illusion
(Shadow)
Level: Brd 5, Sor/Wiz 6
Components: V,
S
Casting Time: 1 standard action
Range:
Touch
Targets: Up to one touched creature/ level
Duration: 1
hour/level (D)
Saving Throw: Will negates
Spell Resistance:
Yes
To use the shadow walk spell, you must be in an area of shadowy
illumination. You and any creature you touch are then transported along a
coiling path of shadowstuff to the edge of the Material Plane where it borders
the Plane of Shadow. The effect is largely illusory, but the path is quasi-real.
You can take more than one creature along with you (subject to your level
limit), but all must be touching each other.
In the region of shadow, you
move at a rate of 50 miles per hour, moving normally on the borders of the Plane
of Shadow but much more rapidly relative to the Material Plane. Thus, you can
use this spell to travel rapidly by stepping onto the Plane of Shadow, moving
the desired distance, and then stepping back onto the Material Plane.
Because
of the blurring of reality between the Plane of Shadow and the Material Plane,
you can’t make out details of the terrain or areas you pass over during
transit, nor can you predict perfectly where your travel will end. It’s
impossible to judge distances accurately, making the spell virtually useless for
scouting or spying. Furthermore, when the spell effect ends, you are shunted
1d10x100 feet in a random horizontal direction from your desired endpoint. If
this would place you within a solid object, you are shunted 1d10x1,000 feet in
the same direction. If this would still place you within a solid object, you
(and any creatures with you) are shunted to the nearest empty space available,
but the strain of this activity renders each creature fatigued (no
save).
Shadow walk can also be used to travel to other planes that
border on the Plane of Shadow, but this usage requires the transit of the Plane
of Shadow to arrive at a border with another plane of reality. The transit of
the Plane of Shadow requires 1d4 hours.
Any creatures touched by you when
shadow walk is cast also make the transition to the borders of the Plane
of Shadow.
They may opt to follow you, wander off through the plane, or
stumble back into the Material Plane (50% chance for either of the latter
results if they are lost or abandoned by you). Creatures unwilling to accompany
you into the Plane of Shadow receive a Will saving throw, negating the effect if
successful.
Shambler
Conjuration (Creation)
Level: Drd 9,
Plant 9
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Three
or more shambling mounds, no two of which can be more than 30 ft. apart; see
text
Duration: Seven days or seven months (D); see text
Saving
Throw: None
Spell Resistance: No
The shambler spell
creates 1d4+2 shambling mounds with 11 HD each. The creatures willingly aid you
in combat or battle, perform a specific mission, or serve as bodyguards. The
creatures remain with you for seven days unless you dismiss them. If the
shamblers are created only for guard duty, however, the duration of the spell is
seven months. In this case, the shamblers can only be ordered to guard a
specific site or location. Shamblers summoned to guard duty cannot move outside
the spell’s range, which is measured from the point where each first
appeared.
The shamblers have resistance to fire as normal shambling mounds
do only if the terrain is rainy, marshy, or
damp.
Shapechange
Transmutation
Level: Animal 9, Drd 9,
Sor/Wiz 9
Components: V, S, F
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 10
min./level (D)
This spell functions like polymorph, except that it
enables you to assume the form of any single nonunique creature (of any type)
from Fine to Colossal size. The assumed form cannot have more than twice your
caster level in Hit Dice (to a maximum of 50 HD). Unlike polymorph, this
spell allows incorporeal or gaseous forms to be assumed.
You gain all
extraordinary and supernatural abilities (both attacks and qualities) of the
assumed form, but you lose your own supernatural abilities. You also gain the
type of the new form in place of your own. The new form does not disorient you.
Parts of your body or pieces of equipment that are separated from you do not
revert to their original forms.
You can become just about anything you are
familiar with. You can change form once each round as a free action. The change
takes place either immediately before your regular action or immediately after
it, but not during the action. If you use this spell to create a disguise, you
get a +10 bonus on your Disguise check.
Focus: A jade circlet worth no
less than 1,500 gp, which you must place on your head when casting the spell.
(The focus melds into your new form when you change
shape.)
Shatter
Evocation [Sonic]
Level: Brd 2, Chaos 2, Clr
2, Destruction 2, Sor/Wiz 2
Components: V, S, M/DF
Casting
Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Area or Target: 5-ft.-radius spread; or one solid object or
one crystalline creature
Duration: Instantaneous
Saving Throw:
Will negates (object); Will negates (object) or Fortitude half; see
text
Spell Resistance: Yes (object)
Shatter creates a loud,
ringing noise that breaks brittle, nonmagical objects; sunders a single solid,
nonmagical object; or damages a crystalline creature.
Used as an area attack,
shatter destroys nonmagical objects of crystal, glass, ceramic, or
porcelain. All such objects within a 5-foot radius of the point of origin are
smashed into dozens of pieces by the spell. Objects weighing more than 1 pound
per your level are not affected, but all other objects of the appropriate
composition are shattered.
Alternatively, you can target shatter
against a single solid object, regardless of composition, weighing up to 10
pounds per caster level. Targeted against a crystalline creature (of any
weight), shatter deals 1d6 points of sonic damage per caster level
(maximum 10d6), with a Fortitude save for half damage.
Arcane Material
Component: A chip of mica.
Shield
Abjuration
[Force]
Level: Sor/Wiz 1
Components: V, S
Casting
Time: 1 standard action
Range: Personal
Target:
You
Duration: 1 min./level (D)
Shield creates an invisible,
tower shield-sized mobile disk of force that hovers in front of you. It negates
magic missile attacks directed at you. The disk also provides a +4 shield
bonus to AC. This bonus applies against incorporeal touch attacks, since it is a
force effect. The shield has no armor check penalty or arcane spell
failure chance. Unlike with a normal tower shield, you can’t use the
shield spell for cover.
Shield of
Faith
Abjuration
Level: Clr 1
Components: V, S,
M
Casting Time: 1 standard action
Range:
Touch
Target: Creature touched
Duration: 1
min./level
Saving Throw: Will negates (harmless)
Spell
Resistance: Yes (harmless)
This spell creates a shimmering, magical field
around the touched creature that averts attacks. The spell grants the subject a
+2 deflection bonus to AC, with an additional +1 to the bonus for every six
levels you have (maximum +5 deflection bonus at 18th level).
Material
Component: A small parchment with a bit of holy text written upon
it.
Shield of Law
Abjuration [Lawful]
Level: Clr 8, Law
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 dim, blue glow surrounds the subjects, protecting them from
attacks, granting them resistance to spells cast by chaotic creatures, and
slowing chaotic creatures 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 chaos, this
benefit applies against all attacks, not just against attacks by chaotic
creatures.
Second, a warded creature gains spell resistance 25 against
chaotic spells and spells cast by chaotic creatures.
Third, the abjuration
blocks possession and mental influence, just as protection from chaos
does.
Finally, if a chaotic creature succeeds on a melee attack against a
warded creature, the attacker is slowed (Will save negates, as the
slow spell, but against shield of law’s save
DC).
Focus: A tiny reliquary containing some sacred relic, such as a
scrap of parchment from a lawful text. The reliquary costs at least 500
gp.
Shield Other
Abjuration
Level: Clr 2, Pal 2, Protection
2
Components: V, S, F
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One
creature
Duration: 1 hour/level (D)
Saving Throw: Will
negates (harmless)
Spell Resistance: Yes (harmless)
This spell
wards the subject and creates a mystic connection between you and the subject so
that some of its wounds are transferred to you. The subject gains a +1
deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the
subject takes only half damage from all wounds and attacks (including that dealt
by special abilities) that deal hit point damage. The amount of damage not taken
by the warded creature is taken by you. Forms of harm that do not involve hit
points, such as charm effects, temporary ability damage, level draining,
and death effects, are not affected. If the subject suffers a reduction of hit
points from a lowered Constitution score, the reduction is not split with you
because it is not hit point damage. When the spell ends, subsequent damage is no
longer divided between the subject and you, but damage already split is not
reassigned to the subject.
If you and the subject of the spell move out of
range of each other, the spell ends.
Focus: A pair of platinum rings
(worth at least 50 gp each) worn by both you and the warded
creature.
Shillelagh
Transmutation
Level: Drd
1
Components: V, S, DF
Casting Time: 1 standard
action
Range: Touch
Target: One touched nonmagical oak club
or quarterstaff
Duration: 1 min./level
Saving Throw: Will
negates (object)
Spell Resistance: Yes (object)
Your own nonmagical
club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and
damage rolls. (A quarterstaff gains this enhancement for both ends of the
weapon.) It deals damage as if it were two size categories larger (a Small club
or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a
Large 3d6), +1 for its enhancement bonus. These effects only occur when the
weapon is wielded by you. If you do not wield it, the weapon behaves as if
unaffected by this spell.
Shocking Grasp
Evocation
[Electricity]
Level: Sor/Wiz 1
Components: V,
S
Casting Time: 1 standard action
Range:
Touch
Target: Creature or object touched
Duration:
Instantaneous
Saving Throw: None
Spell Resistance:
Yes
Your successful melee touch attack deals 1d6 points of electricity damage
per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on
attack rolls if the opponent is wearing metal armor (or made out of metal,
carrying a lot of metal, or the like).
Shout
Evocation
[Sonic]
Level: Brd 4, Sor/Wiz 4
Components: V
Casting
Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped
burst
Duration: Instantaneous
Saving Throw: Fortitude
partial or Reflex negates (object); see text
Spell Resistance: Yes
(object)
You emit an ear-splitting yell that deafens and damages creatures in
its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6
points of sonic damage. A successful save negates the deafness and reduces the
damage by half. Any exposed brittle or crystalline object or crystalline
creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An
affected creature is allowed a Fortitude save to reduce the damage by half, and
a creature holding fragile objects can negate damage to them with a successful
Reflex save.
A shout spell cannot penetrate a silence
spell.
Shout, Greater
Evocation [Sonic]
Level: Brd 6,
Sor/Wiz 8
Components: V, S, F
Range: 60 ft.
Saving
Throw: Fortitude partial or Reflex negates (object); see text
This spell
functions like shout, except that the cone deals 10d6 points of sonic
damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against
exposed brittle or crystalline objects or crystalline creatures). It also causes
creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in
the area of the cone can negate the stunning and halve both the damage and the
duration of the deafness with a successful Fortitude save. A creature holding
vulnerable objects can attempt a Reflex save to negate the damage to those
objects.
Arcane Focus: A small metal or ivory horn.
Shrink
Item
Transmutation
Level: Sor/Wiz 3
Components: V,
S
Casting Time: 1 standard action
Range:
Touch
Target: One touched object of up to 2 cu.
ft./level
Duration: One day/level; see text
Saving Throw:
Will negates (object)
Spell Resistance: Yes (object)
You are
able to shrink one nonmagical item (if it is within the size limit) to 1/16 of
its normal size in each dimension (to about 1/4,000 the original volume and
mass). This change effectively reduces the object’s size by four
categories. Optionally, you can also change its now shrunken composition to a
clothlike one. Objects changed by a shrink item spell can be returned to
normal composition and size merely by tossing them onto any solid surface or by
a word of command from the original caster. Even a burning fire and its fuel can
be shrunk by this spell. Restoring the shrunken object to its normal size and
composition ends the spell.
Shrink item can be made permanent with a
permanency spell, in which case the affected object can be shrunk and
expanded an indefinite number of times, but only by the original
caster.
Silence
Illusion (Glamer)
Level: Brd 2, Clr
2
Components: V, S
Casting Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Area:
20-ft.-radius emanation centered on a creature, object, or point in
space
Duration: 1 min./level (D)
Saving Throw: Will negates;
see text or none (object)
Spell Resistance: Yes; see text or no
(object)
Upon the casting of this spell, complete silence prevails in the
affected area. All sound is stopped: Conversation is impossible, spells with
verbal components cannot be cast, and no noise whatsoever issues from, enters,
or passes through the area. The spell can be cast on a point in space, but the
effect is stationary unless cast on a mobile object. The spell can be centered
on a creature, and the effect then radiates from the creature and moves as it
moves. An unwilling creature can attempt a Will save to negate the spell and can
use spell resistance, if any. Items in a creature’s possession or magic
items that emit sound receive the benefits of saves and spell resistance, but
unattended objects and points in space do not. This spell provides a defense
against sonic or language-based attacks.
Silent Image
Illusion
(Figment)
Level: Brd 1, Sor/Wiz 1
Components: V, S,
F
Casting Time: 1 standard action
Range: Long (400 ft. + 40
ft./level)
Effect: Visual figment that cannot extend beyond four
10-ft. cubes + one 10-ft. cube/level (S)
Duration:
Concentration
Saving Throw: Will disbelief (if interacted
with)
Spell Resistance: No
This spell creates the visual illusion
of an object, creature, or force, as visualized by you. The illusion does not
create sound, smell, texture, or temperature. You can move the image within the
limits of the size of the effect.
Focus: A bit of
fleece.
Simulacrum
Illusion (Shadow)
Level: Sor/Wiz
7
Components: V, S, M, XP
Casting Time: 12
hours
Range: 0 ft.
Effect: One duplicate
creature
Duration: Instantaneous
Saving Throw:
None
Spell Resistance: No
Simulacrum creates an illusory
duplicate of any creature. The duplicate creature is partially real and formed
from ice or snow. It appears to be the same as the original, but it has only
one-half of the real creature’s levels or Hit Dice (and the appropriate
hit points, feats, skill ranks, and special abilities for a creature of that
level or HD). You can’t create a simulacrum of a creature whose Hit Dice
or levels exceed twice your caster level. You must make a Disguise check when
you cast the spell to determine how good the likeness is. A creature familiar
with the original might detect the ruse with a successful Spot check (opposed by
the caster’s Disguise check) or a DC 20 Sense Motive check.
At all
times the simulacrum remains under your absolute command. No special telepathic
link exists, so command must be exercised in some other manner. A simulacrum has
no ability to become more powerful. It cannot increase its level or abilities.
If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts
instantly into nothingness. A complex process requiring at least 24 hours, 100
gp per hit point, and a fully equipped magical laboratory can repair damage to a
simulacrum.
Material Component: The spell is cast over the rough snow
or ice form, and some piece of the creature to be duplicated (hair, nail, or the
like) must be placed inside the snow or ice. Additionally, the spell requires
powdered ruby worth 100 gp per HD of the simulacrum to be created.
XP
Cost: 100 XP per HD of the simulacrum to be created (minimum 1,000
XP).
Slay Living
Necromancy [Death]
Level: Clr 5, Death
5
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Target: Living creature
touched
Duration: Instantaneous
Saving Throw: Fortitude
partial
Spell Resistance: Yes
You can slay any one living creature.
You must succeed on a melee touch attack to touch the subject, and it can avoid
death with a successful Fortitude save. If it succeeds, it instead takes 3d6
points of damage +1 point per caster level.
Sleep
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz
1
Components: V, S, M
Casting Time: 1 round
Range:
Medium (100 ft. + 10 ft./level)
Area: One or more living creatures
within a 10-ft.-radius burst
Duration: 1 min./level
Saving
Throw: Will negates
Spell Resistance: Yes
A sleep spell
causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with
the fewest HD are affected first.
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.
Sleeping creatures
are helpless. Slapping or wounding awakens an affected creature, but normal
noise does not. Awakening a creature is a standard action (an application of the
aid another action).
Sleep does not target unconscious creatures,
constructs, or undead creatures.
Material Component: A pinch of fine
sand, rose petals, or a live cricket.
Sleet Storm
Conjuration
(Creation) [Cold]
Level: Drd 3, Sor/Wiz 3
Components: V, S,
M/DF
Casting Time: 1 standard action
Range: Long (400 ft. +
40 ft./level)
Area: Cylinder (40-ft. radius, 20 ft.
high)
Duration: 1 round/level
Saving Throw: None
Spell
Resistance: No
Driving sleet blocks all sight (even darkvision) within it
and causes the ground in the area to be icy. A creature can walk within or
through the area of sleet at half normal speed with a DC 10 Balance check.
Failure means it can’t move in that round, while failure by 5 or more
means it falls (see the Balance skill for details).
The sleet extinguishes
torches and small fires.
Arcane Material Component: A pinch of dust
and a few drops of water.
Slow
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: Will
negates
Spell Resistance: Yes
An affected creature moves and
attacks at a drastically slowed rate. A slowed creature can take only a
single move action or standard action each turn, but not both (nor may it take
full-round actions). Additionally, it takes a –1 penalty on attack rolls,
AC, and Reflex saves. A slowed creature moves at half its normal speed
(round down to the next 5-foot increment), which affects the creature’s
jumping distance as normal for decreased speed.
Multiple slow effects
don’t stack. Slow counters and dispels haste.
Material
Component: A drop of
molasses.
Snare
Transmutation
Level: Rgr 2, Drd
3
Components: V, S, DF
Casting Time: 3
rounds
Range: Touch
Target: Touched nonmagical circle of
vine, rope, or thong with a 2 ft. diameter + 2 ft./level
Duration:
Until triggered or broken
Saving Throw: None
Spell
Resistance: No
This spell enables you to make a snare that functions as a
magic trap. The snare can be made from any supple vine, a thong, or a rope. When
you cast snare upon it, the cordlike object blends with its surroundings
(Search DC 23 for a character with the trapfinding ability to locate). One end
of the snare is tied in a loop that contracts around one or more of the limbs of
any creature stepping inside the circle.
If a strong and supple tree is
nearby, the snare can be fastened to it. The spell causes the tree to bend and
then straighten when the loop is triggered, dealing 1d6 points of damage to the
creature trapped and lifting it off the ground by the trapped limb or limbs. If
no such tree is available, the cordlike object tightens around the creature,
dealing no damage but causing it to be entangled.
The snare is magical. To
escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23
Strength check that is a full-round action. The snare has AC 7 and 5 hit points.
A successful escape from the snare breaks the loop and ends the
spell.
Soften Earth and Stone
Transmutation [Earth]
Level:
Drd 2, Earth 2
Components: V, S, DF
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.
square/level; see text
Duration: Instantaneous
Saving Throw:
None
Spell Resistance: No
When this spell is cast, all natural,
undressed earth or stone in the spell’s area is softened. Wet earth
becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft
clay that is easily molded or chopped. You affect a 10-footsquare area to a
depth of 1 to 4 feet, depending on the toughness or resilience of the ground at
that spot. Magical, enchanted, dressed, or worked stone cannot be affected.
Earth or stone creatures are not affected.
A creature in mud must succeed on
a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast
spells. A creature that succeeds on its save can move through the mud at half
speed, and it can’t run or charge.
Loose dirt is not as troublesome as
mud, but all creatures in the area can move at only half their normal speed and
can’t run or charge over the surface.
Stone softened into clay does not
hinder movement, but it does allow characters to cut, shape, or excavate areas
they may not have been able to affect before.
While soften earth and stone
does not affect dressed or worked stone, cavern ceilings or vertical
surfaces such as cliff faces can be affected. Usually, this causes a moderate
collapse or landslide as the loosened material peels away from the face of the
wall or roof and falls.
A moderate amount of structural damage can be dealt
to a manufactured structure by softening the ground beneath it, causing it to
settle. However, most well-built structures will only be damaged by this spell,
not destroyed.
Solid Fog
Conjuration (Creation)
Level:
Sor/Wiz 4
Components: V, S, M
Duration: 1
min./level
Spell Resistance: No
This spell functions like fog
cloud, but in addition to obscuring sight, the solid fog is so thick
that any creature attempting to move through it progresses at a speed of 5 feet,
regardless of its normal speed, and it takes a –2 penalty on all melee
attack and melee damage rolls. The vapors prevent effective ranged weapon
attacks (except for magic rays and the like). A creature or object that falls
into solid fog is slowed, so that each 10 feet of vapor that it passes
through reduces falling damage by 1d6. A creature can’t take a 5-foot step
while in solid fog.
However, unlike normal fog, only a severe wind
(31+ mph) disperses these vapors, and it does so in 1 round.
Solid fog
can be made permanent with a permanency spell. A permanent solid
fog dispersed by wind reforms in 10 minutes.
Material Component: A
pinch of dried, powdered peas combined with powdered animal hoof.
Song of
Discord
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Brd
5
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area:
Creatures within a 20-ft.-radius spread
Duration: 1
round/level
Saving Throw: Will negates
Spell Resistance:
Yes
This spell causes those within the area to turn on each other rather than
attack their foes. Each affected creature has a 50% chance to attack the nearest
target each round. (Roll to determine each creature’s behavior every round
at the beginning of its turn.) A creature that does not attack its nearest
neighbor is free to act normally for that round.
Creatures forced by a
song of discord to attack their fellows employ all methods at their
disposal, choosing their deadliest spells and most advantageous combat tactics.
They do not, however, harm targets that have fallen unconscious.
Soul
Bind
Necromancy
Level: Clr 9, Sor/Wiz 9
Components: V, S,
F
Casting Time: 1 standard action
Range: Close (25 ft. + 5
ft./2 levels)
Target: Corpse
Duration:
Permanent
Saving Throw: Will negates
Spell Resistance:
No
You draw the soul from a newly dead body and imprison it in a black
sapphire gem. The subject must have been dead no more than 1 round per caster
level. The soul, once trapped in the gem, cannot be returned through clone,
raise dead, reincarnation, resurrection, true resurrection, or even a
miracle or a wish. Only by destroying the gem or dispelling the
spell on the gem can one free the soul (which is then still dead).
Focus:
A black sapphire of at least 1,000 gp value for every Hit Die possessed by
the creature whose soul is to be bound. If the gem is not valuable enough, it
shatters when the binding is attempted. (While creatures have no concept of
level or Hit Dice as such, the value of the gem needed to trap an individual can
be researched. Remember that this value can change over time as creatures gain
more Hit Dice.)
Sound Burst
Evocation [Sonic]
Level: Brd 2,
Clr 2
Components: V, S, F/DF
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Area:
10-ft.-radius spread
Duration: Instantaneous
Saving Throw:
Fortitude partial
Spell Resistance: Yes
You blast an area with a
tremendous cacophony. Every creature in the area takes 1d8 points of sonic
damage and must succeed on a Fortitude save to avoid being stunned for 1 round.
Creatures that cannot hear are not stunned but are still
damaged.
Arcane Focus: A musical instrument.
Speak with
Animals
Divination
Level: Brd 3, Drd 1, Rgr 1
Components:
V, S
Casting Time: 1 standard action
Range:
Personal
Target: You
Duration: 1 min./level
You can
comprehend and communicate with animals. You are able to ask questions of and
receive answers from animals, although the spell doesn’t make them any
more friendly or cooperative than normal. Furthermore, wary and cunning animals
are likely to be terse and evasive, while the more stupid ones make inane
comments. If an animal is friendly toward you, it may do some favor or service
for you.
Speak with Dead
Necromancy
[Language-Dependent]
Level: Clr 3
Components: V, S,
DF
Casting Time: 10 minutes
Range: 10 ft.
Target:
One dead creature
Duration: 1 min./level
Saving Throw: Will
negates; see text
Spell Resistance: No
You grant the semblance of
life and intellect to a corpse, allowing it to answer several questions that you
put to it. You may ask one question per two caster levels. Unasked questions are
wasted if the duration expires. The corpse’s knowledge is limited to what
the creature knew during life, including the languages it spoke (if any).
Answers are usually brief, cryptic, or repetitive. If the creature’s
alignment was different from yours, the corpse gets a Will save to resist the
spell as if it were alive.
If the corpse has been subject to speak with
dead within the past week, the new spell fails. You can cast this spell on a
corpse that has been deceased for any amount of time, but the body must be
mostly intact to be able to respond. A damaged corpse may be able to give
partial answers or partially correct answers, but it must at least have a mouth
in order to speak at all.
This spell does not let you actually speak to the
person (whose soul has departed). It instead draws on the imprinted knowledge
stored in the corpse. The partially animated body retains the imprint of the
soul that once inhabited it, and thus it can speak with all the knowledge that
the creature had while alive. The corpse, however, cannot learn new
information.
Indeed, it can’t even remember being questioned.
This
spell does not affect a corpse that has been turned into an undead
creature.
Speak with Plants
Divination
Level: Brd 4, Drd 3,
Rgr 2
Components: V, S
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1
min./level
You can comprehend and communicate with plants, including both
normal plants and plant creatures. You are able to ask questions of and receive
answers from plants. A regular plant’s sense of its surroundings is
limited, so it won’t be able to give (or recognize) detailed descriptions
of creatures or answer questions about events outside its immediate
vicinity.
The spell doesn’t make plant creatures any more friendly or
cooperative than normal. Furthermore, wary and cunning plant creatures are
likely to be terse and evasive, while the more stupid ones may make inane
comments. If a plant creature is friendly toward you, it may do some favor or
service for you.
Spectral Hand
Necromancy
Level: Sor/Wiz
2
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: One
spectral hand
Duration: 1 min./level (D)
Saving Throw:
None
Spell Resistance: No
A ghostly, glowing hand shaped from your
life force materializes and moves as you desire, allowing you to deliver
low-level, touch range spells at a distance. On casting the spell, you lose 1d4
hit points that return when the spell ends (even if it is dispelled), but not if
the hand is destroyed. (The hit points can be healed as normal.) For as long as
the spell lasts, any touch range spell of 4th level or lower that you cast can
be delivered by the spectral hand. The spell gives you a +2 bonus on your
melee touch attack roll, and attacking with the hand counts normally as an
attack. The hand always strikes from your direction. The hand cannot flank
targets like a creature can. After it delivers a spell, or if the hand goes
beyond the spell range, goes out of your sight, the hand returns to you and
hovers.
The hand is incorporeal and thus cannot be harmed by normal weapons.
It has improved evasion (half damage on a failed Reflex save and no damage on a
successful save), your save bonuses, and an AC of at least 22. Your Intelligence
modifier applies to the hand’s AC as if it were the hand’s Dexterity
modifier. The hand has 1 to 4 hit points, the same number that you lost in
creating it.
Spell Immunity
Abjuration
Level: Clr 4,
Protection 4, Strength 4
Components: V, S, DF
Casting Time:
1 standard action
Range: Touch
Target: Creature
touched
Duration: 10 min./level
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
The warded creature is
immune to the effects of one specified spell for every four levels you have. The
spells must be of 4th level or lower. The warded creature effectively has
unbeatable spell resistance regarding the specified spell or spells. Naturally,
that immunity doesn’t protect a creature from spells for which spell
resistance doesn’t apply. Spell immunity protects against spells,
spell-like effects of magic items, and innate spell-like abilities of creatures.
It does not protect against supernatural or extraordinary abilities, such as
breath weapons or gaze attacks.
Only a particular spell can be protected
against, not a certain domain or school of spells or a group of spells that are
similar in effect.
A creature can have only one spell immunity or
greater spell immunity spell in effect on it at a time.
Spell
Immunity, Greater
Abjuration
Level: Clr 8
This spell functions
like spell immunity, except the immunity applies to spells of 8th level
or lower.
A creature can have only one spell immunity or greater
spell immunity spell in effect on it at a time.
Spell
Resistance
Abjuration
Level: Clr 5, Magic 5, Protection
5
Components: V, S, DF
Casting Time: 1 standard
action
Range: Touch
Target: Creature
touched
Duration: 1 min./level
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
The creature gains
spell resistance equal to 12 + your caster
level.
Spellstaff
Transmutation
Level: Drd
6
Components: V, S, F
Casting Time: 10
minutes
Range: Touch
Target: Wooden quarterstaff
touched
Duration: Permanent until discharged (D)
Saving Throw:
Will negates (object)
Spell Resistance: Yes (object)
You store
one spell that you can normally cast in a wooden quarterstaff. Only one such
spell can be stored in a staff at a given time, and you cannot have more than
one spellstaff at any given time. You can cast a spell stored within a
staff just as though it were among those you had prepared, but it does not count
against your normal allotment for a given day. You use up any applicable
material components required to cast the spell when you store it in the
spellstaff.
Focus: The staff that stores the
spell.
Spell Turning
Abjuration
Level: Luck 7, Magic 7,
Sor/Wiz 7
Components: V, S, M/DF
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: Until
expended or 10 min./level
Spells and spell-like effects targeted on you are
turned back upon the original caster. The abjuration turns only spells that have
you as a target. Effect and area spells are not affected. Spell turning
also fails to stop touch range spells.
From seven to ten (1d4+6) spell
levels are affected by the turning. The exact number is rolled secretly.
When
you are targeted by a spell of higher level than the amount of spell turning you
have left, that spell is partially turned. The subtract the amount of spell
turning left from the spell level of the incoming spell, then divide the result
by the spell level of the incoming spell to see what fraction of the effect gets
through. For damaging spells, you and the caster each take a fraction of the
damage. For nondamaging spells, each of you has a proportional chance to be
affected.
If you and a spellcasting attacker are both warded by spell
turning effects in operation, a resonating field is created.
Roll
randomly to determine the result.
|
d%
|
Effect
|
|
01–70
|
Spell drains away without effect.
|
|
71–80
|
Spell affects both of you equally at full effect.
|
|
81–97
|
Both turning effects are rendered nonfunctional for 1d4 minutes.
|
|
98–100
|
Both of you go through a rift into another plane.
|
Arcane Material Component: A small silver mirror.
Spider
Climb
Transmutation
Level: Drd 2, Sor/Wiz 2
Components:
V, S, M
Casting Time: 1 standard action
Range:
Touch
Target: Creature touched
Duration: 10
min./level
Saving Throw: Will negates (harmless)
Spell
Resistance: Yes (harmless)
The subject can climb and travel on vertical
surfaces or even traverse ceilings as well as a spider does. The affected
creature must have its hands free to climb in this manner. The subject gains a
climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a
vertical or horizontal surface (even upside down). A spider climbing
creature retains its Dexterity bonus to Armor Class (if any) while climbing,
and opponents get no special bonus to their attacks against it. It cannot,
however, use the run action while climbing.
Material Component: A drop
of bitumen and a live spider, both of which must be eaten by the
subject.
Spike Growth
Transmutation
Level: Drd 3, Rgr
2
Components: V, S, DF
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: One
20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw:
Reflex partial
Spell Resistance: Yes
Any ground-covering vegetation
in the spell’s area becomes very hard and sharply pointed without changing
its appearance.
In areas of bare earth, roots and rootlets act in the same
way. Typically, spike growth can be cast in any outdoor setting except
open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on
foot into or through the spell’s area takes 1d4 points of piercing damage
for each 5 feet of movement through the spiked area.
Any creature that takes
damage from this spell must also succeed on a Reflex save or suffer injuries to
its feet and legs that slow its land speed by one-half. This speed penalty lasts
for 24 hours or until the injured creature receives a cure spell (which
also restores lost hit points). Another character can remove the penalty by
taking 10 minutes to dress the injuries and succeeding on a Heal check against
the spell’s save DC.
Spike growth can’t be disabled with
the Disable Device skill.
Note: Magic traps such as spike growth
are hard to detect. A rogue (only) can use the Search skill to find a
spike growth. The DC is 25 + spell level, or DC 28 for spike growth
(or DC 27 for spike growth cast by a ranger).
Spike
Stones
Transmutation [Earth]
Level: Drd 4, Earth
4
Components: V, S, DF
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: One
20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw:
Reflex partial
Spell Resistance: Yes
Rocky ground, stone floors,
and similar surfaces shape themselves into long, sharp points that blend into
the background.
Spike stones impede progress through an area and deal
damage. Any creature moving on foot into or through the spell’s area moves
at half speed.
In addition, each creature moving through the area takes 1d8
points of piercing damage for each 5 feet of movement through the spiked
area.
Any creature that takes damage from this spell must also succeed on a
Reflex save to avoid injuries to its feet and legs. A failed save causes the
creature’s speed to be reduced to half normal for 24 hours or until the
injured creature receives a cure spell (which also restores lost hit
points). Another character can remove the penalty by taking 10 minutes to dress
the injuries and succeeding on a Heal check against the spell’s save
DC.
Spike stones is a magic trap that can’t be disabled with the
Disable Device skill.
Note: Magic traps such as spike stones
are hard to detect. A rogue (only) can use the Search skill to find spike
stones. The DC is 25 + spell level, or DC 29 for spike
stones.
Spiritual Weapon
Evocation [Force]
Level: Clr 2,
War 2
Components: V, S, DF
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Magic
weapon of force
Duration: 1 round/level (D)
Saving Throw:
None
Spell Resistance: Yes
A weapon made of pure force springs into
existence and attacks opponents at a distance, as you direct it, dealing 1d8
force damage per hit, +1 point per three caster levels (maximum +5 at 15th
level). The weapon takes the shape of a weapon favored by your deity or a weapon
with some spiritual significance or symbolism to you (see below) and has the
same threat range and critical multipliers as a real weapon of its form. It
strikes the opponent you designate, starting with one attack in the round the
spell is cast and continuing each round thereafter on your turn. It uses your
base attack bonus (possibly allowing it multiple attacks per round in subsequent
rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell,
not as a weapon, so, for example, it can damage creatures that have damage
reduction. As a force effect, it can strike incorporeal creatures without the
normal miss chance associated with incorporeality. The weapon always strikes
from your direction. It does not get a flanking bonus or help a combatant get
one. Your feats or combat actions do not affect the weapon. If the weapon goes
beyond the spell range, if it goes out of your sight, or if you are not
directing it, the weapon returns to you and hovers.
Each round after the
first, you can use a move action to redirect the weapon to a new target. If you
do not, the weapon continues to attack the previous round’s target. On any
round that the weapon switches targets, it gets one attack. Subsequent rounds of
attacking that target allow the weapon to make multiple attacks if your base
attack bonus would allow it to. Even if the spiritual weapon is a ranged
weapon, use the spell’s range, not the weapon’s normal range
increment, and switching targets still is a move action.
A spiritual
weapon cannot be attacked or harmed by physical attacks, but dispel
magic, disintegrate, a sphere of annihilation, or a rod of
cancellation affects it. A spiritual weapon’s AC against touch
attacks is 12 (10 + size bonus for Tiny object).
If an attacked creature has
spell resistance, you make a caster level check (1d20 + caster level) against
that spell resistance the first time the spiritual weapon strikes it. If
the weapon is successfully resisted, the spell is dispelled. If not, the weapon
has its normal full effect on that creature for the duration of the
spell.
The weapon that you get is often a force replica of your deity’s
own personal weapon. A cleric without a deity gets a weapon based on his
alignment. A neutral cleric without a deity can create a spiritual weapon
of any alignment, provided he is acting at least generally in accord with
that alignment at the time. The weapons associated with each alignment are as
follows.
Chaos: Battleaxe
Evil: Light flail
Good:
Warhammer
Law: Longsword,
Statue
Transmutation
Level: Sor/Wiz 7
Components:
V, S, M
Casting Time: 1 round
Range: Touch
Target:
Creature touched
Duration: 1 hour/level (D)
Saving Throw:
Will negates (harmless)
Spell Resistance: Yes (harmless)
A
statue spell turns the subject to solid stone, along with any garments
and equipment worn or carried. In statue form, the subject gains hardness 8. The
subject retains its own hit points.
The subject can see, hear, and smell
normally, but it does not need to eat or breathe. Feeling is limited to those
sensations that can affect the granite-hard substance of the individual’s
body. Chipping is equal to a mere scratch, but breaking off one of the
statue’s arms constitutes serious damage.
The subject of a statue
spell can return to its normal state, act, and then return instantly to the
statue state (a free action) if it so desires, as long as the spell duration is
in effect.
Material Component: Lime, sand, and a drop of water stirred
by an iron bar, such as a nail or
spike.
Status
Divination
Level: Clr 2
Components:
V, S
Casting Time: 1 standard action
Range:
Touch
Targets: One living creature touched per three
levels
Duration: 1 hour/level
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
When you need to keep
track of comrades who may get separated, status allows you to mentally
monitor their relative positions and general condition. You are aware of
direction and distance to the creatures and any conditions affecting them:
unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked,
stunned, poisoned, diseased, confused, or the like. Once the spell has
been cast upon the subjects, the distance between them and the caster does not
affect the spell as long as they are on the same plane of existence. If a
subject leaves the plane, or if it dies, the spell ceases to function for
it.
Stinking Cloud
Conjuration (Creation)
Level: Sor/Wiz
3
Components: V, S, M
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: Fortitude negates; see text
Spell
Resistance: No
Stinking cloud creates a bank of fog like that
created by fog cloud, except that the vapors are nauseating. Living
creatures in the cloud become nauseated. This condition lasts as long as the
creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately
for each nauseated character.) Any creature that succeeds on its save but
remains in the cloud must continue to save each round on your
turn.
Stinking cloud can be made permanent with a permanency
spell. A permanent stinking cloud dispersed by wind reforms in 10
minutes.
Material Component: A rotten egg or several skunk cabbage
leaves.
Stone Shape
Transmutation [Earth]
Level: Clr 3, Drd
3, Earth 3, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1
standard action
Range: Touch
Target: Stone or stone object
touched, up to 10 cu. ft. + 1 cu. ft./level
Duration:
Instantaneous
Saving Throw: None
Spell Resistance: No
You
can form an existing piece of stone into any shape that suits your purpose.
While it’s possible to make crude coffers, doors, and so forth with
stone shape, fine detail isn’t possible. There is a 30% chance that
any shape including moving parts simply doesn’t work.
Arcane
Material Component: Soft clay, which must be worked into roughly the desired
shape of the stone object and then touched to the stone while the verbal
component is uttered.
Stoneskin
Abjuration
Level: Drd 5,
Earth 6, Sor/Wiz 4, Strength 6
Components: V, S, M
Casting
Time: 1 standard action
Range: Touch
Target: Creature
touched
Duration: 10 min./level or until discharged
Saving
Throw: Will negates (harmless)
Spell Resistance: Yes
(harmless)
The warded creature gains resistance to blows, cuts, stabs, and
slashes. The subject gains damage reduction 10/adamantine. (It ignores the first
10 points of damage each time it takes damage from a weapon, though an
adamantine weapon bypasses the reduction.) Once the spell has prevented a total
of 10 points of damage per caster level (maximum 150 points), it is
discharged.
Material Component: Granite and 250 gp worth of diamond
dust sprinkled on the target’s skin.
Stone
Tell
Divination
Level: Drd 6
Components: V, S,
DF
Casting Time: 10 minutes
Range:
Personal
Target: You
Duration: 1 min./level
You gain the
ability to speak with stones, which relate to you who or what has touched them
as well as revealing what is covered or concealed behind or under them. The
stones relate complete descriptions if asked. A stone’s perspective,
perception, and knowledge may prevent the stone from providing the details you
are looking for.
You can speak with natural or worked stone.
Stone to
Flesh
Transmutation
Level: Sor/Wiz 6
Components: V, S,
M
Casting Time: 1 standard action
Range: Medium (100 ft. +
10 ft./level)
Target: One petrified creature or a cylinder of stone
from 1 ft. to 3 ft. in diameter and up to 10 ft. long
Duration:
Instantaneous
Saving Throw: Fortitude negates (object); see
text
Spell Resistance: Yes
This spell restores a petrified creature
to its normal state, restoring life and goods. The creature must make a DC 15
Fortitude save to survive the process. Any petrified creature, regardless of
size, can be restored.
The spell also can convert a mass of stone into a
fleshy substance. Such flesh is inert and lacking a vital life force unless a
life force or magical energy is available. (For example, this spell would turn a
stone golem into a flesh golem, but an ordinary statue would become a corpse.)
You can affect an object that fits within a cylinder from 1 foot to 3 feet in
diameter and up to 10 feet long or a cylinder of up to those dimensions in a
larger mass of stone.
Material Component: A pinch of earth and a drop
of blood.
Storm of Vengeance
Conjuration (Summoning)
Level:
Drd 9, Clr 9
Components: V, S
Casting Time: 1
round
Range: Long (400 ft. + 40 ft./level)
Effect:
360-ft.-radius storm cloud
Duration: Concentration (maximum 10 rounds)
(D)
Saving Throw: See text
Spell Resistance: Yes
This
spell creates an enormous black storm cloud. Lightning and crashing claps of
thunder appear within the storm. Each creature beneath the cloud must succeed on
a Fortitude save or be deafened for 1d4x10 minutes.
If you do not maintain
concentration on the spell after casting it, the spell ends. If you continue to
concentrate, the spell generates additional effects in each following round, as
noted below. Each effect occurs during your turn.
2nd Round: Acid
rains down in the area, dealing 1d6 points of acid damage (no save).
3rd
Round: You call six bolts of lightning down from the cloud. You decide where
the bolts strike. No two bolts may be directed at the same target. Each bolt
deals 10d6 points of electricity damage. A creature struck can attempt a Reflex
save for half damage.
4th Round: Hailstones rain down in the area,
dealing 5d6 points of bludgeoning damage (no save).
5th through 10th
Rounds: Violent rain and wind gusts reduce visibility. The rain 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). Speed is reduced by three-quarters.
Ranged attacks within the area
of the storm are impossible. Spells cast within the area are disrupted unless
the caster succeeds on a Concentration check against a DC equal to the storm
of vengeance’s save DC + the level of the spell the caster is trying
to cast.
Suggestion
Enchantment (Compulsion) [Language-Dependent,
Mind-Affecting]
Level: Brd 2, Sor/Wiz 3
Components: V,
M
Casting Time: 1 standard action
Range: Close (25 ft. + 5
ft./2 levels)
Target: One living creature
Duration: 1
hour/level or until completed
Saving Throw: Will negates
Spell
Resistance: Yes
You influence the actions of the target creature by
suggesting a course of activity (limited to a sentence or two). The
suggestion must be worded in such a manner as to make the activity sound
reasonable. Asking the creature to do some obviously harmful act automatically
negates the effect of the spell.
The suggested course of activity can
continue for the entire duration. If the suggested activity can be completed in
a shorter time, the spell ends when the subject finishes what it was asked to
do. You can instead specify conditions that will trigger a special activity
during the duration. If the condition is not met before the spell duration
expires, the activity is not performed.
A very reasonable suggestion
causes the save to be made with a penalty (such as –1 or
–2).
Material Component: A snake’s tongue and either a bit
of honeycomb or a drop of sweet oil.
Suggestion, Mass
Enchantment
(Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 5,
Sor/Wiz 6
Range: Medium (100 ft. + 10 ft./level)
Targets:
One creature/level, no two of which can be more than 30 ft. apart
This spell
functions like suggestion, except that it can affect more creatures. The
same suggestion applies to all these creatures.
Summon
Instrument
Conjuration (Summoning)
Level: Brd
0
Components: V, S
Casting Time: 1 round
Range: 0
ft.
Effect: One summoned handheld musical
instrument
Duration: 1 min./level (D)
Saving Throw:
None
Spell Resistance: No
This spell summons one handheld musical
instrument of your choice. This instrument appears in your hands or at your feet
(your choice). The instrument is typical for its type. Only one instrument
appears per casting, and it will play only for you. You can’t summon an
instrument too large to be held in two hands.
Summon Monster
I
Conjuration (Summoning) [see text]
Level: Brd 1, Clr 1, Sor/Wiz
1
Components: V, S, F/DF
Casting Time: 1
round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One
summoned creature
Duration: 1 round/level (D)
Saving Throw:
None
Spell Resistance: No
This spell summons an extraplanar
creature (typically an outsider, elemental, or magical beast native to another
plane). It appears where you designate and acts immediately, on your turn. It
attacks your opponents to the best of its ability. If you can communicate with
the creature, you can direct it not to attack, to attack particular enemies, or
to perform other actions.
The spell conjures one of the creatures from the
1st-level list on the accompanying Summon Monster table. You choose which kind
of creature to summon, and you can change that choice each time you cast the
spell.
A summoned monster cannot summon or otherwise conjure another
creature, nor can it use any teleportation or planar travel abilities. Creatures
cannot be summoned into an environment that cannot support them.
When you use
a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or
water creature, it is a spell of that type.
Arcane Focus: A tiny bag
and a small (not necessarily lit) candle.
Summon Monster
II
Conjuration (Summoning) [see text for summon monster
I]
Level: Brd 2, Clr 2, Sor/Wiz 2
Effect: One or more
summoned creatures, no two of which can be more than 30 ft. apart
This spell
functions like summon monster I, except that you can summon one creature
from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level
list.
Summon Monster III
Conjuration (Summoning) [see text for
summon monster I]
Level: Brd 3, Clr 3, Sor/Wiz
3
Effect: One or more summoned creatures, no two of which can be more
than 30 ft. apart
This spell functions like summon monster I, except
that you can summon one creature from the 3rd-level list, 1d3 creatures of the
same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the
1st-level list.
Summon Monster IV
Conjuration (Summoning) [see text
for summon monster I]
Level: Brd 4, Clr 4, Sor/Wiz
4
Effect: One or more summoned creatures, no two of which can be more
than 30 ft. apart
This spell functions like summon monster I, except
that you can summon one creature from the 4th-level list, 1d3 creatures of the
same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a
lower-level list.
Summon Monster V
Conjuration (Summoning) [see text
for summon monster I]
Level: Brd 5, Clr 5, Sor/Wiz
5
Effect: One or more summoned creatures, no two of which can be more
than 30 ft. apart
This spell functions like summon monster I, except
that you can summon one creature from the 5th-level list, 1d3 creatures of the
same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a
lower-level list.
Summon Monster VI
Conjuration (Summoning) [see text
for summon monster I]
Level: Brd 6, Clr 6, Sor/Wiz
6
Effect: One or more summoned creatures, no two of which can be more
than 30 ft. apart
This spell functions like summon monster I, except
you can summon one creature from the 6th-level list, 1d3 creatures of the same
kind from the 5th-level list, or 1d4+1 creatures of the same kind from a
lower-level list.
Summon Monster VII
Conjuration (Summoning) [see text
for summon monster I]
Level: Clr 7, Sor/Wiz 7
This spell
functions like summon monster I, except that you can summon one creature
from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list,
or 1d4+1 creatures of the same kind from a lower-level list.
Summon
Monster VIII
Conjuration (Summoning) [see text for summon monster
I]
Level: Clr 8, Sor/Wiz 8
This spell functions like summon
monster I, except that you can summon one creature from the 8th-level list,
1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of
the same kind from a lower-level list.
Summon Monster IX
Conjuration
(Summoning) [see text for summon monster I]
Level: Chaos 9, Clr
9, Evil 9, Good 9, Law 9, Sor/Wiz 9
This spell functions like summon
monster I, except that you can summon one creature from the 9th-level list,
1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of
the same kind from a lower-level list.
|
Summon Monster
|
|
|
1st Level
|
|
|
Celestial dog
|
LG
|
|
Celestial owl
|
LG
|
|
Celestial giant fire beetle
|
NG
|
|
Celestial porpoise1
|
NG
|
|
Celestial badger
|
CG
|
|
Celestial monkey
|
CG
|
|
Fiendish dire rat
|
LE
|
|
Fiendish raven
|
LE
|
|
Fiendish monstrous centipede, Medium
|
NE
|
|
Fiendish monstrous scorpion, Small
|
NE
|
|
Fiendish hawk
|
CE
|
|
Fiendish monstrous spider, Small
|
CE
|
|
Fiendish octopus1
|
CE
|
|
Fiendish snake, Small viper
|
CE
|
|
2nd Level
|
|
|
Celestial giant bee
|
LG
|
|
Celestial giant bombardier beetle
|
NG
|
|
Celestial riding dog
|
NG
|
|
Celestial eagle
|
CG
|
|
Lemure (devil)
|
LE
|
|
Fiendish squid1
|
LE
|
|
Fiendish wolf
|
LE
|
|
Fiendish monstrous centipede, Large
|
NE
|
|
Fiendish monstrous scorpion, Medium
|
NE
|
|
Fiendish shark, Medium1
|
NE
|
|
Fiendish monstrous spider, Medium
|
CE
|
|
Fiendish snake, Medium viper
|
CE
|
|
3rd Level
|
|
|
Celestial black bear
|
LG
|
|
Celestial bison
|
NG
|
|
Celestial dire badger
|
CG
|
|
Celestial hippogriff
|
CG
|
|
Elemental, Small (any)
|
N
|
|
Fiendish ape
|
LE
|
|
Fiendish dire weasel
|
LE
|
|
Hell hound
|
LE
|
|
Fiendish snake, constrictor LE
|
|
|
Fiendish boar
|
NE
|
|
Fiendish dire bat
|
NE
|
|
Fiendish monstrous centipede, Huge
|
NE
|
|
Fiendish crocodile
|
CE
|
|
Dretch (demon)
|
CE
|
|
Fiendish snake, Large viper
|
CE
|
|
Fiendish wolverine
|
CE
|
|
4th Level
|
|
|
Archon, lantern
|
LG
|
|
Celestial giant owl
|
LG
|
|
Celestial giant eagle
|
CG
|
|
Celestial lion
|
CG
|
|
Mephit (any)
|
N
|
|
Fiendish dire wolf
|
LE
|
|
Fiendish giant wasp
|
LE
|
|
Fiendish giant praying mantis
|
NE
|
|
Fiendish shark, Large1
|
NE
|
|
Yeth hound
|
NE
|
|
Fiendish monstrous spider, Large
|
CE
|
|
Fiendish snake, Huge viper
|
CE
|
|
Howler
|
CE
|
|
5th Level
|
|
|
Archon, hound
|
LG
|
|
Celestial brown bear
|
LG
|
|
Celestial giant stag beetle
|
NG
|
|
Celestial sea cat1
|
NG
|
|
Celestial griffon
|
CG
|
|
Elemental, Medium (any)
|
N
|
|
Achaierai
|
LE
|
|
Devil, bearded
|
LE
|
|
Fiendish deinonychus
|
LE
|
|
Fiendish dire ape
|
LE
|
|
Fiendish dire boar
|
NE
|
|
Fiendish shark, Huge
|
NE
|
|
Fiendish monstrous scorpion, Large
|
NE
|
|
Shadow mastiff
|
NE
|
|
Fiendish dire wolverine
|
CE
|
|
Fiendish giant crocodile
|
CE
|
|
Fiendish tiger
|
CE
|
|
6th Level
|
|
|
Celestial polar bear
|
LG
|
|
Celestial orca whale1
|
NG
|
|
Bralani (eladrin)
|
CG
|
|
Celestial dire lion
|
CG
|
|
Elemental, Large (any)
|
N
|
|
Janni (genie)
|
N
|
|
Chaos beast
|
CN
|
|
Devil, chain
|
LE
|
|
Xill
|
LE
|
|
Fiendish monstrous centipede, Gargantuan
|
NE
|
|
Fiendish rhinoceros
|
NE
|
|
Fiendish elasmosaurus1
|
CE
|
|
Fiendish monstrous spider, Huge
|
CE
|
|
Fiendish snake, giant constrictor
|
CE
|
|
7th Level
|
|
|
Celestial elephant
|
LG
|
|
Avoral (guardinal)
|
NG
|
|
Celestial baleen whale1
|
NG
|
|
Djinni (genie)
|
CG
|
|
Elemental, Huge (any)
|
N
|
|
Invisible stalker
|
N
|
|
Devil, bone
|
LE
|
|
Fiendish megaraptor
|
LE
|
|
Fiendish monstrous scorpion, Huge
|
NE
|
|
Babau (demon)
|
CE
|
|
Fiendish giant octopus1
|
CE
|
|
Fiendish girallon
|
CE
|
|
8th Level
|
|
|
Celestial dire bear
|
LG
|
|
Celestial cachalot whale1
|
NG
|
|
Celestial triceratops
|
NG
|
|
Lillend
|
CG
|
|
Elemental, greater (any)
|
N
|
|
Fiendish giant squid1
|
LE
|
|
Hellcat
|
LE
|
|
Fiendish monstrous centipede, Colossal
|
NE
|
|
Fiendish dire tiger
|
CE
|
|
Fiendish monstrous spider, Gargantuan
|
CE
|
|
Fiendish tyrannosaurus
|
CE
|
|
Vrock (demon)
|
CE
|
|
9th Level
|
|
|
Couatl
|
LG
|
|
Leonal (guardinal)
|
NG
|
|
Celestial roc
|
CG
|
|
Elemental, elder (any)
|
N
|
|
Devil, barbed
|
LE
|
|
Fiendish dire shark1
|
NE
|
|
Fiendish monstrous scorpion, Gargantuan
|
NE
|
|
Night hag
|
NE
|
|
Bebilith (demon)
|
CE
|
|
Fiendish monstrous spider, Colossal
|
CE
|
|
Hezrou (demon)
|
CE
|
|
1 May be summoned only into an aquatic or watery environment.
|
Summon Nature’s Ally I
Conjuration
(Summoning)
Level: Drd 1, Rgr 1
Components: V, S,
DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2
levels)
Effect: One summoned creature
Duration: 1
round/level (D)
Saving Throw: None
Spell Resistance:
No
This spell summons a natural creature. It appears where you designate and
acts immediately, on your turn. It attacks your opponents to the best of its
ability. If you can communicate with the creature, you can direct it not to
attack, to attack particular enemies, or to perform other actions.
A summoned
monster cannot summon or otherwise conjure another creature, nor can it use any
teleportation or planar travel abilities. Creatures cannot be summoned into an
environment that cannot support them.
The spell conjures one of the creatures
from the 1st-level list on the accompanying Summon Nature’s Ally table.
You choose which kind of creature to summon, and you can change that choice each
time you cast the spell. All the creatures on the table are neutral unless
otherwise noted.
Summon Nature’s Ally II
Conjuration
(Summoning)
Level: Drd 2, Rgr 2
Effect: One or more
creatures, no two of which can be more than 30 ft. apart
This spell functions
like summon nature’s ally I, except that you can summon one
2nd-level creature or 1d3 1st-level creatures of the same kind.
Summon
Nature’s Ally III
Conjuration (Summoning) [see text]
Level:
Drd 3, Rgr 3
Effect: One or more creatures, no two of which can be
more than 30 ft. apart
This spell functions like summon nature’s
ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level
creatures of the same kind, or 1d4+1 1st-level creatures of the same
kind.
When you use a summoning spell to summon an air, chaotic, earth, evil,
fire, good, lawful, or water creature, it is a spell of that type.
Summon
Nature’s Ally IV
Conjuration (Summoning) [see text]
Level:
Animal 4, Drd 4, Rgr 4
Effect: One or more creatures, no two of which
can be more than 30 ft. apart
This spell functions like summon
nature’s ally I, except that you can summon one 4th-level creature,
1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the
same kind.
When you use a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that
type.
Summon Nature’s Ally V
Conjuration (Summoning) [see
text]
Level: Drd 5
Effect: One or more creatures, no two of
which can be more than 30 ft. apart
This spell functions like summon
nature’s ally I, except that you can summon one 5th-level creature,
1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the
same kind.
When you use a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that
type.
Summon Nature’s Ally VI
Conjuration (Summoning) [see
text]
Level: Drd 6
Effect: One or more creatures, no two of
which can be more than 30 ft. apart
This spell functions like summon
nature’s ally I, except that you can summon one 6th-level creature,
1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the
same kind.
When you use a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that
type.
Summon Nature’s Ally VII
Conjuration (Summoning) [see
text]
Level: Drd 7
Effect: One or more creatures, no two of
which can be more than 30 ft. apart
This spell functions like summon
nature’s ally I, except that you can summon one 7th-level creature,
1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the
same kind.
When you use a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that
type.
Summon Nature’s Ally VIII
Conjuration (Summoning) [see
text]
Level: Animal 8, Drd 8
Effect: One or more creatures,
no two of which can be more than 30 ft. apart
This spell functions like
summon nature’s ally I, except that you can summon one 8th-level
creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level
creatures of the same kind.
When you use a summoning spell to summon an air,
chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of
that type.
Summon Nature’s Ally IX
Conjuration (Summoning) [see
text]
Level: Drd 9
Effect: One or more creatures, no two of
which can be more than 30 ft. apart
This spell functions like summon
nature’s ally I, except that you can summon one 9th-level creature,
1d3 8th-level creatures of the same kind, or 1d4+1 lower-level creatures of the
same kind.
When you use a summoning spell to summon an air, chaotic, earth,
evil, fire, good, lawful, or water creature, it is a spell of that
type.
|
Summon Nature’s Ally
|
|
1st Level
|
|
Dire rat
|
|
Eagle (animal)
|
|
Monkey (animal)
|
|
Octopus1 (animal)
|
|
Owl (animal)
|
|
Porpoise1 (animal)
|
|
Snake, Small viper (animal)
|
|
Wolf (animal)
|
|
2nd Level
|
|
Bear, black (animal)
|
|
Crocodile (animal)
|
|
Dire badger
|
|
Dire bat
|
|
Elemental, Small (any)
|
|
Hippogriff
|
|
Shark, Medium1 (animal)
|
|
Snake, Medium viper (animal |