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SPELLS
(T-Z)
Telekinesis
Transmutation
Level: Sor/Wiz
5
Components: V, S
Casting Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Target or
Targets: See text
Duration: Concentration (up to 1 round/ level)
or instantaneous; see text
Saving Throw: Will negates (object) or
None; see text
Spell Resistance: Yes (object); see text
You move
objects or creatures by concentrating on them. Depending on the version
selected, the spell can provide a gentle, sustained force, perform a variety of
combat maneuvers, or exert a single short, violent thrust.
Sustained
Force: A sustained force moves an object weighing no more than 25 pounds per
caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A
creature can negate the effect on an object it possesses with a successful Will
save or with spell resistance.
This version of the spell can last 1 round per
caster level, but it ends if you cease concentration. The weight can be moved
vertically, horizontally, or in both directions. An object cannot be moved
beyond your range. The spell ends if the object is forced beyond the range. If
you cease concentration for any reason, the object falls or stops.
An object
can be telekinetically manipulated as if with one hand. For example, a lever or
rope can be pulled, a key can be turned, an object rotated, and so on, if the
force required is within the weight limitation. You might even be able to untie
simple knots, though delicate activities such as these require Intelligence
checks.
Combat Maneuver: Alternatively, once per round, you can use
telekinesis to perform a bull rush, disarm, grapple (including pin), or
trip. Resolve these attempts as normal, except that they don’t provoke
attacks of opportunity, you use your caster level in place of your base attack
bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard)
or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity
modifier, and a failed attempt doesn’t allow a reactive attempt by the
target (such as for disarm or trip). No save is allowed against these attempts,
but spell resistance applies normally. This version of the spell can last 1
round per caster level, but it ends if you cease concentration.
Violent
Thrust: Alternatively, the spell energy can be spent in a single round. You
can hurl one object or creature per caster level (maximum 15) that are within
range and all within 10 feet of each other toward any target within 10 feet per
level of all the objects. You can hurl up to a total weight of 25 pounds per
caster level (maximum 375 pounds at 15th level).
You must succeed on attack
rolls (one per creature or object thrown) to hit the target with the items,
using your base attack bonus + your Intelligence modifier (if a wizard) or
Charisma modifier (if a sorcerer). Weapons cause standard damage (with no
Strength bonus; note that arrows or bolts deal damage as daggers of their size
when used in this manner). Other objects cause damage ranging from 1 point per
25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds
(for hard, dense objects).
Creatures who fall within the weight capacity of
the spell can be hurled, but they are allowed Will saves (and spell resistance)
to negate the effect, as are those whose held possessions are targeted by the
spell. If a telekinesed creature is hurled against a solid surface, it takes
damage as if it had fallen 10 feet (1d6 points).
Telekinetic
Sphere
Evocation [Force]
Level: Sor/Wiz 8
Components: V,
S, M
Casting Time: 1 standard action
Range: Close (25 ft. +
5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centered around
creatures or objects
Duration: 1 min./level (D)
Saving
Throw: Reflex negates (object)
Spell Resistance: Yes
(object)
This spell functions like resilient sphere, with the addition
that the creatures or objects inside the globe are nearly weightless. Anything
contained within an telekinetic sphere weighs only one-sixteenth of its
normal weight. You can telekinetically lift anything in the sphere that normally
weighs 5,000 pounds or less. The telekinetic control extends from you out to
medium range (100 feet + 10 feet per caster level) after the sphere has
succeeded in encapsulating its contents.
You can move objects or creatures in
the sphere that weigh a total of 5,000 pounds or less by concentrating on the
sphere. You can begin moving a sphere in the round after casting the spell. If
you concentrate on doing so (a standard action), you can move the sphere as much
as 30 feet in a round. If you cease concentrating, the sphere does not move in
that round (if on a level surface) or descends at its falling rate (if aloft)
until it reaches a level surface, or the spell’s duration expires, or you
begin concentrating again. If you cease concentrating (voluntarily or due to
failing a Concentration check), you can resume concentrating on your next turn
or any later turn during the spell’s duration.
The sphere falls at a
rate of only 60 feet per round, which is not fast enough to cause damage to the
contents of the sphere.
You can move the sphere telekinetically even if you
are in it.
Material Component: A hemispherical piece of clear crystal,
a matching hemispherical piece of gum arabic, and a pair of small bar
magnets.
Telepathic Bond
Divination
Level: Sor/Wiz
5
Components: V, S, M
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: You
plus one willing creature per three levels, no two of which can be more than 30
ft. apart
Duration: 10 min./level (D)
Saving Throw:
None
Spell Resistance: No
You forge a telepathic bond among
yourself and a number of willing creatures, each of which must have an
Intelligence score of 3 or higher. Each creature included in the link is linked
to all the others. The creatures can communicate telepathically through the bond
regardless of language. No special power or influence is established as a result
of the bond. Once the bond is formed, it works over any distance (although not
from one plane to another).
If desired, you may leave yourself out of the
telepathic bond forged. This decision must be made at the time of
casting.
Telepathic bond can be made permanent with a permanency
spell, though it only bonds two creatures per casting of
permanency.
Material Component: Pieces of eggshell from two
different kinds of creatures.
Teleport
Conjuration
(Teleportation)
Level: Sor/Wiz 5, Travel 5
Components:
V
Casting Time: 1 standard action
Range: Personal and
touch
Target: You and touched objects or other touched willing
creatures
Duration: Instantaneous
Saving Throw: None and
Will negates (object)
Spell Resistance: No and Yes (object)
This
spell instantly transports you to a designated destination, which may be as
distant as 100 miles per caster level. Interplanar travel is not possible. You
can bring along objects as long as their weight doesn’t exceed your
maximum load. You may also bring one additional willing Medium or smaller
creature (carrying gear or objects up to its maximum load) or its equivalent
(see below) per three caster levels. A Large creature counts as two Medium
creatures, a Huge creature counts as two Large creatures, and so forth. All
creatures to be transported must be in contact with one another, and at least
one of those creatures must be in contact with you. As with all spells where the
range is personal and the target is you, you need not make a saving throw, nor
is spell resistance applicable to you. Only objects held or in use (attended) by
another person receive saving throws and spell resistance.
You must have some
clear idea of the location and layout of the destination. The clearer your
mental image, the more likely the teleportation works. Areas of strong physical
or magical energy may make teleportation more hazardous or even
impossible.
To see how well the teleportation works, roll d% and consult the
Teleport table. Refer to the following information for definitions of the terms
on the table.
Familiarity: “Very familiar” is a place
where you have been very often and where you feel at home. “Studied
carefully” is a place you know well, either because you can currently see
it, you’ve been there often, or you have used other means (such as
scrying) to study the place for at least one hour. “Seen
casually” is a place that you have seen more than once but with which you
are not very familiar. “Viewed once” is a place that you have seen
once, possibly using magic.
“False destination” is a place that
does not truly exist or if you are teleporting to an otherwise familiar location
that no longer exists as such or has been so completely altered as to no longer
be familiar to you. When traveling to a false destination, roll 1d20+80 to
obtain results on the table, rather than rolling d%, since there is no real
destination for you to hope to arrive at or even be off target from.
On
Target: You appear where you want to be.
Off Target: You appear
safely a random distance away from the destination in a random direction.
Distance off target is 1d10x1d10% of the distance that was to be traveled. The
direction off target is determined randomly
Similar Area: You wind up
in an area that’s visually or thematically similar to the target
area.
Generally, you appear in the closest similar place within range. If no
such area exists within the spell’s range, the spell simply fails
instead.
Mishap: You and anyone else teleporting with you have gotten
“scrambled.” You each take 1d10 points of damage, and you reroll on
the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time
“Mishap” comes up, the characters take more damage and must
reroll.
|
Familiarity
|
On Target
|
Off Target
|
Similar Area
|
Mishap
|
|
Very familiar
|
01–97
|
98–99
|
100
|
—
|
|
Studied carefully
|
01–94
|
95–97
|
98–99
|
100
|
|
Seen casually
|
01–88
|
89–94
|
95–98
|
99–100
|
|
Viewed once
|
01–76
|
77–88
|
89–96
|
97–100
|
|
False destination (1d20+80)
|
—
|
—
|
81–92
|
93–100
|
Teleport Object
Conjuration (Teleportation)
Level: Sor/Wiz
7
Range: Touch
Target: One touched object of up to 50
lb./level and 3 cu. ft./level
Saving Throw: Will negates
(object)
Spell Resistance: Yes (object)
This spell functions like
teleport, except that it teleports an object, not you. Creatures and
magical forces cannot be teleported.
If desired, the target object can be
sent to a distant location on the Ethereal Plane. In this case, the point from
which the object was teleported remains faintly magical until the item is
retrieved. A successful targeted dispel magic spell cast on that point
brings the vanished item back from the Ethereal Plane.
Teleport,
Greater
Conjuration (Teleportation)
Level: Sor/Wiz 7, Travel
7
This spell functions like teleport, except that there is no range
limit and there is no chance you arrive off target. In addition, you need not
have seen the destination, but in that case you must have at least a reliable
description of the place to which you are teleporting. If you attempt to
teleport with insufficient information (or with misleading information), you
disappear and simply reappear in your original location. Interplanar travel is
not possible.
Teleportation Circle
Conjuration
(Teleportation)
Level: Sor/Wiz 9
Components: V,
M
Casting Time: 10 minutes
Range: 0 ft.
Effect:
5-ft.-radius circle that teleports those who activate it
Duration: 10
min./level (D)
Saving Throw: None
Spell Resistance:
Yes
You create a circle on the floor or other horizontal surface that
teleports, as greater teleport, any creature who stands on it to a
designated spot. Once you designate the destination for the circle, you
can’t change it. The spell fails if you attempt to set the circle to
teleport creatures into a solid object, to a place with which you are not
familiar and have no clear description, or to another plane.
The circle
itself is subtle and nearly impossible to notice. If you intend to keep
creatures from activating it accidentally, you need to mark the circle in some
way.
Teleportation circle can be made permanent with a permanency
spell. A permanent teleportation circle that is disabled becomes
inactive for 10 minutes, then can be triggered again as normal.
Note:
Magic traps such as teleportation circle are hard to detect and
disable. A rogue (only) can use the Search skill to find the circle and Disable
Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case
of teleportation circle.
Material Component: Amber dust to
cover the area of the circle (cost 1,000 gp).
Temporal
Stasis
Transmutation
Level: Sor/Wiz 8
Components: V, S,
M
Casting Time: 1 standard action
Range:
Touch
Target: Creature touched
Duration:
Permanent
Saving Throw: Fortitude negates
Spell Resistance:
Yes
You must succeed on a melee touch attack. You place the subject into a
state of suspended animation. For the creature, time ceases to flow and its
condition becomes fixed. The creature does not grow older. Its body functions
virtually cease, and no force or effect can harm it. This state persists until
the magic is removed (such as by a successful dispel magic spell or a
freedom spell).
Material Component: A powder composed of
diamond, emerald, ruby, and sapphire dust with a total value of at least 5,000
gp.
Time Stop
Transmutation
Level: Sor/Wiz 9, Trickery
9
Components: V
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1d4+1
rounds (apparent time); see text
This spell seems to make time cease to flow
for everyone but you. In fact, you speed up so greatly that all other creatures
seem frozen, though they are actually still moving at their normal speeds. You
are free to act for 1d4+1 rounds of apparent time. Normal and magical fire,
cold, gas, and the like can still harm you. While the time stop is in
effect, other creatures are invulnerable to your attacks and spells; you cannot
target such creatures with any attack or spell. A spell that affects an area and
has a duration longer than the remaining duration of the time stop have
their normal effects on other creatures once the time stop ends. Most
spellcasters use the additional time to improve their defenses, summon allies,
or flee from combat.
You cannot move or harm items held, carried, or worn by
a creature stuck in normal time, but you can affect any item that is not in
another creature’s possession.
You are undetectable while time stop
lasts. You cannot enter an area protected by an antimagic field while
under the effect of time stop.
Tiny Hut
Evocation
[Force]
Level: Brd 3, Sor/Wiz 3
Components: V, S,
M
Casting Time: 1 standard action
Range: 20
ft.
Effect: 20-ft.-radius sphere centered on your
location
Duration: 2 hours/level (D)
Saving Throw:
None
Spell Resistance: No
You create an unmoving, opaque sphere of
force of any color you desire around yourself. Half the sphere projects above
the ground, and the lower hemisphere passes through the ground. As many as nine
other Medium creatures can fit into the field with you; they can freely pass
into and out of the hut without harming it. However, if you remove yourself from
the hut, the spell ends.
The temperature inside the hut is 70° F if the
exterior temperature is between 0° and 100° F. An exterior temperature
below 0° or above 100° lowers or raises the interior temperature on a
1-degree-for-1 basis. The hut also provides protection against the elements,
such as rain, dust, and sandstorms. The hut withstands any wind of less than
hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys
it.
The interior of the hut is a hemisphere. You can illuminate it dimly upon
command or extinguish the light as desired. Although the force field is opaque
from the outside, it is transparent from within. Missiles, weapons, and most
spell effects can pass through the hut without affecting it, although the
occupants cannot be seen from outside the hut (they have total
concealment).
Material Component: A small crystal bead that shatters
when the spell duration expires or the hut is
dispelled.
Tongues
Divination
Level: Brd 2, Clr 4, Sor/Wiz
3
Components: V, M/DF
Casting Time: 1 standard
action
Range: Touch
Target: Creature
touched
Duration: 10 min./level
Saving Throw: Will negates
(harmless)
Spell Resistance: No
This spell grants the creature
touched the ability to speak and understand the language of any intelligent
creature, whether it is a racial tongue or a regional dialect. The subject can
speak only one language at a time, although it may be able to understand several
languages. Tongues does not enable the subject to speak with creatures
who don’t speak. The subject can make itself understood as far as its
voice carries. This spell does not predispose any creature addressed toward the
subject in any way.
Tongues can be made permanent with a permanency
spell.
Arcane Material Component: A small clay model of a
ziggurat, which shatters when the verbal component is pronounced.
Touch
of Fatigue
Necromancy
Level: Sor/Wiz 0
Components: V, S,
M
Casting Time: 1 standard action
Range:
Touch
Target: Creature touched
Duration: 1
round/level
Saving Throw: Fortitude negates
Spell
Resistance: Yes
You channel negative energy through your touch, fatiguing
the target. You must succeed on a touch attack to strike a target.
The
subject is immediately fatigued for the spell’s duration.
This spell
has no effect on a creature that is already fatigued. Unlike with normal
fatigue, the effect ends as soon as the spell’s duration
expires.
Material Component: A drop of sweat.
Touch of
Idiocy
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz
2
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Target: Living creature
touched
Duration: 10 min./level
Saving Throw: No
Spell
Resistance: Yes
With a touch, you reduce the target’s mental
faculties. Your successful melee touch attack applies a 1d6 penalty to the
target’s Intelligence, Wisdom, and Charisma scores. This penalty
can’t reduce any of these scores below 1.
This spell’s effect may
make it impossible for the target to cast some or all of its spells, if the
requisite ability score drops below the minimum required to cast spells of that
level.
Transformation
Transmutation
Level: Sor/Wiz
6
Components: V, S, M
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1
round/level
You become a virtual fighting machine— stronger, tougher,
faster, and more skilled in combat. Your mind-set changes so that you relish
combat and you can’t cast spells, even from magic items.
You gain a +4
enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor
bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all
simple and martial weapons. Your base attack bonus equals your character level
(which may give you multiple attacks).
You lose your spellcasting ability,
including your ability to use spell activation or spell completion magic items,
just as if the spells were no longer on your class list.
Material
Component: A potion of bull’s strength, which you drink (and
whose effects are subsumed by the spell effects).
Transmute Metal to
Wood
Transmutation
Level: Drd 7
Components: V, S,
DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40
ft./level)
Area: All metal objects within a 40-ft.-radius
burst
Duration: Instantaneous
Saving Throw: None
Spell
Resistance: Yes (object; see text)
This spell enables you to change all
metal objects within its area to wood. Weapons, armor, and other metal objects
carried by creatures are affected as well. A magic object made of metal
effectively has spell resistance equal to 20 + its caster level against this
spell. Artifacts cannot be transmuted. Weapons converted from metal to wood take
a –2 penalty on attack and damage rolls. The armor bonus of any armor
converted from metal to wood is reduced by 2. Weapons changed by this spell
splinter and break on any natural attack roll of 1 or 2, and armor changed by
this spell loses an additional point of armor bonus every time it is struck with
a natural attack roll of 19 or 20.
Only limited wish, miracle, wish,
or similar magic can restore a transmuted object to its metallic
state.
Transmute Mud to Rock
Transmutation [Earth]
Level:
Drd 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1
standard action
Range: Medium (100 ft. + 10 ft./level)
Area:
Up to two 10-ft. cubes/level (S)
Duration: Permanent
Saving
Throw: See text
Spell Resistance: No
This spell transforms
normal mud or quicksand of any depth into soft stone (sandstone or a similar
mineral) permanently.
Any creature in the mud is allowed a Reflex save to
escape before the area is hardened to stone.
Transmute mud to rock
counters and dispels transmute rock to mud.
Arcane Material
Component: Sand, lime, and water.
Transmute Rock to
Mud
Transmutation [Earth]
Level: Drd 5, Sor/Wiz
5
Components: V, S, M/DF
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to
two 10-ft. cubes/level (S)
Duration: Permanent; see text
Saving
Throw: See text
Spell Resistance: No
This spell turns natural,
uncut or unworked rock of any sort into an equal volume of mud. Magical stone is
not affected by the spell. The depth of the mud created cannot exceed 10 feet. A
creature unable to levitate, fly, or otherwise free itself from the mud sinks
until hip- or chest-deep, reducing its speed to 5 feet and causing a –2
penalty on attack rolls and AC. Brush thrown atop the mud can support creatures
able to climb on top of it. Creatures large enough to walk on the bottom can
wade through the area at a speed of 5 feet.
If transmute rock to mud
is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor
and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing
cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath
the area, or half damage to those who succeed on Reflex saves.
Castles and
large stone buildings are generally immune to the effect of the spell, since
transmute rock to mud can’t affect worked stone and doesn’t
reach deep enough to undermine such buildings’ foundations. However, small
buildings or structures often rest upon foundations shallow enough to be damaged
or even partially toppled by this spell.
The mud remains until a successful
dispel magic or transmute mud to rock spell restores its
substance—but not necessarily its form. Evaporation turns the mud to
normal dirt over a period of days. The exact time depends on exposure to the
sun, wind, and normal drainage.
Arcane Material Component: Clay and
water.
Transport via Plants
Transmutation
Level: Drd
6
Components: V, S
Casting Time: 1 standard
action
Range: Unlimited
Target: You and touched objects or
other touched willing creatures
Duration: 1 round
Saving
Throw: None
Spell Resistance: No
You can enter any normal plant
(Medium or larger) and pass any distance to a plant of the same kind in a single
round, regardless of the distance separating the two. The entry plant must be
alive. The destination plant need not be familiar to you, but it also must be
alive. If you are uncertain of the location of a particular kind of destination
plant, you need merely designate direction and distance and the transport via
plants spell moves you as close as possible to the desired location. If a
particular destination plant is desired but the plant is not living, the spell
fails and you are ejected from the entry plant.
You can bring along objects
as long as their weight doesn’t exceed your maximum load. You may also
bring one additional willing Medium or smaller creature (carrying gear or
objects up to its maximum load) or its equivalent per three caster levels. Use
the following equivalents to determine the maximum number of larger creatures
you can bring along: A Large creature counts as two Medium creatures, a Huge
creature counts as two Large creatures, and so forth. All creatures to be
transported must be in contact with one another, and at least one of those
creatures must be in contact with you.
You can’t use this spell to
travel through plant creatures.
The destruction of an occupied plant slays
you and any creatures you have brought along, and ejects the bodies and all
carried objects from the tree.
Trap the Soul
Conjuration
(Summoning)
Level: Sor/Wiz 8
Components: V, S, M, (F); see
text
Casting Time: 1 standard action or see text
Range:
Close (25 ft. + 5 ft./2 levels)
Target: One
creature
Duration: Permanent; see text
Saving Throw: See
text
Spell Resistance: Yes; see text
Trap the soul forces a
creature’s life force (and its material body) into a gem. The gem holds
the trapped entity indefinitely or until the gem is broken and the life force is
released, which allows the material body to reform. If the trapped creature is a
powerful creature from another plane it can be required to perform a service
immediately upon being freed. Otherwise, the creature can go free once the gem
imprisoning it is broken.
Depending on the version selected, the spell can be
triggered in one of two ways.
Spell Completion: First, the spell can
be completed by speaking its final word as a standard action as if you were
casting a regular spell at the subject. This allows spell resistance (if any)
and a Will save to avoid the effect. If the creature’s name is spoken as
well, any spell resistance is ignored and the save DC increases by 2. If the
save or spell resistance is successful, the gem shatters.
Trigger Object:
The second method is far more insidious, for it tricks the subject into
accepting a trigger object inscribed with the final spell word, automatically
placing the creature’s soul in the trap. To use this method, both the
creature’s name and the trigger word must be inscribed on the trigger
object when the gem is enspelled. A sympathy spell can also be placed on
the trigger object. As soon as the subject picks up or accepts the trigger
object, its life force is automatically transferred to the gem without the
benefit of spell resistance or a save.
Material Component: Before the
actual casting of trap the soul, you must procure a gem of at least 1,000
gp value for every Hit Die possessed by the creature to be trapped. If the gem
is not valuable enough, it shatters when the entrapment 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.)
Focus (Trigger Object
Only): If the trigger object method is used, a special trigger object,
prepared as described above, is needed.
Tree
Shape
Transmutation
Level: Drd 2, Rgr 3
Components: V, S,
DF
Casting Time: 1 standard action
Range:
Personal
Target: You
Duration: 1 hour/level (D)
By means
of this spell, you are able to assume the form of a Large living tree or shrub
or a Large dead tree trunk with a small number of limbs. The closest inspection
cannot reveal that the tree in question is actually a magically concealed
creature. To all normal tests you are, in fact, a tree or shrub, although a
detect magic spell reveals a faint transmutation on the tree. While in
tree form, you can observe all that transpires around you just as if you were in
your normal form, and your hit points and save bonuses remain unaffected. You
gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0
and a speed of 0 feet. You are immune to critical hits while in tree form. All
clothing and gear carried or worn changes with you.
You can dismiss tree
shape as a free action (instead of as a standard action).
Tree
Stride
Conjuration (Teleportation)
Level: Drd 5, Rgr
4
Components: V, S, DF
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: 1
hour/level or until expended; see text
You gain the ability to enter trees
and move from inside one tree to inside another tree. The first tree you enter
and all others you enter must be of the same kind, must be living, and must have
girth at least equal to yours. By moving into an oak tree (for example), you
instantly know the location of all other oak trees within transport range (see
below) and may choose whether you want to pass into one or simply step back out
of the tree you moved into. You may choose to pass to any tree of the
appropriate kind within the transport range as shown on the following
table.
Type of Tree
|
Transport Range
|
|
Oak, ash, yew
|
3,000 feet
|
|
Elm, linden
|
2,000 feet
|
|
Other deciduous
|
1,500 feet
|
|
Any coniferous
|
1,000 feet
|
|
All other trees
|
500 feet
|
You may move into a tree up to one time per caster level (passing from one
tree to another counts only as moving into one tree). The spell lasts until the
duration expires or you exit a tree. Each transport is a full-round
action.
You can, at your option, remain within a tree without transporting
yourself, but you are forced out when the spell ends. If the tree in which you
are concealed is chopped down or burned, you are slain if you do not exit before
the process is complete.
True Resurrection
Conjuration
(Healing)
Level: Clr 9
Casting Time: 10 minutes
This
spell functions like raise dead, except that you can resurrect a creature
that has been dead for as long as 10 years per caster level. This spell can even
bring back creatures whose bodies have been destroyed, provided that you
unambiguously identify the deceased in some fashion (reciting the
deceased’s time and place of birth or death is the most common
method).
Upon completion of the spell, the creature is immediately restored
to full hit points, vigor, and health, with no loss of level (or Constitution
points) or prepared spells.
You can revive someone killed by a death effect
or someone who has been turned into an undead creature and then destroyed. This
spell can also resurrect elementals or outsiders, but it can’t resurrect
constructs or undead creatures.
Even true resurrection can’t
restore to life a creature who has died of old age.
Material Component:
A sprinkle of holy water and diamonds worth a total of at least 25,000
gp.
True Seeing
Divination
Level: Clr 5, Drd 7, Knowledge 5,
Sor/Wiz 6
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)
You confer on the
subject the ability to see all things as they actually are. The subject sees
through normal and magical darkness, notices secret doors hidden by magic, sees
the exact locations of creatures or objects under blur or displacement
effects, sees invisible creatures or objects normally, sees through
illusions, and sees the true form of polymorphed, changed, or transmuted things.
Further, the subject can focus its vision to see into the Ethereal Plane (but
not into extradimensional spaces). The range of true seeing conferred is
120 feet.
True seeing, however, does not penetrate solid objects. It
in no way confers X-ray vision or its equivalent. It does not negate
concealment, including that caused by fog and the like. True seeing does
not help the viewer see through mundane disguises, spot creatures who are simply
hiding, or notice secret doors hidden by mundane means. In addition, the spell
effects cannot be further enhanced with known magic, so one cannot use true
seeing through a crystal ball or in conjunction with
clairaudience/clairvoyance.
Material Component: An ointment for
the eyes that costs 250 gp and is made from mushroom powder, saffron, and
fat.
True Strike
Divination
Level: Sor/Wiz
1
Components: V, F
Casting Time: 1 standard
action
Range: Personal
Target: You
Duration: See
text
You gain temporary, intuitive insight into the immediate future during
your next attack. Your next single attack roll (if it is made before the end of
the next round) gains a +20 insight bonus. Additionally, you are not affected by
the miss chance that applies to attackers trying to strike a concealed
target.
Focus: A small wooden replica of an archery
target.
Undeath to Death
Necromancy
Level: Clr 6, Sor/Wiz
6
Components: V, S, M/DF
Area: Several undead creatures
within a 40-ft.-radius burst
Saving Throw: Will negates
This spell
functions like circle of death, except that it destroys undead creatures
as noted above.
Material Component: The powder of a crushed diamond
worth at least 500 gp.
Undetectable
Alignment
Abjuration
Level: Brd 1, Clr 2, Pal
2
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One
creature or object
Duration: 24 hours
Saving Throw: Will
negates (object)
Spell Resistance: Yes (object)
An undetectable
alignment spell conceals the alignment of an object or a creature from all
forms of divination.
Unhallow
Evocation [Evil]
Level: Clr 5,
Drd 5
Components: V, S, M
Casting Time: 24
hours
Range: Touch
Area: 40-ft. radius emanating from the
touched point
Duration: Instantaneous
Saving Throw: See
text
Spell Resistance: See text
Unhallow makes a particular
site, building, or structure an unholy site. This has three major
effects.
First, the site or structure is guarded by a magic circle against
good effect.
Second, all turning checks made to turn undead take a
–4 penalty, and turning checks to rebuke undead gain a +4 profane bonus.
Spell resistance does not apply to this effect. (This provision does not apply
to the druid version of the spell.)
Finally, you may choose to fix a single
spell effect to the unhallowed site. The spell effect lasts for one year
and functions throughout the entire site, regardless of its normal duration and
area or effect. You may designate whether the effect applies to all creatures,
creatures that share your faith or alignment, or creatures that adhere to
another faith or alignment. At the end of the year, the chosen effect lapses,
but it can be renewed or replaced simply by casting unhallow
again.
Spell effects that may be tied to an unhallowed site
include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper
darkness, detect magic, detect good, dimensional anchor, discern lies, dispel
magic, endure elements, freedom of movement, invisibility purge, protection from
energy, remove fear, resist energy, silence, tongues, and zone of
truth.
Saving throws and spell resistance might apply to these
spells’ effects. (See the individual spell descriptions for
details.)
An area can receive only one unhallow spell (and its
associated spell effect) at a time.
Unhallow counters but does not
dispel hallow.
Material Component: Herbs, oils, and incense
worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the
unhallowed area.
Unholy Aura
Abjuration [Evil]
Level:
Clr 8, Evil 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 malevolent darkness surrounds the subjects, protecting them from
attacks, granting them resistance to spells cast by good creatures, and
weakening good 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 the effect of protection from good,
this benefit applies against all attacks, not just against attacks by good
creatures.
Second, a warded creature gains spell resistance 25 against good
spells and spells cast by good creatures.
Third, the abjuration blocks
possession and mental influence, just as protection from good
does.
Finally, if a good creature succeeds on a melee attack against a
warded creature, the offending attacker takes 1d6 points of temporary Strength
damage (Fortitude negates).
Focus: A tiny reliquary containing some
sacred relic, such as a piece of parchment from an unholy text. The reliquary
costs at least 500 gp.
Unholy Blight
Evocation [Evil]
Level:
Evil 4
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Area:
20-ft.-radius spread
Duration: Instantaneous (1d4 rounds); see
text
Saving Throw: Will partial
Spell Resistance: Yes
You
call up unholy power to smite your enemies. The power takes the form of a cold,
cloying miasma of greasy darkness.
Only good and neutral (not evil) creatures
are harmed by the spell.
The spell deals 1d8 points of damage per two caster
levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6,
to a good outsider) and causes it to be sickened for 1d4 rounds. A successful
Will save reduces damage to half and negates the sickened effect. The effects
cannot be negated by remove disease or heal, but remove curse
is effective.
The spell deals only half damage to creatures who are
neither evil nor good, and they are not sickened. Such a creature can reduce the
damage in half again (down to one-quarter) with a successful Will
save.
Unseen Servant
Conjuration (Creation)
Level: Brd 1,
Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One
invisible, mindless, shapeless servant
Duration: 1
hour/level
Saving Throw: None
Spell Resistance: No
An
unseen servant is an invisible, mindless, shapeless force that performs
simple tasks at your command. It can run and fetch things, open unstuck doors,
and hold chairs, as well as clean and mend. The servant can perform only one
activity at a time, but it repeats the same activity over and over again if told
to do so as long as you remain within range. It can open only normal doors,
drawers, lids, and the like. It has an effective Strength score of 2 (so it can
lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can
exert only 20 pounds of force, which is not enough to activate certain pressure
plates and other devices. It can’t perform any task that requires a skill
check with a DC higher than 10 or that requires a check using a skill that
can’t be used untrained. Its speed is 15 feet.
The servant cannot
attack in any way; it is never allowed an attack roll. It cannot be killed, but
it dissipates if it takes 6 points of damage from area attacks. (It gets no
saves against attacks.) If you attempt to send it beyond the spell’s range
(measured from your current position), the servant ceases to
exist.
Material Component: A piece of string and a bit of
wood.
Vampiric Touch
Necromancy
Level: Sor/Wiz
3
Components: V, S
Casting Time: 1 standard
action
Range: Touch
Target: Living creature
touched
Duration: Instantaneous/1 hour; see text
Saving
Throw: None
Spell Resistance: Yes
You must succeed on a melee
touch attack. Your touch deals 1d6 points of damage per two caster levels
(maximum 10d6). You gain temporary hit points equal to the damage you deal.
However, you can’t gain more than the subject’s current hit points
+10, which is enough to kill the subject. The temporary hit points disappear 1
hour later.
Veil
Illusion (Glamer)
Level: Brd 6, Sor/Wiz
6
Components: V, S
Casting Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Targets: One or
more creatures, no two of which can be more than 30 ft.
apart
Duration: Concentration + 1 hour/level (D)
Saving Throw:
Will negates; see text
Spell Resistance: Yes; see text
You
instantly change the appearance of the subjects and then maintain that
appearance for the spell’s duration. You can make the subjects appear to
be anything you wish. The subjects look, feel, and smell just like the creatures
the spell makes them resemble. Affected creatures resume their normal
appearances if slain. You must succeed on a Disguise check to duplicate the
appearance of a specific individual. This spell gives you a +10 bonus on the
check.
Unwilling targets can negate the spell’s effect on them by
making Will saves or with spell resistance. Those who interact with the subjects
can attempt Will disbelief saves to see through the glamer, but spell resistance
doesn’t help.
Ventriloquism
Illusion (Figment)
Level:
Brd 1, Sor/Wiz 1
Components: V, F
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect:
Intelligible sound, usually speech
Duration: 1 min./level
(D)
Saving Throw: Will disbelief (if interacted with)
Spell
Resistance: No
You can make your voice (or any sound that you can
normally make vocally) seem to issue from someplace else. You can speak in any
language you know. With respect to such voices and sounds, anyone who hears the
sound and rolls a successful save recognizes it as illusory (but still hears
it).
Focus: A parchment rolled up into a small
cone.
Virtue
Transmutation
Level: Clr 0, Drd 0, Pal
1
Components: V, S, DF
Casting Time: 1 standard
action
Range: Touch
Target: Creature
touched
Duration: 1 min.
Saving Throw: Fortitude negates
(harmless)
Spell Resistance: Yes (harmless)
The subject gains 1
temporary hit point.
Vision
Divination
Level: Sor/Wiz
7
Components: V, S, M, XP
Casting Time: 1 standard
action
This spell functions like legend lore, except that it works
more quickly but produces some strain on you. You pose a question about some
person, place, or object, then cast the spell. If the person or object is at
hand or if you are in the place in question, you receive a vision about it by
succeeding on a caster level check (1d20 +1 per caster level; maximum +25)
against DC 20. If only detailed information on the person, place, or object is
known, the DC is 25, and the information gained is incomplete. If only rumors
are known, the DC is 30, and the information gained is vague.
XP Cost:
100 XP.
Wail of the Banshee
Necromancy [Death,
Sonic]
Level: Death 9, Sor/Wiz 9
Components: V
Casting
Time: 1 standard action
Range: Close (25 ft. + 5 ft./2
levels)
Area: One living creature/level within a 40-ft.-radius
spread
Duration: Instantaneous
Saving Throw: Fortitude
negates
Spell Resistance: Yes
You emit a terrible scream that kills
creatures that hear it (except for yourself ). Creatures closest to the point of
origin are affected first.
Wall of Fire
Evocation
[Fire]
Level: Drd 5, Fire 4, Sor/Wiz 4
Components: V, S,
M/DF
Casting Time: 1 standard action
Range: Medium (100 ft.
+ 10 ft./level)
Effect: Opaque sheet of flame up to 20 ft. long/level
or a ring of fire with a radius of up to 5 ft. per two levels; either form 20
ft. high
Duration: Concentration + 1 round/level
Saving
Throw: None
Spell Resistance: Yes
An immobile, blazing curtain
of shimmering violet fire springs into existence. One side of the wall, selected
by you, sends forth waves of heat, dealing 2d4 points of fire damage to
creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but
within 20 feet. The wall deals this damage when it appears and on your turn each
round to all creatures in the area. In addition, the wall deals 2d6 points of
fire damage +1 point of fire damage per caster level (maximum +20) to any
creature passing through it. The wall deals double damage to undead
creatures.
If you evoke the wall so that it appears where creatures are, each
creature takes damage as if passing through the wall. If any 5-foot length of
wall takes 20 points of cold damage or more in 1 round, that length goes out.
(Do not divide cold damage by 4, as normal for objects.)
Wall of fire
can be made permanent with a permanency spell. A permanent wall of
fire that is extinguished by cold damage becomes inactive for 10 minutes,
then reforms at normal strength.
Arcane Material Component: A small
piece of phosphorus.
Wall of Force
Evocation [Force]
Level:
Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall
whose area is up to one 10-ft. square/level
Duration: 1 round /level
(D)
Saving Throw: None
Spell Resistance: No
A wall of
force spell creates an invisible wall of force. The wall cannot move, it is
immune to damage of all kinds, and it is unaffected by most spells, including
dispel magic. However, disintegrate immediately destroys it, as
does a rod of cancellation, a sphere of annihilation, or a
mage’s disjunction spell. Breath weapons and spells cannot pass
through the wall in either direction, although dimension door, teleport,
and similar effects can bypass the barrier. It blocks ethereal creatures as
well as material ones (though ethereal creatures can usually get around the wall
by floating under or over it through material floors and ceilings). Gaze attacks
can operate through a wall of force.
The caster can form the wall into
a flat, vertical plane whose area is up to one 10- foot square per level. The
wall must be continuous and unbroken when formed. If its surface is broken by
any object or creature, the spell fails.
Wall of force can be made
permanent with a permanency spell.
Material Component: A pinch
of powder made from a clear gem.
Wall of Ice
Evocation
[Cold]
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 1 standard action
Range: Medium (100 ft. + 10
ft./level)
Effect: Anchored plane of ice, up to one 10-ft.
square/level, or hemisphere of ice with a radius of up to 3 ft. + 1
ft./level
Duration: 1 min./level
Saving Throw: Reflex
negates; see text
Spell Resistance: Yes
This spell creates an
anchored plane of ice or a hemisphere of ice, depending on the version selected.
A wall of ice cannot form in an area occupied by physical objects or
creatures. Its surface must be smooth and unbroken when created. Any creature
adjacent to the wall when it is created may attempt a Reflex save to disrupt the
wall as it is being formed. A successful save indicates that the spell
automatically fails. Fire can melt a wall of ice, and it deals full
damage to the wall (instead of the normal half damage taken by objects).
Suddenly melting a wall of ice creates a great cloud of steamy fog that
lasts for 10 minutes.
Ice Plane: A sheet of strong, hard ice appears.
The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area
per caster level (so a 10th-level wizard can create a wall of ice 100 feet long
and 10 feet high, a wall 50 feet long and 20 feet high, or some other
combination of length and height that does not exceed 1,000 square feet). The
plane can be oriented in any fashion as long as it is anchored. A vertical wall
need only be anchored on the floor, while a horizontal or slanting wall must be
anchored on two opposite sides.
Each 10-foot square of wall has 3 hit points
per inch of thickness. Creatures can hit the wall automatically. A section of
wall whose hit points drop to 0 is breached. If a creature tries to break
through the wall with a single attack, the DC for the Strength check is 15 +
caster level.
Even when the ice has been broken through, a sheet of frigid
air remains. Any creature stepping through it (including the one who broke
through the wall) takes 1d6 points of cold damage +1 point per caster level (no
save).
Hemisphere: The wall takes the form of a hemisphere whose
maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as
hard to break through as the ice plane form, but it does not deal damage
to those who go through a breach.
Material Component: A small piece of
quartz or similar rock crystal.
Wall of Iron
Conjuration
(Creation)
Level: Sor/Wiz 6
Components: V, S,
M
Casting Time: 1 standard action
Range: Medium (100 ft. +
10 ft./level)
Effect: Iron wall whose area is up to one 5-ft.
square/level; see text
Duration: Instantaneous
Saving Throw:
See text
Spell Resistance: No
You cause a flat, vertical iron wall
to spring into being. The wall inserts itself into any surrounding nonliving
material if its area is sufficient to do so. The wall cannot be conjured so that
it occupies the same space as a creature or another object. It must always be a
flat plane, though you can shape its edges to fit the available space.
A
wall of iron is 1 inch thick per four caster levels. You can double the
wall’s area by halving its thickness. Each 5- foot square of the wall has
30 hit points per inch of thickness and hardness 10. A section of wall whose hit
points drop to 0 is breached. If a creature tries to break through the wall with
a single attack, the DC for the Strength check is 25 + 2 per inch of
thickness.
If you desire, the wall can be created vertically resting on a
flat surface but not attached to the surface, so that it can be tipped over to
fall on and crush creatures beneath it. The wall is 50% likely to tip in either
direction if left unpushed. Creatures can push the wall in one direction rather
than letting it fall randomly. A creature must make a DC 40 Strength check to
push the wall over. Creatures with room to flee the falling wall may do so by
making successful Reflex saves. Any Large or smaller creature that fails takes
10d6 points of damage. The wall cannot crush Huge and larger creatures.
Like
any iron wall, this wall is subject to rust, perforation, and other natural
phenomena.
Material Component: A small piece of sheet iron plus gold
dust worth 50 gp (1 pound of gold dust).
Wall of Stone
Conjuration
(Creation) [Earth]
Level: Clr 5, Drd 6, Earth 5, Sor/Wiz
5
Components: V, S, M/DF
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Stone
wall whose area is up to one 5-ft. square/level (S)
Duration:
Instantaneous
Saving Throw: See text
Spell Resistance:
No
This spell creates a wall of rock that merges into adjoining rock
surfaces. A wall of stone is 1 inch thick per four caster levels and
composed of up to one 5-foot square per level. You can double the wall’s
area by halving its thickness. The wall cannot be conjured so that it occupies
the same space as a creature or another object.
Unlike a wall of iron,
you can create a wall of stone in almost any shape you desire. The
wall created need not be vertical, nor rest upon any firm foundation; however,
it must merge with and be solidly supported by existing stone. It can be used to
bridge a chasm, for instance, or as a ramp. For this use, if the span is more
than 20 feet, the wall must be arched and buttressed. This requirement reduces
the spell’s area by half. The wall can be crudely shaped to allow
crenellations, battlements, and so forth by likewise reducing the area.
Like
any other stone wall, this one can be destroyed by a disintegrate spell
or by normal means such as breaking and chipping. Each 5-foot square of the wall
has 15 hit points per inch of thickness and hardness 8. A section of wall whose
hit points drop to 0 is breached. If a creature tries to break through the wall
with a single attack, the DC for the Strength check is 20 + 2 per inch of
thickness.
It is possible, but difficult, to trap mobile opponents within or
under a wall of stone, provided the wall is shaped so it can hold the
creatures. Creatures can avoid entrapment with successful Reflex
saves.
Arcane Material Component: A small block of
granite.
Wall of Thorns
Conjuration (Creation)
Level: Drd 5,
Plant 5
Components: V, S
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall
of thorny brush, up to one 10-ft. cube/level (S)
Duration: 10
min./level (D)
Saving Throw: None
Spell Resistance: No
A
wall of thorns spell creates a barrier of very tough, pliable, tangled
brush bearing needle-sharp thorns as long as a human’s finger. Any
creature forced into or attempting to move through a wall of thorns takes
slashing damage per round of movement equal to 25 minus the creature’s AC.
Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures
with an Armor Class of 25 or higher, without considering Dexterity and dodge
bonuses, take no damage from contact with the wall.)
You can make the wall as
thin as 5 feet thick, which allows you to shape the wall as a number of
10-by-10-by-5-foot blocks equal to twice your caster level. This has no effect
on the damage dealt by the thorns, but any creature attempting to break through
takes that much less time to force its way through the barrier.
Creatures can
force their way slowly through the wall by making a Strength check as a
full-round action. For every 5 points by which the check exceeds 20, a creature
moves 5 feet (up to a maximum distance equal to its normal land speed). Of
course, moving or attempting to move through the thorns incurs damage as
described above. A creature trapped in the thorns can choose to remain
motionless in order to avoid taking any more damage.
Any creature within the
area of the spell when it is cast takes damage as if it had moved into the wall
and is caught inside. In order to escape, it must attempt to push its way free,
or it can wait until the spell ends. Creatures with the ability to pass through
overgrown areas unhindered can pass through a wall of thorns at normal
speed without taking damage.
A wall of thorns can be breached by slow
work with edged weapons. Chopping away at the wall creates a safe passage 1 foot
deep for every 10 minutes of work. Normal fire cannot harm the barrier, but
magical fire burns it away in 10 minutes.
Despite its appearance, a wall
of thorns is not actually a living plant, and thus is unaffected by spells
that affect plants.
Warp Wood
Transmutation
Level: Drd
2
Components: V, S
Casting Time: 1 standard
action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1
Small wooden object/level, all within a 20-ft. radius
Duration:
Instantaneous
Saving Throw: Will negates (object)
Spell
Resistance: Yes (object)
You cause wood to bend and warp, permanently
destroying its straightness, form, and strength. A warped door springs open (or
becomes stuck, requiring a Strength check to open, at your option). A boat or
ship springs a leak. Warped ranged weapons are useless. A warped melee weapon
causes a –4 penalty on attack rolls.
You may warp one Small or smaller
object or its equivalent per caster level. A Medium object counts as two Small
objects, a Large object as four, a Huge object as eight, a Gargantuan object as
sixteen, and a Colossal object as thirty-two.
Alternatively, you can unwarp
wood (effectively warping it back to normal) with this spell, straightening wood
that has been warped by this spell or by other means. Make whole, on the
other hand, does no good in repairing a warped item.
You can combine multiple
consecutive warp wood spells to warp (or unwarp) an object that is too
large for you to warp with a single spell.
Until the object is completely
warped, it suffers no ill effects.
Water
Breathing
Transmutation
Level: Clr 3, Drd 3, Sor/Wiz 3, Water
3
Components: V, S, M/DF
Casting Time: 1 standard
action
Range: Touch
Target: Living creatures
touched
Duration: 2 hours/level; see text
Saving Throw: Will
negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted
creatures can breathe water freely. Divide the duration evenly among all the
creatures you touch.
The spell does not make creatures unable to breathe
air.
Arcane Material Component: A short reed or piece of
straw.
Water Walk
Transmutation [Water]
Level: Clr 3, Rgr
3
Components: V, S, DF
Casting Time: 1 standard
action
Range: Touch
Targets: One touched
creature/level
Duration: 10 min./level (D)
Saving Throw:
Will negates (harmless)
Spell Resistance: Yes (harmless)
The
transmuted creatures can tread on any liquid as if it were firm ground. Mud,
oil, snow, quicksand, running water, ice, and even lava can be traversed easily,
since the subjects’ feet hover an inch or two above the surface.
(Creatures crossing molten lava still take damage from the heat because they are
near it.) The subjects can walk, run, charge, or otherwise move across the
surface as if it were normal ground.
If the spell is cast underwater (or
while the subjects are partially or wholly submerged in whatever liquid they are
in), the subjects are borne toward the surface at 60 feet per round until they
can stand on it.
Waves of Exhaustion
Necromancy
Level:
Sor/Wiz 7
Components: V, S
Casting Time: 1 standard
action
Range: 60 ft.
Area: Cone-shaped
burst
Duration: Instantaneous
Saving Throw: No
Spell
Resistance: Yes
Waves of negative energy cause all living creatures in
the spell’s area to become exhausted. This spell has no effect on a
creature that is already exhausted.
Waves of
Fatigue
Necromancy
Level: Sor/Wiz 5
Components: V,
S
Casting Time: 1 standard action
Range: 30
ft.
Area: Cone-shaped burst
Duration:
Instantaneous
Saving Throw: No
Spell Resistance:
Yes
Waves of negative energy render all living creatures in the spell’s
area fatigued. This spell has no effect on a creature that is already
fatigued.
Web
Conjuration (Creation)
Level: Sor/Wiz
2
Components: V, S, M
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Webs
in a 20-ft.-radius spread
Duration: 10 min./level (D)
Saving
Throw: Reflex negates; see text
Spell Resistance: No
Web
creates a many-layered mass of strong, sticky strands. These strands trap
those caught in them. The strands are similar to spider webs but far larger and
tougher. These masses must be anchored to two or more solid and diametrically
opposed points or else the web collapses upon itself and disappears. Creatures
caught within a web become entangled among the gluey fibers. Attacking a
creature in a web won’t cause you to become entangled.
Anyone in the
effect’s area when the spell is cast must make a Reflex save. If this save
succeeds, the creature is entangled, but not prevented from moving, though
moving is more difficult than normal for being entangled (see below). If the
save fails, the creature is entangled and can’t move from its space, but
can break loose by spending 1 round and making a DC 20 Strength check or a DC 25
Escape Artist check. Once loose (either by making the initial Reflex save or a
later Strength check or Escape Artist check), a creature remains entangled, but
may move through the web very slowly. Each round devoted to moving allows
the creature to make a new Strength check or Escape Artist check. The creature
moves 5 feet for each full 5 points by which the check result exceeds 10.
If
you have at least 5 feet of web between you and an opponent, it provides cover.
If you have at least 20 feet of web between you, it provides total cover.
The
strands of a web spell are flammable. A magic flaming sword can
slash them away as easily as a hand brushes away cobwebs. Any fire can set the
webs alight and burn away 5 square feet in 1 round. All creatures within flaming
webs take 2d4 points of fire damage from the flames.
Web can be made
permanent with a permanency spell. A permanent web that is damaged
(but not destroyed) regrows in 10 minutes.
Material Component: A bit
of spider web.
Weird
Illusion (Phantasm) [Fear,
Mind-Affecting]
Level: Sor/Wiz 9
Targets: Any number of
creatures, no two of which can be more than 30 ft. apart
This spell functions
like phantasmal killer, except it can affect more than one creature. Only
the affected creatures see the phantasmal creatures attacking them, though you
see the attackers as shadowy shapes.
If a subject’s Fortitude save
succeeds, it still takes 3d6 points of damage and is stunned for 1 round. The
subject also takes 1d4 points of temporary Strength
damage.
Whirlwind
Evocation [Air]
Level: Air 8, Drd
8
Components: V, S, DF
Casting Time: 1 standard
action
Range: Long (400 ft. + 40 ft./level)
Effect: Cyclone
10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
Duration: 1
round/level (D)
Saving Throw: Reflex negates; see text
Spell
Resistance: Yes
This spell creates a powerful cyclone of raging wind that
moves through the air, along the ground, or over water at a speed of 60 feet per
round. You can concentrate on controlling the cyclone’s every movement or
specify a simple program. Directing the cyclone’s movement or changing its
programmed movement is a standard action for you. The cyclone always moves
during your turn. If the cyclone exceeds the spell’s range, it moves in a
random, uncontrolled fashion for 1d3 rounds and then dissipates. (You
can’t regain control of the cyclone, even if comes back within
range.)
Any Large or smaller creature that comes in contact with the spell
effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or
smaller creature that fails its first save must succeed on a second one or be
picked up bodily by the cyclone and held suspended in its powerful winds, taking
1d8 points of damage each round on your turn with no save allowed. You may
direct the cyclone to eject any carried creatures whenever you wish, depositing
the hapless souls wherever the cyclone happens to be when they are
released.
Whispering Wind
Transmutation [Air]
Level: Brd 2,
Sor/Wiz 2
Components: V, S
Casting Time: 1 standard
action
Range: 1 mile/level
Area: 10-ft.-radius
spread
Duration: No more than 1 hour/level or until discharged
(destination is reached)
Saving Throw: None
Spell
Resistance: No
You send a message or sound on the wind to a designated
spot. The whispering wind travels to a specific location within range
that is familiar to you, provided that it can find a way to the location. A
whispering wind is as gentle and unnoticed as a zephyr until it reaches
the location. It then delivers its whisper-quiet message or other sound. Note
that the message is delivered regardless of whether anyone is present to hear
it. The wind then dissipates.
You can prepare the spell to bear a message of
no more than twenty-five words, cause the spell to deliver other sounds for 1
round, or merely have the whispering wind seem to be a faint stirring of
the air. You can likewise cause the whispering wind to move as slowly as
1 mile per hour or as quickly as 1 mile per 10 minutes.
When the spell
reaches its objective, it swirls and remains in place until the message is
delivered. As with magic mouth, whispering wind cannot speak verbal
components, use command words, or activate magical effects.
Wind
Walk
Transmutation [Air]
Level: Clr 6, Drd 7
Components:
V, S, DF
Casting Time: 1 standard action
Range:
Touch
Targets: You and one touched creature per three
levels
Duration: 1 hour/level (D); see text
Saving Throw: No
and Will negates (harmless)
Spell Resistance: No and Yes
(harmless)
You alter the substance of your body to a cloudlike vapor (as the
gaseous form spell) and move through the air, possibly at great speed.
You can take other creatures with you, each of which acts
independently.
Normally, a wind walker flies at a speed of 10 feet
with perfect maneuverability. If desired by the subject, a magical wind wafts a
wind walker along at up to 600 feet per round (60 mph) with poor
maneuverability. Wind walkers are not invisible but rather appear misty
and translucent. If fully clothed in white, they are 80% likely to be mistaken
for clouds, fog, vapors, or the like.
A wind walker can regain its
physical form as desired and later resume the cloud form. Each change to and
from vaporous form takes 5 rounds, which counts toward the duration of the spell
(as does any time spent in physical form). As noted above, you can dismiss the
spell, and you can even dismiss it for individual wind walkers and not
others.
For the last minute of the spell’s duration, a wind walker
in cloud form automatically descends 60 feet per round (for a total of 600
feet), though it may descend faster if it wishes. This descent serves as a
warning that the spell is about to end.
Wind Wall
Evocation
[Air]
Level: Air 2, Clr 3, Drd 3, Rgr 2, Sor/Wiz
3
Components: V, S, M/DF
Casting Time: 1 standard
action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall
up to 10 ft./level long and 5 ft./level high (S)
Duration: 1
round/level
Saving Throw: None; see text
Spell Resistance:
Yes
An invisible vertical curtain of wind appears. It is 2 feet thick and of
considerable strength. It is a roaring blast sufficient to blow away any bird
smaller than an eagle, or tear papers and similar materials from unsuspecting
hands. (A Reflex save allows a creature to maintain its grasp on an object.)
Tiny and Small flying creatures cannot pass through the barrier. Loose materials
and cloth garments fly upward when caught in a wind wall. Arrows and
bolts are deflected upward and miss, while any other normal ranged weapon
passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege
engine projectile, and other massive ranged weapons are not affected.) Gases,
most gaseous breath weapons, and creatures in gaseous form cannot pass through
the wall (although it is no barrier to incorporeal creatures).
While the wall
must be vertical, you can shape it in any continuous path along the ground that
you like. It is possible to create cylindrical or square wind walls to enclose
specific points.
Arcane Material Component: A tiny fan and a feather
of exotic origin.
Wish
Universal
Level: Sor/Wiz
9
Components: V, XP
Casting Time: 1 standard
action
Range: See text
Target, Effect, or Area: See
text
Duration: See text
Saving Throw: See text
Spell
Resistance: Yes
Wish is the mightiest spell a wizard or sorcerer
can cast. By simply speaking aloud, you can alter reality to better suit
you.
Even wish, however, has its limits.
A wish can produce
any one of the following effects.
• Duplicate any wizard or sorcerer
spell of 8th level or lower, provided the spell is not of a school prohibited to
you.
• Duplicate any other spell of 6th level or lower, provided the
spell is not of a school prohibited to you.
• Duplicate any wizard or
sorcerer spell of 7th level or lower even if it’s of a prohibited
school.
• Duplicate any other spell of 5th level or lower even if
it’s of a prohibited school.
• Undo the harmful effects of many
other spells, such as geas/quest or insanity.
• Create a
nonmagical item of up to 25,000 gp in value.
• Create a magic item, or
add to the powers of an existing magic item.
• Grant a creature a +1
inherent bonus to an ability score. Two to five wish spells cast in
immediate succession can grant a creature a +2 to +5 inherent bonus to an
ability score (two wishes for a +2 inherent bonus, three for a +3 inherent
bonus, and so on). Inherent bonuses are instantaneous, so they cannot be
dispelled. Note: An inherent bonus may not exceed +5 for a single ability
score, and inherent bonuses to a particular ability score do not stack, so only
the best one applies.
• Remove injuries and afflictions. A single
wish can aid one creature per caster level, and all subjects are cured of
the same kind of affliction. For example, you could heal all the damage you and
your companions have taken, or remove all poison effects from everyone in the
party, but not do both with the same wish. A wish can never
restore the experience point loss from casting a spell or the level or
Constitution loss from being raised from the dead.
• Revive the dead. A
wish can bring a dead creature back to life by duplicating a
resurrection spell. A wish can revive a dead creature whose body
has been destroyed, but the task takes two wishes, one to recreate the
body and another to infuse the body with life again. A wish cannot
prevent a character who was brought back to life from losing an experience
level.
• Transport travelers. A wish can lift one creature per
caster level from anywhere on any plane and place those creatures anywhere else
on any plane regardless of local conditions. An unwilling target gets a Will
save to negate the effect, and spell resistance (if any) applies.
•
Undo misfortune. A wish can undo a single recent event. The wish
forces a reroll of any roll made within the last round (including your last
turn). Reality reshapes itself to accommodate the new result. For example, a
wish could undo an opponent’s successful save, a foe’s
successful critical hit (either the attack roll or the critical roll), a
friend’s failed save, and so on. The reroll, however, may be as bad as or
worse than the original roll. An unwilling target gets a Will save to negate the
effect, and spell resistance (if any) applies.
You may try to use a wish
to produce greater effects than these, but doing so is dangerous. (The
wish may pervert your intent into a literal but undesirable fulfillment
or only a partial fulfillment.)
Duplicated spells allow saves and spell
resistance as normal (but save DCs are for 9th-level spells).
Material
Component: When a wish duplicates a spell with a material component
that costs more than 10,000 gp, you must provide that component.
XP Cost:
The minimum XP cost for casting wish is 5,000 XP. When a wish
duplicates a spell that has an XP cost, you must pay 5,000 XP or that cost,
whichever is more. When a wish creates or improves a magic item, you must
pay twice the normal XP cost for crafting or improving the item, plus an
additional 5,000 XP.
Wood Shape
Transmutation
Level: Drd
2
Components: V, S, DF
Casting Time: 1 standard
action
Range: Touch
Target: One touched piece of wood no
larger than 10 cu. ft. + 1 cu. ft./level
Duration:
Instantaneous
Saving Throw: Will negates (object)
Spell
Resistance: Yes (object)
Wood shape enables you to form one
existing piece of wood into any shape that suits your purpose. While it is
possible to make crude coffers, doors, and so forth, fine detail isn’t
possible. There is a 30% chance that any shape that includes moving parts simply
doesn’t work.
Word of Chaos
Evocation [Chaotic,
Sonic]
Level: Chaos 7, Clr 7
Components: V
Casting
Time: 1 standard action
Range: 40 ft.
Area: Nonchaotic
creatures in a 40-ft.- radius spread centered on you
Duration:
Instantaneous
Saving Throw: None or Will negates; see text
Spell
Resistance: Yes
Any nonchaotic creature within the area who hears the
word of chaos suffers the following ill effects.
The effects are
cumulative and concurrent. No saving throw is allowed against these
effects.
Deafened: The creature is deafened for 1d4
rounds.
Stunned: The creature is stunned for 1 round.
Confused:
The creature is confused, as by the confusion spell, for 1d10
minutes. This is a mind-affecting enchantment effect.
Killed: Living
creatures die. Undead creatures are destroyed.
|
HD
|
Effect
|
|
Equal to caster level
|
Deafened
|
|
Up to caster level –1
|
Stunned, deafened
|
|
Up to caster level –5
|
Confused, stunned, deafened
|
|
Up to caster level –10
|
Killed, confused, stunned, deafened
|
Furthermore, if you are on your home plane when you cast this spell,
nonchaotic extraplanar creatures within the area are instantly banished back to
their home planes. Creatures so banished cannot return for at least 24 hours.
This effect takes place regardless of whether the creatures hear the word of
chaos. The banishment effect allows a Will save (at a –4 penalty) to
negate.
Creatures whose HD exceed your caster level are unaffected by word
of chaos.
Word of Recall
Conjuration
(Teleportation)
Level: Clr 6, Drd 8
Components:
V
Casting Time: 1 standard action
Range:
Unlimited
Target: You and touched objects or other willing
creatures
Duration: Instantaneous
Saving Throw: None or Will
negates (harmless, object)
Spell Resistance: No or Yes (harmless,
object)
Word of recall teleports you instantly back to your sanctuary
when the word is uttered. You must designate the sanctuary when you prepare the
spell, and it must be a very familiar place. The actual point of arrival is a
designated area no larger than 10 feet by 10 feet. You can be transported any
distance within a plane but cannot travel between planes. You can transport, in
addition to yourself, any objects you carry, as long as their weight
doesn’t exceed your maximum load. You may also bring one additional
willing Medium or smaller creature (carrying gear or objects up to its maximum
load) or its equivalent per three caster levels. A Large creature counts as two
Medium creatures, a Huge creature counts as two Large creatures, and so forth.
All creatures to be transported must be in contact with one another, and at
least one of those creatures must be in contact with you. Exceeding this limit
causes the spell to fail.
An unwilling creature can’t be teleported by
word of recall. Likewise, a creature’s Will save (or spell
resistance) prevents items in its possession from being teleported. Unattended,
nonmagical objects receive no saving throw.
Zone of Silence
Illusion
(Glamer)
Level: Brd 4
Components: V, S
Casting
Time: 1 round
Range: Personal
Area: 5-ft.-radius
emanation centered on you
Duration: 1 hour/level (D)
By casting
zone of silence, you manipulate sound waves in your immediate vicinity so
that you and those within the spell’s area can converse normally, yet no
one outside can hear your voices or any other noises from within, including
language-dependent or sonic spell effects. This effect is centered on you and
moves with you. Anyone who enters the zone immediately becomes subject to its
effects, but those who leave are no longer affected. Note, however, that a
successful Spot check to read lips can still reveal what’s said inside a
zone of silence.
Zone of Truth
Enchantment (Compulsion)
[Mind-Affecting]
Level: Clr 2, Pal 2
Components: V, S,
DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5
ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 1
min./level
Saving Throw: Will negates
Spell Resistance:
Yes
Creatures within the emanation area (or those who enter it) can’t
speak any deliberate and intentional lies. Each potentially affected creature is
allowed a save to avoid the effects when the spell is cast or when the creature
first enters the emanation area. Affected creatures are aware of this
enchantment. Therefore, they may avoid answering questions to which they would
normally respond with a lie, or they may be evasive as long as they remain
within the boundaries of the truth. Creatures who leave the area are free to
speak as they choose.