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SPELLS (A)
Conjuration (Creation) [Acid]
Level: Sor/Wiz 2
Components: V, S, M, F
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: One arrow of acid
Duration: 1 round +1 round/three levels
Saving Throw: None
Spell Resistance: Yes
A magical arrow of acid springs from the character's hand and speeds to its target. The character must succeed at a ranged touch attack to hit the character's target. The arrow deals 2d4 points of acid damage. There is no splash damage. For every three caster levels (maximum 18), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage for that round. At 3rd–5th level, the acid lasts for 2 rounds; at 6th–8th level, the acid lasts for 3 rounds, to a maximum of 7 rounds at 18th level.
Acid Fog
Conjuration (Creation) [Acid]
Level: Sor/Wiz 6, Water 7
Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads 30 ft., 20 ft. high
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
A bank of fog
billows out from the point the character designates. The fog obscures all
sight, including darkvision, beyond 5 feet. A creature within 5 feet has
one-half concealment (attacks suffer a 20% miss chance). Creatures farther away
have total concealment (50% miss chance, and the attacker can’t use sight to
locate the target). The fog is so thick
that any creature attempting to move through it progresses at one-tenth normal
speed, and all melee attack and melee damage rolls suffer a –2 penalty. The
vapors prevent effective ranged weapon attacks (except for magic rays and the
like). A creature or object that falls into the fog is slowed, so that each 10
feet of vapor that the creature or objects passes through reduces falling
damage by 1d6.
Each round,
starting when the character casts the spell, the fog deals 2d6 points of acid
damage to creatures and objects within it.
Only a severe wind
(31+ mph) disperses these vapors, and it does so in 1 round.
Aid
Enchantment
(Compulsion) [Mind-Affecting]
Level: Clr 2, Good 2, Luck 2
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The subject gains
a morale bonus of +1 on attack rolls, a morale bonus of +1 on saving throws
against fear effects, and gains 1d8 temporary hit points.
Air Walk
Transmutation
Level: Air 4, Clr 4
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature (Gargantuan or smaller) touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The target
creature can tread on air as if walking on solid ground. The maximum upward or downward angle
possible is 45 degrees, at a rate equal to one-half the creature's normal
speed.
A strong wind (21+
mph) can push an air walker along or hold the walker back. At the end of the
walker’s turn each round, the wind blows the walker 5 feet for each 5 miles per
hour of wind speed. The creature can, at the DM's option, be subject to
additional penalties in exceptionally strong or turbulent winds.
The character can cast air walk on a specially trained mount so it can be ridden through the air. The character trains a mount to air walk with the Handle Animal skill (air walking counts as an unusual task).
Alarm
Abjuration
Level: Brd 1, Rgr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 25-ft.-radius emanation centered on a point in space
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
Alarm sounds a
mental or audible alarm each time a creature of Tiny or larger size enters the
area or touches it. A creature who speaks the password (determined by the
character at the time of casting) does not set off the alarm. The character
decides at the time of casting whether the alarm will be mental or audible.
Mental Alarm: A
mental alarm alerts the character (and only the character) so long as the
character remains within a mile of the warded area. The character notes a
single mental alert that awakens the character from normal sleep but does not
otherwise disturb concentration. A silence spell has no effect on a mental
alarm.
Audible Alarm: An
audible alarm produces the sound of a hand bell, and anyone within 60 feet of
the warded area can hear it clearly. Reduce the distance by 10 feet for each
interposing closed door and by 20 feet for each substantial interposing wall.
In quiet conditions, the ringing can be heard faintly up to 180 feet away. The
ringing lasts for 1 round. Creatures within a silence spell cannot hear the
ringing.
Ethereal or astral
creatures do not trigger the alarm unless the intruder becomes material while
in the warded area.
Alter Self
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 10 minutes/level (D)
The character can
alter the character's appearance and form-including clothing and equipment-to
appear taller or shorter, thin, fat, or in between. The assumed form must be
corporeal. The character's body can undergo a limited physical transmutation,
including adding or subtracting one or two limbs, and the character's weight
can be changed up to one-half. If the form selected has wings, the character
can fly at a speed of 30 feet with poor maneuverability. If the form has gills,
the character can breathe underwater.
The character's
attack rolls, natural armor bonus, and saves do not change. The spell does not
confer special abilities, attack forms, defenses, ability scores, or mannerisms
of the chosen form. Once the new form is chosen, it remains for the duration of
the spell. If the character is slain, the character automatically returns to
the character's normal form.
If the character
uses this spell to create a disguise, the character gets a +10 bonus on the
character's Disguise check.
Analyze
Dweomer
Divination
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 8 hours
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object or creature
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No
The character
discerns spells and magical properties present in a creature or object. One
property, spell, or power is revealed each round, from lowest level (or weakest
power) to highest (or strongest). For each spell or power, the character makes
a caster level check (1d20 + caster level). If the result is equal to or higher
than the spell's or power's caster level, the character identifies it.
Otherwise, the character fails to identify that spell or power, and the
character can check for the next one next round.
Analyze dweomer
does not function when used on an artifact.
After the
character analyzes one object or creature, the spell ends, even if its duration
has not expired yet. The character must make a Fortitude save (DC 21) when the
spell ends or be exhausted and unable to do anything but rest for the next 1d8
hours.
Focus: The focus
must be worth at least 1,500 gp.
Animal
Friendship
Enchantment
(Charm) [Mind-Affecting]
Level: Drd 1, Rgr 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One animal
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
The character wins
the loyalty of an animal. The spell
functions only if the character actually wishes to be the animal's friend. If
the character is not willing to treat the animal as a the spell fails. An
animal's loyalty is natural (not magical) and lasting.
The character can
teach the befriended animal three specific tricks or tasks for each point of
Intelligence it possesses. They cannot
be complex (complex tricks require the Handle Animal skill).
At most, the
character can have animal friends whose Hit Dice total no more than twice the
character’s caster level (though the demands of adventuring generally restrict
a character to half that number).
The character may
dismiss animal friends to enable the character to befriend new ones.
Animal Growth
Transmutation
Level: Drd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to one animal/two levels, no two of which can be more than 30 ft.
apart
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
A number of
animals grow to twice their normal size. This doubles each animal's height,
length, and width, increasing its weight by a factor of eight. This increase in
size has a number of effects:
Hit Dice: The
creature's HD double, doubling the creature's base attack bonus and increasing
its saves accordingly.
Size: The
creature's size increases one step. This increase reduces its AC (according to
the new size), reduces its attack bonus (according to the new size), affects
its ability to grapple, and so on. The creature gains an enlargement bonus to
Strength and Constitution scores, and its damage with natural attacks
increases. This spell does not affect Colossal creatures.
When the spell
ends, the creature's hit points return to normal, and all damage the creature
has taken while enlarged is divided by 2.
The spell gives
the character no special means of command or influence over the enlarged
animals.
Animal
Messenger
Enchantment
(Compulsion) [Mind-Affecting]
Level: Clr 2, Drd 2, Rgr 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Tiny animal
Duration: 1 day/level
Saving Throw: None
Spell Resistance: Yes
The character
compels a Tiny animal to go to a spot the character designates. The animal
cannot be one tamed or trained by someone else.
Using some type of
food desirable to the animal as a lure, the character calls the animal to the
character. It advances and awaits the character's bidding. The character can
mentally impress on the animal a certain place well known to the character or
an obvious landmark. The directions must be simple, because the animal depends
on the character's knowledge and can't find a destination on its own. The
character can attach some small item or note to the messenger. The animal then
goes to the designated location and waits there until the duration of the spell
expires, whereupon it resumes its normal activities.
During this period
of waiting, the messenger allows others to approach it and remove any scroll or
token it carries. The intended recipient of a message gains no special ability
to communicate with the animal or read any attached message.
The spell works
only on animals with an Intelligence score of 1 or 2.
Animal Shapes
Transmutation
Level: Animal 7, Drd 8
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One willing creature/level, all within 30 ft. of each other
Duration: 1 hour/level (D)
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
The character
polymorphs up to one willing creature per level into an animal of the
character's choice; the spell has no effect on unwilling creatures. Recipients remain in the animal form until
the spell expires or the character dismisses the spell for all recipients. In
addition, an individual subject may choose to resume the character’s normal
form (as a full-round action); doing so ends the spell for that character
alone.
The allowed size
of the animal form depends on the caster's level:
Caster Level Allowed Sizes
------------ -------------
Up to 16th Small or Medium-size
17th-19th Tiny through Large
20th Diminutive through Huge
Upon changing, the
subject regains lost hit points as if having rested for a day (though this
healing does not restore temporary ability damage and provide other benefits of
resting for a day; changing back does not heal the creature further).
The polymorphed
creature acquires the physical and natural abilities of the creature it has
been polymorphed into while retaining its own mind. Physical abilities include
natural size and Strength, Dexterity, and Constitution scores. Natural
abilities include armor, attack routines and similar gross physical qualities.
Natural abilities also include mundane movement capabilities, such as walking,
swimming, flight, and low-light vision.
Any part of the
body that is separated from the whole reverts to its original form.
The creature’s new
scores and faculties are average ones for the race or species into which it has
been transformed.
The subject
retains its Intelligence, Wisdom, and Charisma scores, level and class, hit
points (despite any change in its Constitution score), alignment, base attack
bonus, and base saves. (New Strength, Dexterity, and Constitution scores may
affect final attack and save bonuses.) The subject retains its own type, extraordinary
abilities, spells, and spell-like abilities, but not its supernatural
abilities. The subject can cast spells for which it has components. It needs a
humanlike voice for verbal components and humanlike hands for somatic
components. The subject does not gain the extraordinary abilities of the new
creature.
When the polymorph
occurs, the creature’s equipment, if any, melds into the new form and becomes
nonfunctional. Material components and focuses melded in this way cannot be
used to cast spells.
The character can
freely designate the new form’s minor physical qualities (such as hair color,
hair texture, and skin color) within the normal ranges for a creature of that
type. The new form’s significant physical qualities (such as height, weight,
and gender) are also under the character's control, but must fall within the
norms for the new form’s species.
The subject is
effectively disguised as an average member of the new form’s race. If the
character uses this spell to create a disguise, the character get a +10 bonus
on the character's Disguise check.
Animal Trance
Enchantment
(Compulsion) [Mind-Affecting, Sonic]
Level: Brd 2, Drd 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals, beasts, or magical beasts of Intelligence 1 or 2
Duration: Concentration
Saving Throw: Will negates (see text)
Spell Resistance: Yes
The character
compels animals, beasts, and magical beasts to do nothing but watch the
character. Only creatures with Intelligence scores of 1 or 2 can be affected by
this spell. Roll 2d6 to determine the total number of HD that the character
entrances. The closest targets are selected first until no more targets within
range can be affected.
Animals trained to
attack or guard, beasts, and magical beasts are allowed saving throws; animals
not trained to attack or guard are not. An entranced creature can be struck
(with a +2 bonus to the attack roll, as if it were stunned), but it then
recovers from the compulsion and is no longer affected by the spell.
Animate Dead
Necromancy [Evil]
Level: Clr 3, Death 3, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns
the bones or bodies of dead creatures into undead skeletons or zombies that
follow the character's spoken commands. The skeletons or zombies can follow the
character, or can remain in an area and attack any creature (or just a specific
type of creature) entering the place. The undead remain animated until they are
destroyed. (A destroyed skeleton or zombie can't be animated again.)
Regardless of the
type of undead, the character can't create more HD of undead than the character
has caster levels with a single casting of animate dead.
The undead the
character creates remain under the character's control indefinitely. No matter
how many times the character uses this spell, however, the character can
control only 2 HD worth of undead creatures per caster level. If the character
exceeds this number, all the newly created creatures fall under the character's
control, and any excess undead from previous castings become uncontrolled (the
character chooses which creatures are released). If the character is a cleric,
any undead the character might command by virtue of the character's power to
command or rebuke undead do not count toward the limit.
Skeletons: A
skeleton can be created only from a mostly intact corpse or skeleton. The
corpse must have bones. If a skeleton is made from a corpse, the flesh falls
off the bones. The statistics for a skeleton depend on its size; they do not
depend on what abilities the creature may have had while alive.
Zombies: A zombie
can be created only from a mostly intact corpse. The creature must have a true
anatomy. The statistics for a zombie depend on its size, not on what abilities
the creature may have had while alive.
Material
Component: The material component must be worth at least 50 gp.
Animate
Objects
Transmutation
Level: Chaos 6, Clr 6
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: Objects or matter, 1 cu. ft./level
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The character
imbues inanimate objects with mobility and a semblance of life. The animated
object, or objects, then attack whomever or whatever the character initially
designates. The animated object can be of any nonmagical material. The
character can also animate masses of raw matter as long as the volume of
material does not exceed 1 cubic foot per caster level.
The spell cannot
animate objects carried or worn by a creature.
Animate Rope
Transmutation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One ropelike object, length up to 50 ft. + 5 ft./level
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The character can
animate a nonliving ropelike object. The maximum length assumes a rope with a
1-inch diameter. Reduce the total length by 50% for every additional inch of
thickness, and increase the length by 50% for each reduction of the rope's
width by half. The possible commands are "Coil" (form a neat, coiled
stack), "Coil and knot," "Loop," "Loop and knot,"
"Tie and knot," and the opposites of all of the above. One command
can be given each round as a standard action.
The rope can
enwrap only a creature or an object within 1 foot of it-it cannot move-it does
not move outward-so it must be thrown near the intended target. Doing so
requires a successful ranged touch attack roll. The rope has a range increment
of 10 feet. A typical rope has 2 hit points, AC 10, and can be burst with a
Strength check (DC 23). The rope does not deal damage of any type, but it can
be used to trip or to entangle a single opponent who fails a Reflex saving
throw. An entangled creature suffers a -2 penalty to attack rolls and a -4
penalty to effective Dexterity. If the rope can anchor itself to an immobile
object, the entangled creature cannot move. Otherwise, it can move at half
speed but can't run or charge. A creature capable of spellcasting that is bound
by this spell must make a Concentration check (DC 15) to cast a spell. An
entangled creature can slip free with an Escape Artist check (DC 20).
The rope itself,
and any knots tied in it, are not magical.
This spell grants
a +2 bonus to any Use Rope checks the character makes when using the transmuted
rope.
Antilife Shell
Abjuration
Level: Animal 6, Clr 6, Drd 6
Components: V, S, DF
Casting Time: 1 full round
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on the character
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes
The character
brings into being a mobile, hemispherical energy field that prevents the
entrance of most sorts of living creatures. The effect hedges out animals,
aberrations, beasts, magical beasts, dragons, fey, giants, humanoids, monstrous
humanoids, oozes, plants, shapechangers, and vermin, but not constructs,
elementals, outsiders, or undead.
Note: This spell
may be used only defensively, not aggressively; forcing an abjuration barrier
against creatures whom the spell keeps at bay collapses the barrier.
Antimagic
Field
Abjuration
Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on the character
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: See text
An invisible
barrier surrounds the character and moves with the character. The space within
this barrier is impervious to most magical effects, including spells,
spell-like abilities, and supernatural abilities. Likewise, it prevents the
functioning of any magic items or spells within its confines.
An antimagic field
suppresses any spell or magical effect used within, brought into, or cast into
the area, but does not dispel it. Time spent within an antimagic field counts
against the suppressed spell's duration.
Golems and other
magical constructs, elementals, outsiders, and corporeal undead, still function
in an antimagic area (though the antimagic area suppresses their supernatural,
spell-like, and spell abilities normally). If such creatures are summoned or
conjured, however, see below.
Summoned or
conjured creatures of any type and incorporeal undead wink out if they enter an
antimagic field. They reappear in the same spot once the field goes away. Time
spent winked out counts normally against the duration of the conjuration that's
maintaining the creature. If the character casts antimagic field in an area
occupied by a conjured creature who has spell resistance, the character must
make a caster level check (1d20 + caster level) against the creature's SR to
make it wink out.
Normal creatures
can enter the area, as can normal missiles. The spell has no effect on
constructs that are imbued with magic during their creation process and are
thereafter self-supporting (unless they have been summoned, in which case they
are treated like any other summoned creatures). Undead and outsiders are
likewise unaffected unless summoned. These creatures' spell-like or
supernatural abilities, however, may be temporarily nullified by the field.
Dispel magic does
not remove the field. Two or more antimagic fields sharing any of the same
space have no effect on each other. Certain spells remain unaffected by
antimagic field (see the individual spell descriptions). Artifacts and
creatures of demigod or higher status are unaffected.
Note: Should the
character be larger than the area enclosed by the barrier, any part of the
character's person that lies outside the barrier is unaffected by the field.
Antipathy
Enchantment
(Compulsion) [Mind-Affecting]
Level: Drd 9, Sor/Wiz 8
Components: V, S, M/DF
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One location (up to a 10-ft. cube/level) or one object
Duration: 2 hours/level
Saving Throw: Will partial
Spell Resistance: Yes
The character
causes an object or location to emanate magical vibrations that repel either a
specific order of intelligent creature or creatures of a particular alignment,
as defined by the character. The particular sort of creature to be affected
must be named specifically. Larger groups (types and subtypes) are not specific
enough. Likewise, the specific alignment must be named. A compulsion forces creatures of the
designated sort or alignment to abandon the area or item, never willingly
returning to it while the spell is in effect. A creature who makes a successful
saving throw can stay in the area or touch the item, but feels very
uncomfortable doing so. This discomfort reduces the creature's Dexterity score
by 4 points.
Antipathy counters
and dispels sympathy.
This spell cannot
be cast upon living creatures.
Antiplant
Shell
Abjuration
Level: Drd 4
Components: V, S, DF
Casting Time: 1 action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on the character
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes
The antiplant
shell spell creates an invisible, mobile barrier that keeps all creatures
within the shell protected from attacks by plant creatures or animated plants.
As with many abjuration spells, forcing the barrier against creatures whom the
spell keeps at bay strains and collapses the field.
Arcane Eye
Divination
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 10 minutes
Range: Unlimited
Effect: Magical sensor
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The character
creates an invisible magical sensor that sends the character visual
information. The arcane eye travels at 30 feet per round (300 feet per minute)
if viewing an area ahead as a human would (primarily looking at the floor) or
10 feet per round (100 feet per minute) if examining the ceiling and walls as
well as the floor ahead. The arcane eye sees exactly as the character would see
if the character were there. The arcane eye can travel in any direction as long
as the spell lasts. Solid barriers prevent the passage of an arcane eye,
although it can pass through a space no smaller than a small mouse hole (1 inch
in diameter).
The character must
concentrate to use the eye. If the character does not concentrate, the eye is
inert until the character again concentrates. The powers of the eye cannot be
enhanced by other spells or items (though the character can use magic to
improve the character's own eyesight). The character is subject to any gaze
attack met by the eye. A successful dispel magic cast on the character or the
eye ends the spell. With respect to blindness, magical darkness, and other
phenomena that affect vision, the arcane eye is considered an independent
sensory organ of the character's.
Any creature with
Intelligence 12 or higher can sense the arcane eye by making a Scry check or an
Intelligence check (DC 20). Spells such as detect scrying can also detect the
eye.
Arcane Lock
Abjuration
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: The door, chest, or portal touched, up to 30 sq. ft./level in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No
An arcane lock
spell cast upon a door, chest, or portal magically locks it. The character can
freely pass the character's own lock without affecting it; otherwise, a door or
object secured with arcane lock can be opened only by breaking in or by a
successful dispel magic or knock spell. Add +10 to the normal DC to break open
a door or portal affected by this spell. Note that a knock spell does not
remove an arcane lock. It only suppresses it for 10 minutes.
Arcane Mark
Universal
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: 0 ft.
Effect: One personal rune or mark, all of which must fit within 1 ft. square
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell allows
the character to inscribe the character's personal rune or mark, which can be
no taller than 6 inches in height and consist of no more than six characters.
The writing can be visible or invisible. An arcane mark spell enables the
character to etch the rune upon any substance without harm to the material upon
which the mark is placed. If an invisible mark is made, a detect magic spell
causes it to glow and be visible (though not necessarily understandable). See
invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows
their users to see an invisible arcane mark. A read magic spell reveals the
words, if any. The mark cannot be dispelled, but it can be removed by the
caster or by an erase spell. If cast on a living being, normal wear gradually
causes the mark to fade in about a month.
Arcane mark must
be cast on an object prior to casting instant summons on the same object.
Astral
Projection
Necromancy
Level: Clr 9, Sor/Wiz 9, Travel 9
Components: V, S, M
Casting Time: 30 minutes
Range: Touch
Targets: The character plus one additional creature touched per two levels
Duration: See text
Saving Throw: None
Spell Resistance: Yes
Freeing the
character's spirit from the character's physical body, this spell allows the
character to project an astral body into another plane. The character can bring
the astral forms of other creatures with the character, provided the creatures
are linked in a circle with the character at the time of the casting. These
fellow travelers are dependent upon the character and must accompany the
character at all times. If something happens to the character during the
journey, the companions are stranded wherever the character left them.
The character
projects the character's astral self into the Astral Plane, leaving the character's
physical body behind on the Material Plane in a state of suspended animation.
The spell projects an astral copy of the character and all the character wears
or carries onto the Astral Plane. Since the Astral Plane touches upon other
planes, the character can travel astrally to any of these other planes as the
character wishes. The character then leaves the Astral Plane, forming a new
physical body (and equipment) on the plane of existence the character has
chosen to enter.
When on the Astral
Plane or another plane, the character's astral body is connected at all times
to the character's material body by a silvery cord. If the cord is broken, the
character is killed, astrally and materially. Very few things can destroy a
silver cord. When a second body is formed on a different plane, the incorporeal
silvery cord remains invisibly attached to the new body. If the second body or
the astral form is slain, the cord simply returns to the character's body where
it rests on the Material Plane, reviving it from its state of suspended
animation. Although astral projections are able to function on the Astral
Plane, their actions affect only creatures existing on the Astral Plane; a
physical body must be materialized on other planes.
The character and
the character's companions may travel through the Astral Plane indefinitely.
The character's bodies simply wait behind in a state of suspended animation
until the character chooses to return to the physical body. The spell lasts
until the character desires to end it, or until it is terminated by some
outside means, such as dispel magic cast upon either the physical body or the
astral form, or the destruction of the character's body back on the Material
Plane (which kills the character).
Material
Components: The components must be worth at least 1,000 gp, plus a 5 gp worth
of silver for each person to be affected.
Atonement
Abjuration
Level: Clr 5, Drd 5
Components: V, S, M, F, DF, XP
Casting Time: 1 hour
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell removes
the burden of evil acts or misdeeds from the subject. The creature seeking
atonement must be truly repentant and desirous of setting right its misdeeds.
If the atoning creature committed the evil act unwittingly or under some form
of compulsion, atonement operates normally at no cost to the character.
However, in the case of a creature atoning for deliberate misdeeds and acts of
knowing and willful nature, the character must intercede with the character's
deity at the cost of 500 experience points in order to expunge the subject's
burden. Many casters first assign a subject of this sort a quest or similar
penance before casting the atonement spell on its behalf.
Atonement may be
cast for one of several purposes, depending on the version selected:
Reverse Magical
Alignment Change: If a creature has had its alignment magically changed,
atonement returns its alignment to its original status at no cost in experience
points.
Restore Class: A
paladin who has lost paladin class features due to unwillingly or unwittingly
committing an evil act may have paladinhood restored by this spell. Note: A
paladin who willingly and deliberately commits an evil act can never regain
paladinhood.
Restore Cleric or
Druid Spell Powers: A cleric or druid who has lost the ability to cast spells
because the character incurred the anger of the character’s deity may regain
spell powers by seeking atonement from another cleric of the same deity or
another druid. If the transgression was intentional, the casting cleric loses
500 XP for his intercession. If the transgression was unintentional, the caster
does not lose XP.
Redemption or
Temptation: The character may cast this spell upon a creature of an opposing
alignment in order to offer it a chance to change its alignment to match the
character's. The prospective subject must be present for the entire casting
process. Upon completion of the spell, the subject freely chooses whether it
retains its original alignment or changes to the character's alignment. No
duress, compulsion, or magical influence can force the subject to take
advantage of the opportunity offered if it is unwilling to abandon its old
alignment. This use of the spell does not work on outsiders (or any creature
incapable of changing its alignment naturally).
Focus: The Focus
must be worth at least 500 gp.
XP Cost: When cast
for the benefit of creatures whose guilt was the result of deliberate acts, the
cost to the character is 500 XP per casting (see above).
Augury
Divination
Level: Clr 2
Components: V, S, F
Casting Time: 1 action
Range: Personal
Target: The character
Duration: Instantaneous
An augury can tell
the character whether a particular action will bring good or bad results for
the character in the immediate future.
The base chance
for receiving a meaningful reply is 70% + 1% per caster level; the DM makes the
roll secretly. The DM may determine that the question is so straightforward
that a successful result is automatic, or so vague as to have no chance of success.
If the augury succeeds, the character gets one of four results:
"Weal"
(if the action will probably bring good results).
"Woe"
(for bad results).
"Weal and
woe" (for both).
"Nothing"
(for actions that don't have especially good or bad results).
If the spell
fails, the character gets the "nothing" result. A cleric who gets the
"nothing" result has no way to tell whether it resulted from a failed
or successful augury.
The augury can see
into the future only about half an hour, so anything that might happen after
that does not affect the augury. Thus, it might miss the long-term consequences
of the contemplated action. All auguries cast by the same person about the same
topic use the same dice result as the first augury.
Focus: Worth at
least 25 gp value.
Awaken
Transmutation
Level: Drd 5
Components: V, S, DF, XP
Casting Time: One day
Range: Touch
Target: Animal or tree touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
The character
awakens a tree or animal to humanlike sentience. To succeed, the character must
make a Will save (DC 10 + the target's HD, or the HD the tree will have once
awakened).
The awakened
animal or tree is friendly toward the character. The character has no special
empathy or connection with a creature the character awakens, although it serves
the character in specific tasks or endeavors if the character can communicate
the character's desires to it.
An awakened tree
has characteristics as if it were an animated object, except that its
Intelligence, Wisdom, and Charisma scores are all 3d6. Awakened plants gain the
ability to move their limbs, roots, vines, creepers, etc., and have senses
similar to a human's.
An awakened animal
gets 3d6 Intelligence, +1d3 Charisma, and +2 HD.
An awakened tree
or animal can speak one language that the character knows, plus one additional
language that the character knows per point of Intelligence bonus (if any).
XP Cost: 250 XP.