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SPELLS (B)
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting Time: 1 action
Range: 50 ft.
Area: All enemies within 50 ft.
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
The character's enemies suffer a -1 morale penalty on their attack rolls and a -1 morale penalty on saving throws against fear effects.
Bane counters and dispels bless.
Abjuration
Level: Clr 6, Sor/Wiz 7
Components: V, S, F
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more extraplanar creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will
negates
Spell Resistance: Yes
Banishment enables the character to force extraplanar creatures out of the character's home plane. Up to 2 HD of creatures per caster level can be banished. To target a creature, the character must present at least one object or substance that it hates, fears, or otherwise opposes. For each such object or substance, the character gains +1 on the character's caster level check to overcome the target's SR (if any) and +2 on the saving throw DC.
At the DM's option, certain rare items might work twice as well.
Transmutation
Level: Drd 2, Plant 2
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
Barkskin grants a +3 natural armor bonus to AC. This bonus increases to +4 at 6th level and to +5 at 12th level and up.
Transmutation
Level: Brd 3, Clr 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
The character places a curse on the creature touched. The character chooses one of the three following effects:
-6 effective decrease to an ability score (minimum 1).
-4 enhancement penalty on attack rolls, saving throws, ability checks, and skill checks.
Each turn, the target has a 50% chance to act normally; otherwise, the target takes no action.
The character may also invent the a new curse, but it should be no more powerful than those listed above, and the DM has final say on the curse's effect.
The curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow curse counters remove curse.
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: One minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: See text (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
A binding spell creates a magical restraint to hold a creature. The target only gets an initial saving throw if its HD is equal to at least half the character's caster level.
The character may have up to six assistants help the character with the spell. For each assistant who casts suggestion, the character's caster level for this casting of the spell increases by +1. For each assistant who casts dominate animal, dominate person, or dominate monster, the character's effective level increases by a number equal to one-third that assistant's level (provided the target is appropriate for the spell). All the assistants must join in chanting the spell (see the details on the spell's verbal component, below). The character's caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding durations are dismissible.
The binding spell has six versions. Choose one of the following versions when the character casts the spell.
Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except the character. Duration is one year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell.
Slumber: Brings a comatose sleep upon the subject for up to one year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. Reduce the spell's save DC by 1.
Bound Slumber: A combination of chaining and slumber that lasts for up to one month per caster level. Reduce save DC by 2.
Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The spell is permanent. Reduce save DC by 3.
Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent (the character's choice). The creature remains aware of its surroundings and can speak, but cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce save DC by 4.
Minimus Containment: The subject is shrunk to a height of 1 inch or less and held within some gem or similar object or jar. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce save DC by 4.
Regardless of the version of binding the character cast, the character can specify triggering conditions that end the spell and release the creature whenever they occur. These can be as simple or elaborate as the character desires (but the DM must agree that the condition is reasonable and has a likelihood of coming to pass). The conditions can be based on a creature's name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by +2.
In the case of the first three versions of binding (those with limited durations), the character may cast additional binding spells to prolong the effect (the durations overlap). If the character does so, the target gets a saving throw at the end of the first spell's duration (even if the character's caster level was high enough to disallow an initial saving throw). If the creature succeeds at this save, all the binding spells it has received are broken.
Components: Specially made props suited to the specific type of binding (cost 500 gp), plus the spell requires gems worth at least 500 gp for each HD of the target.
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 1d4 tentacles + one tentacle/level, all within 15 ft. of a central point
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
This spell conjures many rubbery black tentacles. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. There are 1d4 such tentacles, plus one per caster level, appearing randomly scattered about the area. Each tentacle is 10 feet long (Large) and saves as the character does. It has AC 16, 1 hit point/per caster level, an attack bonus of +1/per caster level, and a Strength score of 19 (+4 bonus). It is immune to spells that don’t cause damage (other than disintegrate).
Each round that a tentacle is not already grappling someone or something, starting the round after it appears, it makes a grapple attack at a random creature or object within 10 feet of it. These attacks take place on the character's turn. The tentacles do not attack each other, nor do they attack objects that are smaller than a Medium-size creature. The attacks are like regular grappling attacks, except that they don’t provoke attacks of opportunity from opponents. Also, they cause 1d6 points of normal damage (+4 for Strength), not subdual damage. A tentacle maintains its grapple even after its subject is dying or dead.
Evocation
Level: Clr 6, Good 6, War 6
Components: V, S
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Effect: Spinning disk of blades, up to
30-ft. radius
Duration: 10 minutes/level
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
This spell creates a spinning disk of blades. These whirl around a central point, creating an immobile, circular barrier. Any creature passing through the blade barrier takes 1d6 points of slashing damage per caster level (maximum 20d6). The plane of rotation of the blades can be horizontal, vertical, or slanted.
Creatures within the blade barrier when it is invoked take the damage as well. They can negate the damage with a successful Reflex saving throw, provided they can and do physically leave the area of the blades by the shortest possible route. Once the barrier is in place, anything entering or passing through the blades automatically takes damage.
A blade barrier serves as one-half cover (+4 AC) for anyone beyond it.
Evocation [Evil, Sonic]
Level: Clr 7, Evil 7
Components: V
Casting Time: 1 action
Range: 30 ft.
Area: Creatures in a 30-ft.-radius spread centered on the character
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Casting blasphemy creates two effects.
If the character is on the character's home plane, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 1 day. This effect takes place regardless of whether the creatures hear the blasphemy.
Creatures native to the character's plane who hear the blasphemy and are not evil suffer the following ill effects:
HD Effect
-- ------
12 or more Dazed
Less than 12 Weakened, dazed
Less than 8 Paralyzed, weakened, dazed
Less than 4 Killed
The effects are cumulative.
Dazed: The creature is dazed and can take no actions for 1 round (but defends itself normally).
Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes, unable to move or act in any way.
Killed: Living creatures die. Undead creatures are destroyed.
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 1, Pal 1
Components: V, S, DF
Casting Time: 1 action
Range: 50 ft.
Area: All allies within 50 ft.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The character's allies gain a morale bonus of +1 on their attack rolls and a morale bonus of +1 on saving throws against fear effects.
Bless counters and dispels bane.
Transmutation [Good]
Level: Clr 1, Pal 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water. Holy water is considered blessed, which means it has special effects on certain creatures.
Material Component: Worth at least 25 gp.
Transmutation
Level: Pal 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
All critical rolls against evil foes are automatically successful. The weapon negates the damage reduction of evil creatures and is capable of striking evil incorporeal creatures as if it had a +1 enhancement bonus. Also, the weapon is considered blessed, which means it has special effects on certain creatures. Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot.
This transmutation can't affect any weapon that already has a magical effect related to critical hits.
Transmutation
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject becomes blinded or deafened, as the character chooses. In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers' attack rolls (they are effectively invisible), moves at half speed, and suffers a -4 penalty on most Strength- and Dexterity-based skills. A deafened character, in addition to the obvious effects, automatically fails Listen checks, suffers a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal (V) component that he tries to cast.
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: The character
Duration: 1 round/level (D)
The blink effect rapidly cycles the character in and out of the ethereal plane. Blinking has several effects:
Physical attacks suffer a 50% miss chance, and the Blind-Fight feat doesn't. If the attack is capable of striking ethereal or incorporeal creatures, the miss chance is only 20%. If the attacker can see invisible creatures, the miss chance is also only 20%. If the attacker can both see and strike ethereal creatures, the attacker suffers no penalty. Likewise, the character's own attacks suffer a 20% miss chance.
Individually targeted spells have a 50% chance to fail against the character while blinking unless the character's attacker can target invisible, ethereal creatures. Likewise, the character's own spells have a 20% chance to activate just as the character goes ethereal, in which case they typically do not affect the Material Plane.
While blinking, the character takes only half damage from area attacks (or full damage from those that extend onto the Ethereal Plane). The character strikes as an invisible creature (+2 attack), denying the target any Dexterity bonus to AC. The character suffers only half damage from falling.
While blinking, the character can step through (but not see through) solid objects. For each 5 feet of solid material the character walks through, there's a 50% chance that the character becomes material (see below). The character can move only at three-quarters speed.
Since the character spends about half the character's time on the Ethereal Plane, the character can see and even attack ethereal creatures. The character interacts with ethereal creatures roughly the same way the character interacts with material ones.
An ethereal creature who becomes material while in a material object is shunted off to the nearest open space and takes 1d6 points of damage per 5 feet so traveled.
Illusion (Glamer)
Level: Brd 2, Sor/Wiz 2
Components: V
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject's outline appears blurred. This distortion grants the subject one-half concealment (20% miss chance).
A see invisibility spell does not counteract the blur effect, but a true seeing spell does.
Note: Opponents who cannot see the subject ignore the spell's effect.
Abjuration
Level: Brd 4, Clr 5, Luck 5
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target or Targets: Up to one creature per level, all within 30 ft. of each other
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell frees creatures from enchantments, transmutations, curses, and petrification (as well as other magical transformations). Break enchantment can reverse even an instantaneous effect. For each such effect, the character makes a check of 1d20 + caster level (maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For cursed magic items, the DC is 25.
If the spell is one that, as a special property, cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower.
If the effect comes from some permanent magic item, such as a cursed sword, break enchantment does not remove the curse from the item but merely frees the victim from the item's effects, leaving the item cursed.
Transmutation
Level: Brd 2, Clr 2, Sor/Wiz 2, Strength 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The spell grants an enhancement bonus to Strength of 1d4+1 points.
Transmutation [Fire]
Level: Fire 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: 10 ft.
Area: Semicircular burst of flames 10 ft. long, centered on the character's hands
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A thin sheet of flame shoots from the character's outspread fingertips. The sheet of flame is about as thick as the character's thumbs. Any creature in the area of the flames takes 1d4 points of fire damage per the character's caster level (maximum 5d4). Flammable materials such as cloth, paper, parchment, and thin wood burn if the flames touch them.