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SPELLS (G)

 

Gaseous Form

Transmutation

Level: Air 3, Brd 3, Sor/Wiz 3

Components: S, M/DF

Casting Time: 1 action

Range: Touch

Target: Willing corporeal creature touched

Duration: 2 minutes/level (D)

Saving Throw: None

Spell Resistance: No

The subject and all the subject’s gear become insubstantial, misty, and translucent. The subject gains damage reduction 20/+1. The subject’s material armor (including natural armor) becomes worthless, though the subject’s size, Dexterity, deflection bonuses, and armor bonuses from force armor still apply. The subject becomes immune to poison and critical hits. The subject can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (Note that this does not rule out certain spells that the subject may have prepared using the metamagic feats Silent Spell and Still Spell.) The subject loses supernatural abilities while in gaseous form. If the subject has a touch spell ready to use, it is discharged harmlessly when the spell takes effect.

The gaseous creature can’t run but can fly (speed 10, maneuverability perfect). The subject can pass through small holes or narrow openings, even mere cracks, with all the subject was wearing or holding, as long as the spell persists. The gaseous creature is subject to wind. The subject can’t enter water or other liquid.

 

Gate

Conjuration (Creation, Calling)

Level: Clr 9, Sor/Wiz 9

Components: V, S

Casting Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Effect: See text

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

Casting a gate spell has two effects. First, it creates an interdimensional connection between the character's plane of existence and the plane desired, allowing travel between the planes in either direction. Second, the character may then call a particular individual or type of being through the gate. The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster’s choice), oriented in the direction the character desires when it comes into existence. It is a two-dimensional window into the plane the character named, and anyone or anything that moves through is shunted instantly to the other side. The gate has a front and a back. Creatures moving through the gate from the front are transported to another plane; creatures moving through it from the back are not.

Planar Travel: The gate opens precisely at the point on the destination plane that the character desires (a creation effect). Note that deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.

The character may hold the gate open only for a brief time (no more than 1 round per caster level) and must concentrate on doing so or sever the interplanar connection.

Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to the character's aid (a calling effect). By naming a particular being or type of being as the character casts the spell, the character may cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures.

If the character chooses to call a type of being instead of a known individual the character may call either a single creature (of any HD) or several creatures. If several creatures, the character can call and control them as long as their HD total does not exceed the character's caster level. In the case of a single creature, the character can control it if its HD does not exceed twice the character's caster level. A single creature with more than twice the character's caster level in HD can’t be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.

A controlled creature can be commanded to perform a service for the character. These fall into two categories: immediate tasks and contractual service. Fighting for the character in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; the character need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell.

If the character chooses to exact a longer or more involved form of service from the called creature, the character must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward. In general, a gift of 100 gp per HD of the called creature per day of service is reasonable. (Some creatures want their payment in things other than coin, which may involve complications.) Immediately upon completion of the service, the being is transported to the character's vicinity, and the character must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.

Failure to fulfill the promise to the letter results in the character's being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack the character.

Note: When the character uses a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.

 

Geas/Quest

Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]

Level: Brd 6, Clr 6, Sor/Wiz 6

Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)

Target: One living creature

Duration: 1 day/level or until discharged (D)

Saving Throw: None

Spell Resistance: Yes

A geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by the character. The creature must be able to understand the character. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity. The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the spell remains in effect for a maximum of 1 day per caster level. Note that a clever recipient can subvert some instructions.

If the subject is prevented from obeying the geas for a whole day, the subject takes 3d6 points of damage each day he does not attempt to follow the geas/quest. Additionally, each day he must make a Fortitude saving throw or sicken. A sickened creature moves at half his normal speed and suffers –4 penalties on both Strength and Dexterity. He heals damage at one-tenth his normal rate and cannot benefit from any magical healing effects. A sickened creature must make a Fortitude save each day or become crippled. Once crippled, the subject is effectively disabled (as if he had 0 hit points) and can’t choose to take strenuous actions. These effects end 1 day after the creature attempts to resume the geas/quest.

A geas (and all penalties) can be ended by limited wish, remove curse (only if the remove curse’s caster level is at least two higher than the character’s caster level), miracle, or wish. Dispel magic does not affect a geas.

Wizard and bards usually refer to this spell as geas, while clerics call the same spell quest.

 

Gentle Repose

Necromancy

Level: Clr 2, Sor/Wiz 3

Components: V, S, M/DF

Casting Time: 1 action

Range: Touch

Target: Corpse touched

Duration: 1 day/level

Saving Throw: Will negates (object)

Spell Resistance: Yes (object)

The character preserves the remains of a dead creature so that they do not decay. Doing so extends the time limit on raising that creature from the dead. Days spent under the influence of this spell don’t count against the time limit.

The spell also works on severed body parts and the like.

 

Ghost Sound

Illusion (Figment)

Level: Brd 0, Sor/Wiz 0

Components: V, S, M

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Effect: Illusory sounds

Duration: 1 round/level (D)

Saving Throw: Will disbelief (if interacted with)

Spell Resistance: No

Ghost sound allows the character to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. The character chooses what type of sound the spell creates when casting the spell and cannot thereafter change its basic character. The volume of sound created, however, depends on the character's level. The character can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire cat is equal to the noise from twenty humans.

Note that ghost sound can enhance the effectiveness of a silent image spell.

 

Ghoul Touch

Necromancy

Level: Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: Living humanoid touched

Duration: 1d6+2 rounds

Saving Throw: Fortitude negates

Spell Resistance: Yes

Imbuing the character with negative energy, this spell allows the character to paralyze a single humanoid for 1d6+2 rounds with a successful melee touch attack. Additionally, the paralyzed subject exudes a carrion stench that causes retching and nausea in a 10-foot radius. Those in the radius (excluding the character) must make a Fortitude save or suffer a –2 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks until the spell ends.

 

Giant Vermin

Transmutation

Level: Clr 4, Drd 4

Components: V, S, DF

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Targets: Up to three vermin, no two of which can be more than 30 ft. apart

Duration: 1 minute/level

Saving Throw: None

Spell Resistance: Yes

The character turns one or more normal-sized insects, arachnids, or other vermin into larger forms resembling giant vermin. Only one type of vermin can be transmuted, and all must be grown to the same number of HD. he HD to which the vermin can be grown depends upon the character's level; see the accompanying table.

 

Caster  Target’s            New     Armor  Attack/                         –——–—— Saves –—————

Level    New HD                      Size      Class    Damage                        Fortitude          Reflex               Will

------   --------            ----      -----     -------              ---------           ------               ----

7–9      3d8+6              Large   14        +4/1d8+4         +5                    +0                    +1

10–12 4d8+16                        Huge    14        +8/2d6+8         +8                    +0                    +1

13–15 5d8+20                        Huge    14        +8/2d6+8         +8                    +0                    +1

16–18 6d8+24                        Huge    14        +9/2d6+8         +9                    +1                    +2

19–20 7d8+28                        Huge    14        +9/2d6+8         +9                    +1                    +2

Any giant vermin created by this spell do not attempt to harm the character, but the character's control of such creatures is limited to simple. Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.

 

Glitterdust

Conjuration (Creation)

Level: Brd 2, Sor/Wiz 2

Components: V, S, M

Casting Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Area: Creatures and objects within 10-ft. spread

Duration: 1 round/level

Saving Throw: Will negates (blinding only)

Spell Resistance: Yes

A cloud of glittering golden particles covers everyone and everything in the area, blinding creatures and visibly outlining invisible things. Blindness lasts for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

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 opponents’ attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on most Strength- and Dexterity-based skills.

 

Globe of Invulnerability

Abjuration

Level: Sor/Wiz 6

Components: V, S, M
Casting Time: 1 action
Range: 10 ft.
Area: 10-ft.-radius spherical emanation, centered on the character
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

An immobile, faintly shimmering magical sphere surrounds the character and excludes all spells effects of up to 4rd level. The area or effect of any such spells does not include the area of the minor globe of invulnerability. Such spells fail to affect any target located within the globe. This includes spell-like abilities and spells or spell-like effects from devices. However, any type of spell can be cast through or out of the magical globe. Spells of 5th level and higher are not affected by the globe. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. The character can leave and return to the globe without penalty.

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled. 

If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether minor globe of invulnerability stops it.

 

Glyph of Warding

Abjuration

Level: Clr 3

Components: V, S, M

Casting Time: 10 minutes

Range: Touch

Target or Area: Object touched or up to 5 sq. ft./level

Duration: Permanent until discharged

Saving Throw: See text

Spell Resistance: Yes (object)

This inscription harms those who enter, pass, or open the warded area or object.

The character set the conditions of the ward. Typically, any creature violating the warded area without speaking a pass phrase (which the character set when casting the spell) is subject to the magic it stores. Glyphs can be set according to physical characteristics  or creature type, subtype, or species. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of the character's religion. They cannot be set according to class, HD, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, discrete areas of one object can be separately warded.

The glyph can be placed to conform to any shape up to the limitations of the character's total square footage. When the spell is completed, the glyph becomes nearly invisible.

Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection can fool a glyph.

Read magic allows the character to identify a glyph of warding with a successful Spellcraft check (DC 13). Identifying the glyph does not discharge it and allows the character to know the basic nature of the glyph (version, type of damage caused, what spell is stored).

Depending on the version selected, a glyph either blasts the intruder or activates a spell.

Blast Glyph: A blast deals 1d8 points of damage per two caster levels to the intruder and to all within 5 feet of the intruder (maximum 5d8). This damage is acid, cold, fire, electricity, or sonic (caster’s choice, made at time of casting). Those affected can make Reflex saves to take half damage.

Spell Glyph: The character can store any harmful spell of up to 3rd level that the character knows. All level-dependent features of the spell are based on the character's level at the time of casting. If the spell has targets, it targets the intruder. If the spell has an area or an amorphous effect (such as a cloud), the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. All saving throws operate as normal, except that the DC is based on the level of the glyph.

Material Component: Worth at least 200 gp.

 

Goodberry

Transmutation

Level: Drd 1

Components: V, S, DF

Casting Time: 1 action

Range: Touch

Targets: 2d4 fresh berries touched

Duration: 1 day/level

Saving Throw: None

Spell Resistance: Yes

Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. The character (as well as any other caster of the same faith and 3rd or higher level) can immediately discern which berries are affected. Each enchanted berry nourishes a creature as if it were a normal meal for a Medium-size creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.

 

Grasping Hand

Evocation

Level: Sor/Wiz 7, Strength 7

Components: V, S, F/DF

Casting Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Effect: 10-ft. hand

Duration: 1 round/level (D)

Saving Throw: None

Spell Resistance: Yes

Creates a Large magic hand that appears between the character and one opponent. This floating, disembodied hand then moves to remain between the two, regardless of where the character moves or how the opponent tries to get around it. 

The hand can grapple one opponent that the character selects. The grasping hand gets one grappling attack per round. Its attack bonus to make contact is the character's level + the character's Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand's Strength score (31), -1 for being Large. Its grapple check is this same figure, except with +4 for being Large instead of -1. It holds but does not harm creatures it grapples.

The hand can also bull rush an opponent.  The hand pursues and pushes away the opponent that the character designates. Treat this as a bull rush with a +16 bonus on the Strength check (+10 for Strength 31, +4 for being Large, and +2 for charging bonus, which it always gets). The hand always moves with the opponent to push him back the full distance allowed, and it has no speed limit.

A very strong creature could not push the hand out of its way, but it could push the hand up against the character by successfully bull rushing the hand.

The hand can interpose itself between the caster and the opponent.  Interposing provides nine-tenths cover (+10 AC) for the character against that opponent. Nothing can fool the hand-it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt to hide or disguise himself. The hand does not pursue an opponent, however.

The hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as the character when undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it. The hand cannot push through a wall of force or enter an antimagic field. It suffers the full effects of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys the hand.

 

Grease

Conjuration (Creation)

Level: Brd 1, Sor/Wiz 1

Components: V, S, M

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target or Area: One object or a 10-ft. x

10-ft. square

Duration: 1 round/level (D)

Saving Throw: See text

Spell Resistance: No

A grease spell covers a solid surface with a layer of slippery grease. Any creature entering the area or caught in it when the spell is cast must make a successful Reflex save or slip, skid, and fall. Those that successfully save can move at half speed across the surface. However, those that remain in the area must each make a new saving throw every round to avoid falling and to be able to move. The DM should adjust saving throws by circumstance.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while objects wielded or employed by creatures receive a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made each round the creature attempts to pick up or use the greased item.

 

Greater Command

Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]

Level: Clr 5

Components: V

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Targets: One creature/level, no two of which can be more than 30 ft. apart

Duration: 1 round/level

Saving Throw: Will negates

Spell Resistance: Yes

The character gives the subject a one-word command, which the subject obeys to the best of his or her ability. A very reasonable command causes the subject to suffer a penalty on the saving throw (from –1 to –4, at the DM’s discretion). A command of “Die” causes the subject to fake death. A command of "Suicide" fails because "suicide" is generally used as a noun, not as a command.

At the start of each commanded creature’s action after the first, it gets another Will save to attempt to break free from the spell.

 

Greater Dispelling

Abjuration

Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6

Components: V, S

Casting Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target or Area: One spellcaster, creature, or object; or 30-ft.-radius burst

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

The character can use greater dispelling to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by greater dispelling. Greater dispelling can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells. Greater dispelling affects spell-like effects just as it affects spells. Greater dispelling has a chance to dispel any effect that remove curse can remove.

Note: The effects of spells with instantaneous duration can’t be dispelled, because the magic effect is already over before the greater dispelling can take effect.

The character choose to use greater dispelling in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel: One object, creature, or spell is the target of the spell. The character makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 +1 per caster level (maximum +20) against a DC of 11 + the spell’s caster level.

If the spellcaster targets an object or creature who is the effect of an ongoing spell (such as a monster summoned by monster summoning), she makes a dispel check to end the spell that conjured the object or creature.

If the object that the character targets is a magic item, the character makes a dispel check against the item’s caster level. If the character succeeds, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface is temporarily closed. Remember that a magic item’s physical properties are unchanged. Artifacts and creatures of demigod or higher status are unaffected by mortal magic such as this.

The character automatically succeeds at the dispel check against any spell that the character cast.

Area Dispel: The spell affects everything within a 30-foot radius.

For each creature who is the target of one or more spells, the character makes a dispel check against the spell with the highest caster level. If that fails, the character makes dispel checks against progressively weaker spells until the character dispels one spell (which discharges the dispel so far as that target is concerned) or fail all the character's checks. The creature’s magic items are not affected.

For each object that is the target of one or more spells, the character makes dispel checks as with creatures. Magic items are not affected by area dispels.

For each ongoing area or effect spell centered within the greater dispelling’s area, the character makes a dispel check to dispel the spell.

For each ongoing spell whose area overlaps that of the dispel, the character makes a dispel check to end the effect, but only within the area of the greater dispelling.

If an object or creature who is the effect of an ongoing spell, such as a monster summoned by monster summoning, is in the area, the character makes a dispel check to end the spell that conjured the object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.

The character may choose to automatically succeed at dispel checks against any spell that the character cast.

Counterspell: The spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, greater dispelling may not work. The character must make a dispel check to counter the other spellcaster’s spell.

 

Greater Glyph of Warding

Abjuration

Level: Clr 6

Components: V, S, M

Casting Time: 10 minutes

Range: Touch

Target or Area: Object touched or up to 5 sq. ft./level

Duration: Until discharged

Saving Throw: See text

Spell Resistance: Yes (object)

This inscription harms those who enter, pass, or open the warded area or object.

The character set the conditions of the ward. Typically, any creature violating the warded area without speaking a pass phrase (which the character set when casting the spell) is subject to the magic it stores. Glyphs can be set according to physical characteristics  or creature type, subtype, or species. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of the character's religion. They cannot be set according to class, HD, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, discrete areas of one object can be separately warded.

The glyph can be placed to conform to any shape up to the limitations of the character's total square footage. When the spell is completed, the glyph becomes nearly invisible.

Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection can fool a glyph.

Read magic allows the character to identify a glyph of warding with a successful Spellcraft check (DC 16). Identifying the glyph does not discharge it and allows the character to know the basic nature of the glyph (version, type of damage caused, what spell is stored).

Depending on the version selected, a glyph either blasts the intruder or activates a spell.

Blast Glyph: A blast deals 1d8 points of damage per two caster levels to the intruder and to all within 5 feet of the intruder (maximum 10d8). This damage is acid, cold, fire, electricity, or sonic (caster’s choice, made at time of casting). Those affected can make Reflex saves to take half damage.

Spell Glyph: The character can store any harmful spell of up to 6th level that the character knows. All level-dependent features of the spell are based on the character's level at the time of casting. If the spell has targets, it targets the intruder. If the spell has an area or an amorphous effect (such as a cloud), the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. All saving throws operate as normal, except that the DC is based on the level of the glyph.

Material Component: Worth at least 400 gp.

 

Greater Magic Fang

Transmutation

Level: Drd 3, Rgr 3

Components: V, S, DF
Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One living creature

Duration: 1 hour/level

Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Greater magic fang gives one natural weapon of the subject a +1 enhancement bonus per three caster levels (maximum +5) to attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not change an unarmed strike’s damage from subdual damage to normal damage.) If the character is a good druid, the natural weapon is considered blessed, which means it has special effects on certain creatures.

 

Greater Magic Weapon

Transmutation

Level: Brd 3, Clr 4, Pal 3, Sor/Wiz 3

Components: V, S, M/DF

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)

Duration: 1 hour/level

Saving Throw: Will negates (harmless, object)

Spell Resistance: Yes (harmless, object)

This spell gives a weapon an enhancement bonus to attack and damage of +1 per three caster levels (maximum +5). An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attacks.

Alternatively, the character can affect up to fifty arrows, bolts, or bullets. The projectiles must all be of the same type, and they have to be together in one group (such as in the same quiver). Projectiles (but not thrown weapons) lose their transmutation when used.

If the character is a good cleric, the cleric of a good deity, or a paladin, the weapon is considered blessed, which means it has special effects on certain creatures.

 

Greater Planar Ally

Conjuration (Calling) [see text]

Level: Clr 8

Components: V, S, DF
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels) (see text)
Effect: Up to 24 HD worth of summoned elementals and outsiders, no two of which can be more than 30 ft. apart when they appear

Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By casting this spell, the character requests the character's deity to send the character an elemental or outsider (of up to 24 HD), or a number of creatures of the same type whose HD do not total more than 24, of the deity’s choice. If the character serves no particular deity, the spell is a general plea answered by a creature sharing the character's philosophical alignment. If the character knows an individual creature’s name, the character may request that individual by speaking the name during the spell (though the character might get a different creature anyway).

The character may ask the creature to perform one task for the character, and the creature may request some service in return. If multiple creatures are called, the creatures, as a group, agree to perform one task for the character and request one favor in return.  The more demanding the character's request, the greater return favor the creature asked for. This bargaining takes at least 1 round, so any actions by the creature begin in the round after they arrive. If the character agrees to the service, the creature performs the task the character requested, reports back to the character afterward (if possible), and returns to its home plane. The character is honor bound to perform the return favor.

A creature may accept some form of payment in return for its service. The creature may keep it or may deliver the item to another member of the character's religion somewhere else, where it can help the religion’s cause.

Note: When the character uses a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

 

Greater Planar Binding

Conjuration (Calling) [see text]

Level: Sor/Wiz 8

Components: V, S, M

Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels) (see text)

Targets: Up to 24 HD worth of elementals and outsiders, no two of which can be more than 30 ft. apart when they appear

Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Casting this spell attempts a dangerous act: to lure a creature or creatures from another plane to a specifically prepared trap, which must lie within the spell’s range. The character may call a single creature of up to 24 HD or a number of creatures of the same type whose HD total no more than 24.  The called creature is held in the trap until it agrees to perform one service in return for its freedom. To create the trap, the character must use a magic circle spell, focused inward. The type of creature to be bound must be known and stated. If it has a specific, proper, or given name, this must be used in casting the spell.

The target creature must attempt a Will saving throw.  If more than one creature is called, each creature makes a saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep the creature from being called). The creature can escape from the trap with a successful SR roll, dimensional travel, or a successful Charisma check (DC 18 + 1/2 the caster’s level + the caster’s Charisma modifier). It can try each method once per day. Multiple creatures make individual escape attempts.  If it breaks loose, it can flee or attack the character. A dimensional anchor cast on the creature prevents its escape via dimensional travel. The character can also employ a calling diagram to make the trap more secure.

If the creature does not break free of the trap, the character can keep it bound for as long as the character dares. The character can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. The character makes a Charisma check opposed by the creature’s Charisma check. The DM then assigns a bonus based on the service and reward, from 0 to +6. This bonus applies to the character's Charisma check. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This can be repeated until the creature promises to serve, until it breaks free, or until the character decides to get rid of it by means of some other spell. If multiple creatures have been called, the caster must negotiate with each individually. Impossible demands or unreasonable commands are never agreed to. If the character rolls a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack the character.

Once the requested service is completed, the creature need only so inform the character to be instantly sent back whence it came. The creature might later seek revenge. If the character assigns some open-ended task that the creature cannot complete though its own actions, the spell remains in effect for a maximum of 1 day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.

When the character uses a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

 

Greater Restoration

Conjuration (Healing)

Level: Clr 7

Components: V, S, XP

Casting Time: 10 minutes

Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Greater restoration dispels any magical effects reducing one of the subject’s ability scores, all magical effects penalizing the character’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also removes all forms of insanity, confusion, and similar mental effects. The spell dispels all negative energy levels afflicting the subject, restoring the creature to the highest level it had previously achieved. This reverses level drains by a force or creature. The drained levels are restored only if the time since the creature lost the level is no more than 1 week per caster level.

Greater restoration does not restore levels or Constitution points lost due to death.

XP Cost: 500 XP.

 

Greater Scrying

Divination

Level: Brd 6, Clr 7, Drd 7, Sor/Wiz 7

Components: V, S

Casting Time: 1 action

Range: See text
Effect: Magical sensor

Duration: 1 hour/level

Saving Throw: None
Spell Resistance: No

 

 The character can see and hear a creature, who may be at any distance. The character must succeed at a Scry check to do so. The difficulty of the task depends on how well the character knows the subject and what sort of physical connection (if any) the character has to that creature. Furthermore, if the subject is on another plane, the character gets a –5 penalty on the Scry check.

Knowledge                                                                               DC

---------                                                                                   --

None*                                                                                      20

Secondhand (the character has  heard of the subject)                 15

Firsthand (the character has  met the subject)                            10

Familiar (the character know the subject well)                           5

*The character must have some sort of connection to a creature the character has no knowledge of.

Connection                                                       Scry Check Bonus

----------                                                         ----------------

Likeness or picture                                           +5

Possession or garment                                      +8

Body part, lock of hair, nail clippings, etc.         +10

This spell creates a magical sensor located near the subject. Any creature with Intelligence 12 or higher can notice the sensor by making a Scry check (or an Intelligence check) against DC 20.

You may cast the following spells reliably through the sensor: comprehend languages, darkvision, detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.

 

Greater Shadow Conjuration

Illusion (Shadow)

Level: Sor/Wiz 5

Components: V, S
Casting Time: 1 action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with); varies (see text)
Spell Resistance: No (see text)

The character uses material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration spell of 4rd level or lower. Shadow conjurations are actually two-fifths (40%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.

All those that interact with the conjured object, force, or creature can make Will saves to recognize its shadowy nature. Those who succeed do so.

Attack spells have normal effects unless those affected succeed at Will saves. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is two-fifths as strong (if applicable) or only 40% likely to occur. Mimicked spells allow the normal saves and SR.

Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are two-fifths strength or 40% likely to work.

Shadow creatures have two-fifths the normal hit points (regardless of whether they’re recognized as shadowy). They deal normal damage and have all normal abilities and weaknesses. Against a creature who recognizes them as shadowy, however, such a creature’s damage is two-fifths normal, and all special abilities that do not produce normal damage (in hit points) are only 40% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are two-fifths normal.

Those who succeed at their saves see the shadow conjurations as transparent images superimposed on vague, shadowy forms.

 

Greater Shadow Evocation

Illusion (Shadow)

Level: Sor/Wiz 6

Components: V, S
Casting Time: 1 action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes

The character taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a wizard or sorcerer evocation of 5th level or lower. (For a spell with more than one level, use the best one applicable to the character.) If recognized as a shadow evocation, a damaging spell deals only two-fifths (40%) of normal damage, with a minimum of 2 points per die of damage.. Regardless of the result of the save to disbelieve, affected creatures are also allowed any save the spell being simulated allows, but set the save DC according to shadow magic’s level (6th) rather than the spell’s normal level. Nondamaging effects are only 40% likely to work when the greater shadow evocation is recognized as mostly illusory (roll separately for each effect and each creature who recognizes the evocation as shadowy).

 

Guards and Wards

Abjuration

Level: Sor/Wiz 6

Components: V, S, M, F

Casting Time: 30 minutes (D)

Range: Anywhere within the area to be warded

Area: Up to 200 sq. ft./level (S)

Duration: 2 hours/level

Saving Throw: None

Spell Resistance: See text

This powerful spell is primarily used to defend the character's stronghold. The ward protects 200 square feet per caster level. The warded area can be up to 20 feet high, and shaped as the character desires. The character can ward several stories of a stronghold by dividing the area among them; the character must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area:

Fog: Fog fills all corridors, obscuring 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 full concealment (50% miss chance; the attacker cannot use sight to locate the target). Spell resistance: No.

Arcane Locks: All doors in the warded area are arcane locked. Spell resistance: No.

Webs: Webs fill all stairs from top to bottom. These strands are identical with those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts. Spell resistance: Yes.

Confusion: Where there are choices in direction—such as a corridor intersection or side passage—a minor confusion-type spell functions so as to make it 50% probable that intruders believe they are going in the exact opposite direction from the one they actually chose. This is an enchantment (mind-affecting) effect. Spell resistance: Yes.

Lost Doors: One door per caster level is covered by a glamer to appear as if it were a plain wall. Spell resistance: No.

In addition, the character can place the character's choice of one of the following five magical effects:

Dancing lights in four corridors. The character can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts. Spell resistance: No.

A magic mouth in two places. Spell resistance: No.

A stinking cloud in two places. The vapors appear in the places the character designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts. Spell resistance: Yes.

A gust of wind in one corridor or room. Spell resistance: Yes.

A suggestion in one place. The character selects an area up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally. Spell resistance: Yes.

The whole warded area radiates strong magic of the abjuration school. A dispel magic cast on a specific effect, if successful, removes only that effect. A successful disjunction destroys the entire guards and wards effect.

 

Guidance

Divination

Level: Clr 0, Drd 0

Components: V, S

Casting Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 minute or until discharged

Saving Throw: None

Spell Resistance: Yes

This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

 

Gust of Wind

Evocation

Level: Brd 3, Sor/Wiz 3

Components: V, S, F

Casting Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Effect: Gust of wind (10 ft. wide, 10 ft. high) emanating out from the character to the extreme of the range

Duration: 1 round

Saving Throw: Fortitude negates

Spell Resistance: Yes

This spell creates a strong blast of air that originates from the character and moves in the direction the character is facing. The force of this gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish these lights. Creatures caught in the area may be affected. Any creature is entitled to a saving throw to ignore the gust’s effects.

A gust of wind can do anything a sudden blast of wind would be expected to do.