This material is Open Game Content, and
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SPELLS
(A-B)
Acid Arrow
Conjuration
(Creation) [Acid]
Level: Sor/Wiz 2
Components: V, S, M, F
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Effect: One arrow of acid
Duration: 1 round + 1 round per
three levels
Saving
Throw:
None
Spell
Resistance:
No
A
magical arrow of acid springs from your hand and speeds to its target. You must
succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points
of acid damage with no splash damage. For every three caster levels (to a
maximum of 18th), the acid, unless somehow neutralized, lasts for another
round, dealing another 2d4 points of damage in that round.
Material
Component: Powdered
rhubarb leaf and an adder’s stomach.
Focus:
A dart.
Acid Fog
Conjuration
(Creation) [Acid]
Level: Sor/Wiz 6, Water 7
Components: V, S, M/DF
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect: Fog spreads in 20-ft.
radius, 20 ft. high
Duration: 1 round/level
Saving
Throw:
None
Spell
Resistance:
No
Acid
fog creates
a billowing mass of misty vapors similar to that produced by a solid fog spell.
In addition to slowing creatures down and obscuring sight, this spell’s vapors
are highly acidic. Each round on your turn, starting when you cast the spell,
the fog deals 2d6 points of acid damage to each creature and object within it.
Arcane
Material Component: A pinch of dried, powdered peas combined with powdered
animal hoof.
Acid Splash
Conjuration
(Creation) [Acid]
Level: Sor/Wiz 0
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: One missile of acid
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
You
fire a small orb of acid at the target. You must succeed on a ranged touch
attack to hit your target. The orb deals 1d3 points of acid damage.
Aid
Enchantment
(Compulsion) [Mind-Affecting]
Level: Clr 2, Good 2, Luck 2
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving
Throw:
None
Spell
Resistance:
Yes (harmless)
Aid
grants
the target a +1 morale bonus on attack rolls and saves against fear effects,
plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10
temporary hit points at caster level 10th).
Air Walk
Transmutation
[Air]
Level: Air 4, Clr 4, Drd 4
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target: Creature (Gargantuan or
smaller) touched
Duration: 10 min./level
Saving
Throw:
None
Spell
Resistance:
Yes (harmless)
The
subject can tread on air as if walking on solid ground. Moving upward is
similar to walking up a hill. The maximum upward or downward angle possible is
45 degrees, at a rate equal to one-half the air walker’s normal speed.
A
strong wind (21+ mph) can push the subject along or hold it back. At the end of
its turn each round, the wind blows the air walker 5 feet for each 5 miles per
hour of wind speed. The creature may be subject to additional penalties in
exceptionally strong or turbulent winds, such as loss of control over movement
or physical damage from being buffeted about.
Should
the spell duration expire while the subject is still aloft, the magic fails
slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it
reaches the ground in that amount of time, it lands safely. If not, it falls
the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since
dispelling a spell effectively ends it, the subject also descends in this way
if the air walk spell is dispelled, but not if it is negated by an antimagic
field.
You
can cast air walk on a specially trained mount so it can be ridden
through the air. You can train a mount to move with the aid of air walk (counts
as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle
Animal check.
Alarm
Abjuration
Level: Brd 1, Rgr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Area: 20-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 warded area or touches it. A creature that speaks the password
(determined by you at the time of casting) does not set off the alarm.
You decide at the time of casting whether the alarm will be mental or
audible.
Mental
Alarm: A
mental alarm alerts you (and only you) so long as you remain within 1
mile of the warded area. You note a single mental “ping” that awakens you 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 as far as 180 feet away. The
sound lasts for 1 round. Creatures within a silence spell cannot hear
the ringing.
Ethereal
or astral creatures do not trigger the alarm.
Alarm
can be
made permanent with a permanency spell.
Arcane
Focus: A
tiny bell and a piece of very fine silver wire
Align Weapon
Transmutation
[see text]
Level: Clr 2
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target:
Weapon
touched or fifty projectiles (all of which must be in contact with each other
at the time of casting)
Duration: 1 min./level
Saving
Throw: Will
negates (harmless, object)
Spell
Resistance:
Yes (harmless, object)
Align
weapon makes
a weapon good, evil, lawful, or chaotic, as you choose. A weapon that is
aligned can bypass the damage reduction of certain creatures. This spell has no
effect on a weapon that already has an alignment.
You
can’t cast this spell on a natural weapon, such as an unarmed strike.
When
you make a weapon good, evil, lawful, or chaotic, align weapon is a
good, evil, lawful, or chaotic spell, respectively.
Alter Self
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You
assume the form of a creature of the same type as your normal form. The new
form must be within one size category of your normal size. The maximum HD of an
assumed form is equal to your caster level, to a maximum of 5 HD at 5th level.
You can change into a member of your own kind or even into yourself.
You
retain your own ability scores. Your class and level, hit points, alignment,
base attack bonus, and base save bonuses all remain the same. You retain all
supernatural and spell-like special attacks and qualities of your normal form,
except for those requiring a body part that the new form does not have (such as
a mouth for a breath weapon or eyes for a gaze attack).
You
keep all extraordinary special attacks and qualities derived from class levels,
but you lose any from your normal form that are not derived from class levels.
If
the new form is capable of speech, you can communicate normally. You retain any
spellcasting ability you had in your original form, but the new form must be
able to speak intelligibly (that is, speak a language) to use verbal components
and must have limbs capable of fine manipulation to use somatic or material
components.
You
acquire the physical qualities of the new form while retaining your own mind.
Physical qualities include natural size, mundane movement capabilities (such as
burrowing, climbing, walking, swimming, and flight with wings, to a maximum
speed of 120 feet for flying or 60 feet for nonflying movement), natural armor
bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses,
racial bonus feats, and any gross physical qualities (presence or absence of
wings, number of extremities, and so forth). A body with extra limbs does not
allow you to make more attacks (or more advantageous two-weapon attacks) than
normal.
You
do not gain any extraordinary special attacks or special qualities not noted
above under physical qualities, such as darkvision, low-light vision,
blindsense, blindsight, fast healing, regeneration, scent, and so forth.
You
do not gain any supernatural special attacks, special qualities, or spell-like
abilities of the new form. Your creature type and subtype (if any) remain the
same regardless of your new form. You cannot take the form of any creature with
a template, even if that template doesn’t change the creature type or subtype.
You
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 kind. The new form’s significant physical qualities (such as height,
weight, and gender) are also under your control, but they must fall within the
norms for the new form’s kind. You are effectively disguised as an average
member of the new form’s race. If you use this spell to create a disguise, you
get a +10 bonus on your Disguise check.
When
the change occurs, your equipment, if any, either remains worn or held by the
new form (if it is capable of wearing or holding the item), or melds into the
new form and becomes nonfunctional. When you revert to your true form, any
objects previously melded into the new form reappear in the same location on
your body they previously occupied and are once again functional. Any new items
you wore in the assumed form and can’t wear in your normal form fall off and
land at your feet; any that you could wear in either form or carry in a body part
common to both forms at the time of reversion are still held in the same way.
Any part of the body or piece of equipment that is separated from the whole
reverts to its true form.
Analyze Dweomer
Divination
Level: Brd 6, Sor/Wiz 6
Components: V, S, F
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: One object or creature
per caster level
Duration: 1 round/level (D)
Saving
Throw:
None or Will negates; see text
Spell
Resistance:
No
You
discern all spells and magical properties present in a number of creatures or
objects. Each round, you may examine a single creature or object that you can
see as a free action. In the case of a magic item, you learn its functions, how
to activate its functions (if appropriate), and how many charges are left (if
it uses charges). In the case of an object or creature with active spells cast
upon it, you learn each spell, its effect, and its caster level.
An
attended object may attempt a Will save to resist this effect if its holder so
desires. If the save succeeds, you learn nothing about the object except what
you can discern by looking at it. An object that makes its save cannot be
affected by any other analyze dweomer spells for 24 hours.
Analyze
dweomer does
not function when used on an artifact.
Focus:
A tiny
lens of ruby or sapphire set in a small golden loop. The gemstone must be worth
at least 1,500 gp.
Animal Growth
Transmutation
Level: Drd 5, Rgr 4, Sor/Wiz 5
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Targets: Up to one animal
(Gargantuan or smaller) per two levels, no two of which can be more than 30 ft.
apart
Duration: 1 min./level
Saving
Throw:
Fortitude negates
Spell
Resistance:
Yes
A
number of animals grow to twice their normal size and eight times their normal
weight. This alteration changes each animal’s size category to the next
largest, grants it a +8 size bonus to Strength and a +4 size bonus to
Constitution (and thus an extra 2 hit points per HD), and imposes a –2 size
penalty to Dexterity. The creature’s existing natural armor bonus increases by
2. The size change also affects the animal’s modifier to AC and attack rolls
and its base damage. The animal’s space and reach change as appropriate to the
new size, but its speed does not change.
The
spell also grants each subject damage reduction 10/magic and a +4 resistance
bonus on saving throws. If insufficient room is available for the desired
growth, the creature attains the maximum possible size and may make a Strength
check (using its increased Strength) to burst any enclosures in the process. If
it fails, it is constrained without harm by the materials enclosing it— the
spell cannot be used to crush a creature by increasing its size.
All
equipment worn or carried by an animal is similarly enlarged by the spell,
though this change has no effect on the magical properties of any such
equipment.
Any
enlarged item that leaves the enlarged creature’s possession instantly returns
to its normal size.
The
spell gives no means of command or influence over the enlarged animals.
Multiple
magical effects that increase size do not stack.
Animal Messenger
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 2, Drd 2, Rgr 1
Components: V, S, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One Tiny animal
Duration: One day/level
Saving
Throw:
None; see text
Spell
Resistance:
Yes
You
compel a Tiny animal to go to a spot you designate. The most common use for
this spell is to get an animal to carry a message to your allies. The animal
cannot be one tamed or trained by someone else, including such creatures as
familiars and animal companions.
Using
some type of food desirable to the animal as a lure, you call the animal to
you. It advances and awaits your bidding. You can mentally impress on the
animal a certain place well known to you or an obvious landmark. The directions
must be simple, because the animal depends on your knowledge and can’t find a
destination on its own. You 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 gains no special ability
to communicate with the animal or read any attached message (if it’s written in
a language he or she doesn’t know, for example).
Material
Component: A
morsel of food the animal likes.
Animal Shapes
Transmutation
Level: Animal 7, Drd 8
Components: V, S, DF
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: Up to one willing
creature per level, all within 30 ft. of each other
Duration: 1 hour/level (D)
Saving
Throw:
None; see text
Spell
Resistance:
Yes (harmless)
As
polymorph, except you polymorph up to one willing creature per caster
level into an animal of your choice; the spell has no effect on unwilling
creatures. All creatures must take the same kind of animal form. Recipients
remain in the animal form until the spell expires or until you dismiss it for
all recipients. In addition, an individual subject may choose to resume its
normal form as a full-round action; doing so ends the spell for that subject
alone. The maximum HD of an assumed form is equal to the subject’s HD or your
caster level, whichever is lower, to a maximum of 20 HD at 20th level.
Animal Trance
Enchantment
(Compulsion) [Mind-Affecting, Sonic]
Level: Brd 2, Drd 2
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: Animals or magical beasts
with Intelligence 1 or 2
Duration: Concentration
Saving
Throw: Will
negates; see text
Spell
Resistance:
Yes
Your
swaying motions and music (or singing, or chanting) compel animals and magical
beasts to do nothing but watch you. Only a creature with an Intelligence score
of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total
number of HD worth of creatures that you fascinate. The closest targets are
selected first until no more targets within range can be affected.
A
magical beast, a dire animal, or an animal trained to attack or guard is
allowed a saving throw; an animal not trained to attack or guard is not.
Animate Dead
Necromancy
[Evil]
Level: Clr 3, Death 3, Sor/Wiz 4
Components: V, S, M
Casting
Time: 1
standard 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 your spoken commands.
The
undead can follow you, or they can remain in an area and attack any creature
(or just a specific kind of creature) entering the place. They remain animated
until they are destroyed. (A destroyed skeleton or zombie can’t be animated
again.)
Regardless
of the type of undead you create with this spell, you can’t create more HD of
undead than twice your caster level with a single casting of animate dead.
(The desecrate spell doubles this limit)
The
undead you create remain under your control indefinitely. No matter how many
times you use this spell, however, you can control only 4 HD worth of undead
creatures per caster level. If you exceed this number, all the newly created
creatures fall under your control, and any excess undead from previous castings
become uncontrolled. (You choose which creatures are released.) If you are a
cleric, any undead you might command by virtue of your 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.
Zombies:
A zombie
can be created only from a mostly intact corpse. The corpse must be that of a
creature with a true anatomy.
Material
Component: You
must place a black onyx gem worth at least 25 gp per Hit Die of the undead into
the mouth or eye socket of each corpse you intend to animate. The magic of the
spell turns these gems into worthless, burned-out shells.
Animate Objects
Transmutation
Level: Brd 6, Chaos 6, Clr 6
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Targets: One Small object per
caster level; see text
Duration: 1 round/level
Saving
Throw:
None
Spell
Resistance:
No
You
imbue inanimate objects with mobility and a semblance of life. Each such
animated object then immediately attacks whomever or whatever you initially
designate.
An
animated object can be of any nonmagical material. You may animate one Small or
smaller object or an equivalent number of larger objects per caster level. A
Medium object counts as two Small or smaller objects, a Large object as four, a
Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as
thirty-two. You can change the designated target or targets as a move action,
as if directing an active spell.
This
spell cannot animate objects carried or worn by a creature.
Animate
objects can
be made permanent with a permanency spell.
Animate Plants
Transmutation
Level: Drd 7, Plant 7
Components: V
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: One Large plant per three
caster levels or all plants within range; see text
Duration: 1 round/level or 1
hour/level; see text
Saving
Throw:
None
Spell
Resistance:
No
You
imbue inanimate plants with mobility and a semblance of life. Each animated
plant then immediately attacks whomever or whatever you initially designate as
though it were an animated object of the appropriate size category. You may animate
one Large or smaller plant, or an equivalent number of larger plants, per three
caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan
plant as four, and a Colossal plant as eight. You can change the designated
target or targets as a move action, as if directing an active spell.
Use
the statistics for animated objects, except that plants smaller than
Large usually don’t have hardness.
Animate
plants cannot
affect plant creatures, nor does it affect nonliving vegetable material.
Entangle:
Alternatively,
you may imbue all plants within range with a degree of mobility, which allows
them to entwine around creatures in the area. This usage of the spell
duplicates the effect of an entangle spell. Spell resistance does not
keep creatures from being entangled. This effect lasts 1 hour per caster level.
Animate Rope
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Target: One ropelike object,
length up to 50 ft. + 5 ft./level; see text
Duration: 1 round/level
Saving
Throw:
None
Spell
Resistance:
No
You
can animate a nonliving ropelike object. The maximum length assumes a rope with
a 1-inch diameter.
Reduce
the maximum length by 50% for every additional inch of thickness, and increase
it by 50% for each reduction of the rope’s diameter 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
(“uncoil,” and so forth). You can give one command each round as a move action,
as if directing an active spell.
The
rope can enwrap only a creature or an object within 1 foot of it—it does not
snake outward—so it must be thrown near the intended target. Doing so requires
a successful ranged touch attack roll (range increment 10 feet). A typical 1-
inch-diameter hempen rope has 2 hit points, AC 10, and requires a DC 23
Strength check to burst it. The rope does not deal damage, but it can be used
as a trip line or to cause a single opponent that fails a Reflex saving throw
to become entangled. A creature capable of spellcasting that is bound by this
spell must make a DC 15 Concentration check to cast a spell. An entangled
creature can slip free with a DC 20 Escape Artist check.
The
rope itself and any knots tied in it are not magical.
This
spell grants a +2 bonus on any Use Rope checks you make when using the
transmuted rope.
The
spell cannot animate objects carried or worn by a creature.
Antilife Shell
Abjuration
Level: Animal 6, Clr 6, Drd 6
Components: V, S, DF
Casting
Time: 1
round
Range: 10 ft.
Area: 10-ft.-radius emanation,
centered on you
Duration: 10 min./level (D)
Saving
Throw:
None
Spell
Resistance:
Yes
You
bring into being a mobile, hemispherical energy field that prevents the
entrance of most types of living creatures.
The
effect hedges out animals, aberrations, dragons, fey, giants, humanoids,
magical beasts, monstrous humanoids, oozes, plants, and vermin, but not
constructs, elementals, outsiders, or undead.
This
spell may be used only defensively, not aggressively. Forcing an abjuration
barrier against creatures that 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
standard action
Range: 10 ft.
Area: 10-ft.-radius emanation,
centered on you
Duration: 10 min./level (D)
Saving
Throw:
None
Spell
Resistance:
See text
An
invisible barrier surrounds you and moves with you. 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.
Summoned
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 is
maintaining the creature. If you cast antimagic field in an area
occupied by a summoned creature that has spell resistance, you must make a
caster level check (1d20 + caster level) against the creature’s spell
resistance to make it wink out. (The effects of instantaneous conjurations are
not affected by an antimagic field because the conjuration itself is no
longer in effect, only its result.)
A
normal creature can enter the area, as can normal missiles. Furthermore, while
a magic sword does not function magically within the area, it is still a sword
(and a masterwork sword at that). The spell has no effect on golems and other
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). Elementals, corporeal 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, such as wall of force, prismatic sphere, and
prismatic wall, remain unaffected by antimagic field (see the
individual spell descriptions). Artifacts and deities are unaffected by mortal
magic such as this.
Should
a creature be larger than the area enclosed by the barrier, any part of it that
lies outside the barrier is unaffected by the field.
Arcane
Material Component: A pinch of powdered iron or iron filings.
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 (D)
Saving
Throw: Will
partial
Spell
Resistance:
Yes
You
cause an object or location to emanate magical vibrations that repel either a
specific kind of intelligent creature or creatures of a particular alignment,
as defined by you. The kind of creature to be affected must be named
specifically. A creature subtype is not specific enough. Likewise, the specific
alignment to be repelled must be named.
Creatures
of the designated kind or alignment feel an overpowering urge to leave the area
or to avoid the affected item.
A
compulsion forces them to abandon the area or item, shunning it and never
willingly returning to it while the spell is in effect. A creature that makes a
successful saving throw can stay in the area or touch the item but feels uncomfortable
doing so. This distracting discomfort reduces the creature’s Dexterity score by
4 points.
Antipathy
counters
and dispels sympathy.
Arcane
Material Component: A lump of alum soaked in vinegar.
Antiplant Shell
Abjuration
Level: Drd 4
Components: V, S, DF
Casting
Time: 1
standard action
Range: 10 ft.
Area: 10-ft.-radius emanation,
centered on you
Duration: 10 min./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 that the spell keeps at bay strains and collapses the field.
Arcane Eye
Divination
(Scrying)
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 10
minutes
Range: Unlimited
Effect:
Magical
sensor
Duration: 1 min./level (D)
Saving
Throw:
None
Spell
Resistance:
No
You
create an invisible magical sensor that sends you visual information. You can
create the arcane eye at any point you can see, but it can then travel
outside your line of sight without hindrance. An 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. It sees
exactly as you would see if you were there.
The
eye can travel in any direction as long as the spell lasts. Solid barriers
block its passage, but it can pass through a hole or space as small as 1 inch
in diameter. The eye can’t enter another plane of existence, even through a gate
or similar magical portal.
You
must concentrate to use an arcane eye. If you do not concentrate, the
eye is inert until you again concentrate.
Material
Component: A
bit of bat fur.
Arcane Lock
Abjuration
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1
standard 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.
You can freely pass your own arcane lock without affecting it;
otherwise, a door or object secured with this spell can be opened only by breaking
in or with a successful dispel magic or knock spell. Add 10 to
the normal DC to break open a door or portal affected by this spell. (A knock
spell does not remove an arcane lock; it only suppresses the effect
for 10 minutes.)
Material
Component: Gold
dust worth 25 gp.
Arcane Mark
Universal
Level: Sor/Wiz 0
Components: V, S
Casting
Time: 1
standard action
Range: 0 ft.
Effect: One personal rune or
mark, all of which must fit within 1 sq. ft.
Duration: Permanent
Saving
Throw:
None
Spell
Resistance:
No
This
spell allows you to inscribe your personal rune or mark, which can consist of
no more than six characters. The writing can be visible or invisible. An arcane
mark spell enables you to etch the rune upon any substance without harm to
the material upon which it 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 the user 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
an arcane mark is placed on a living being, normal wear gradually causes
the effect to fade in about a month.
Arcane
mark must
be cast on an object prior to casting instant summons on the same object
(see that spell description for details).
Arcane Sight
Divination
Level: Sor/Wiz 3
Components: V, S
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
This
spell makes your eyes glow blue and allows you to see magical auras within 120
feet of you. The effect is similar to that of a detect magic spell, but arcane
sight does not require concentration and discerns aura location and power
more quickly.
You
know the location and power of all magical auras within your sight. An aura’s
power depends on a spell’s functioning level or an item’s caster level, as
noted in the description of the detect magic spell. If the items or
creatures bearing the auras are in line of sight, you can make Spellcraft skill
checks to determine the school of magic involved in each. (Make one check per
aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell
effect.)
If
you concentrate on a specific creature within 120 feet of you as a standard
action, you can determine whether it has any spellcasting or spell-like
abilities, whether these are arcane or divine (spell-like abilities register as
arcane), and the strength of the most powerful spell or spell-like ability the
creature currently has available for use.
Arcane
sight can
be made permanent with a permanency spell.
Arcane Sight,
Greater
Divination
Level: Sor/Wiz 7
This
spell functions like arcane sight, except that you automatically know
which spells or magical effects are active upon any individual or object you
see.
Greater
arcane sight doesn’t
let you identify magic items.
Unlike
arcane sight, this spell cannot be made permanent with a permanency spell.
Astral Projection
Necromancy
Level: Clr 9, Sor/Wiz 9, Travel
9
Components: V, S, M
Casting
Time: 30
minutes
Range: Touch
Targets: You plus one additional
willing creature touched per two caster levels
Duration: See text
Saving
Throw:
None
Spell
Resistance:
Yes
By
freeing your spirit from your physical body, this spell allows you to project
an astral body onto another plane altogether.
You
can bring the astral forms of other willing creatures with you, provided that
these subjects are linked in a circle with you at the time of the casting.
These fellow travelers are dependent upon you and must accompany you at all
times. If something happens to you during the journey, your companions are
stranded wherever you left them.
You
project your astral self onto the Astral Plane, leaving your physical body
behind on the Material Plane in a state of suspended animation. The spell
projects an astral copy of you and all you wear or carry onto the Astral Plane.
Since the Astral Plane touches upon other planes, you can travel astrally to
any of these other planes as you will. To enter one, you leave the Astral
Plane, forming a new physical body (and equipment) on the plane of existence
you have chosen to enter.
While
you are on the Astral Plane, your astral body is connected at all times to your
physical body by a silvery cord. If the cord is broken, you are killed,
astrally and physically. Luckily, 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 your body where it rests on the
Material Plane, thereby 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.
You
and your companions may travel through the Astral Plane indefinitely. Your
bodies simply wait behind in a state of suspended animation until you choose to
return your spirits to them. The spell lasts until you desire 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, the breaking of the silver
cord, or the destruction of your body back on the Material Plane (which kills
you).
Material
Component: A
jacinth worth at least 1,000 gp, plus a silver bar worth 5 gp 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 you. However, in the case of a creature atoning for deliberate misdeeds and
acts of a knowing and willful nature, you must intercede with your deity
(requiring you to expend 500 XP) in order to expunge the subject’s burden. Many
casters first assign a subject of this sort a quest (see geas/quest) or
similar penance to determine whether the creature is truly contrite 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 her class features due to committing an evil act may have
her paladinhood restored to her by this spell.
Restore
Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast
spells by incurring the anger of his or her deity may regain that ability 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, he does not lose
XP.
Redemption
or Temptation: You
may cast this spell upon a creature of an opposing alignment in order to offer
it a chance to change its alignment to match yours. 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
acquiesces to your offer and changes to your 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.
Though
the spell description refers to evil acts, atonement can also be used on
any creature that has performed acts against its alignment, whether those acts
are evil, good, chaotic, or lawful.
Note:
Normally,
changing alignment is up to the player. This use of atonement simply
offers a believable way for a character to change his or her alignment
drastically, suddenly, and definitively.
Material
Component: Burning
incense.
Focus:
In
addition to your holy symbol or normal divine focus, you need a set of prayer
beads (or other prayer device, such as a prayer wheel or prayer book) worth at least
500 gp.
XP
Cost: When
cast for the benefit of a creature whose guilt was the result of deliberate
acts, the cost to you is 500 XP per casting (see above).
Augury
Divination
Level: Clr 2
Components: V, S, M, F
Casting
Time: 1
minute
Range: Personal
Target: You
Duration: Instantaneous
An
augury can tell you whether a particular action will bring good or bad
results for you in the immediate future.
The
base chance for receiving a meaningful reply is 70% + 1% per caster level, to a
maximum of 90%; this roll is made secretly. A question may be so
straightforward that a successful result is automatic, or so vague as to have
no chance of success. If the augury succeeds, you get 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, you get the “nothing” result. A cleric who gets the “nothing”
result has no way to tell whether it was the consequence of 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 result. Thus, the result might not
take into account the long-term consequences of a contemplated action. All auguries
cast by the same person about the same topic use the same dice result as
the first casting.
Material
Component: Incense
worth at least 25 gp.
Focus:
A set of
marked sticks, bones, or similar tokens of at least 25 gp value.
Awaken
Transmutation
Level: Drd 5
Components: V, S, DF, XP
Casting
Time: 24
hours
Range: Touch
Target: Animal or tree touched
Duration: Instantaneous
Saving
Throw: Will
negates
Spell
Resistance:
Yes
You
awaken a tree or animal to humanlike sentience. To succeed, you must make a
Will save (DC 10 + the animal’s current HD, or the HD the tree will have once
awakened).
The
awakened animal or tree is friendly toward you. You have no special
empathy or connection with a creature you awaken, although it serves you in
specific tasks or endeavors if you communicate your desires to it.
An
awakened tree has characteristics as if it were an animated object,
except that it gains the plant type and its Intelligence, Wisdom, and Charisma
scores are each 3d6. An awakened plant gains the ability to move its
limbs, roots, vines, creepers, and so forth, and it has senses similar to a
human’s.
An
awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its
type becomes magical beast (augmented animal). An awakened animal can’t serve
as an animal companion, familiar, or special mount.
An
awakened tree or animal can speak one language that you know, plus one
additional language that you know per point of Intelligence bonus (if any).
XP
Cost: 250
XP.
Baleful Polymorph
Transmutation
Level: Drd 5, Sor/Wiz 5
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One creature
Duration: Permanent
Saving
Throw:
Fortitude negates, Will partial; see text
Spell
Resistance:
Yes
As
polymorph, except that you change the subject into a Small or smaller
animal of no more than 1 HD. If the new form would prove fatal to the creature
the subject gets a +4 bonus on the save.
If
the spell succeeds, the subject must also make a Will save. If this second save
fails, the creature loses its extraordinary, supernatural, and spell-like
abilities, loses its ability to cast spells (if it had the ability), and gains
the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores
of its new form in place of its own. It still retains its class and level (or
HD), as well as all benefits deriving therefrom (such as base attack bonus,
base save bonuses, and hit points). It retains any class features (other than
spellcasting) that aren’t extraordinary, supernatural, or spell-like abilities.
Incorporeal
or gaseous creatures are immune to being polymorphed, and a creature
with the shapechanger subtype can revert to its natural form as a standard
action.
Bane
Enchantment
(Compulsion) [Fear, Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting
Time: 1
standard action
Range: 50 ft.
Area: All enemies within 50 ft.
Duration: 1 min./level
Saving
Throw:Will
negates
Spell
Resistance:
Yes
Bane
fills
your enemies with fear and doubt. Each affected creature takes a –1 penalty on
attack rolls and a –1 penalty on saving throws against fear effects.
Bane
counters
and dispels bless.
Banishment
Abjuration
Level: Clr 6, Sor/Wiz 7
Components: V, S, F
Casting
Time: 1
standard 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
A
banishment spell is a more powerful version of the dismissal spell.
It enables you to force extraplanar creatures out of your home plane. As many
as 2 Hit Dice of creatures per caster level can be banished.
You
can improve the spell’s chance of success by presenting at least one object or
substance that the target hates, fears, or otherwise opposes. For each such
object or substance, you gain a +1 bonus on your caster level check to overcome
the target’s spell resistance (if any), the saving throw DC increases by 2.
Certain
rare items might work twice as well as a normal item for the purpose of the
bonuses (each providing a +2 bonus on the caster level check against spell
resistance and increasing the save DC by 4).
Arcane
Focus: Any
item that is distasteful to the subject (optional, see above).
Barkskin
Transmutation
Level: Drd 2, Rgr 2, Plant 2
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving
Throw:
None
Spell
Resistance:
Yes (harmless)
Barkskin
toughens
a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s
existing natural armor bonus. This enhancement bonus increases by 1 for every
three caster levels above 3rd, to a maximum of +5 at caster level 12th.
The
enhancement bonus provided by barkskin stacks with the target’s natural
armor bonus, but not with other enhancement bonuses to natural armor. A
creature without natural armor has an effective natural armor bonus of +0.
Bear’s Endurance
Transmutation
Level: Clr 2, Drd 2, Rgr 2,
Sor/Wiz 2
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving
Throw:Will
negates (harmless)
Spell
Resistance:
Yes
The
affected creature gains greater vitality and stamina. The spell grants the
subject a +4 enhancement bonus to Constitution, which adds the usual benefits
to hit points, Fortitude saves, Constitution checks, and so forth.
Hit
points gained by a temporary increase in Constitution score are not temporary
hit points. They go away when the subject’s Constitution drops back to normal.
They are not lost first as temporary hit points are.
Bear’s Endurance,
Mass
Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2
levels)
Targets: One creature/level, no
two of which can be more than 30 ft. apart
Mass
bear ’s endurance works like bear ’s endurance, except that it affects
multiple creatures.
Bestow Curse
Necromancy
Level: Clr 3, Sor/Wiz 4
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving
Throw: Will
negates
Spell
Resistance:
Yes
You
place a curse on the subject. Choose one of the following three effects.
• –6 decrease to an ability
score (minimum 1).
• –4 penalty on attack
rolls, saves, ability checks, and skill checks.
• Each turn, the target has
a 50% chance to act normally; otherwise, it takes no action.
You
may also invent your own curse, but it should be no more powerful than those
described above.
The
curse bestowed by this spell 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.
Binding
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
gets an initial saving throw only if its Hit Dice equal at least one-half your
caster level.
You
may have as many as six assistants help you with the spell. For each assistant
who casts suggestion, your caster level for this casting of binding increases
by 1. For each assistant who casts dominate animal, dominate person, or dominate
monster, your caster level for this casting of binding increases by
a number equal to one-third of that assistant’s level, provided that the
spell’s target is appropriate for a binding spell. Since the assistants’
spells are cast simply to improve your caster level for the purpose of the binding
spell, saving throws and spell resistance against the assistants’ spells
are irrelevant. Your caster level determines whether the target gets an initial
Will saving throw and how long the binding lasts. All binding spells
are dismissible.
Regardless
of the version of binding you cast, you can specify triggering conditions
that end the spell and release the creature whenever they occur. These triggers
can be as simple or elaborate as you desire, but the condition must be
reasonable and have 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, Hit Dice, 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.
If
you are casting any of the first three versions of binding (those with
limited durations), you may cast additional binding spells to prolong
the effect, since the durations overlap. If you do so, the target gets a saving
throw at the end of the first spell’s duration, even if your caster level was
high enough to disallow an initial saving throw. If the creature succeeds on
this save, all the binding spells it has received are broken.
The
binding spell has six versions. Choose one of the following versions
when you cast the spell.
Chaining:
The
subject is confined by restraints that generate an antipathy spell
affecting all creatures who approach the subject, except you. The 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:
This
version causes the subject to become comatose for as long as one year per
caster level. The subject does not need to eat or drink while slumbering,
nor does it age. This form of binding is more difficult to cast than chaining,
making it slightly easier to resist. Reduce the spell’s save DC by 1.
Bound
Slumber: This
combination of chaining and slumber lasts for as long as one
month per caster level. Reduce the 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 effect is permanent. Reduce the 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 if you so choose. The creature
remains aware of its surroundings and can speak, but it 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 the save DC by 4.
Minimus
Containment: The
subject is shrunk to a height of 1 inch or even less and held within some gem,
jar, or similar object. The binding is permanent. The subject does not
need to breathe, eat, or drink while contained, nor does it age. Reduce
the save DC by 4.
You
can’t dispel a binding spell with dispel magic or a similar effect,
though an antimagic field or Mage’s disjunction affects it
normally. A bound extraplanar creature cannot be sent back to its home plane
due to dismissal, banishment, or a similar effect.
Components:
The
components for a binding spell vary according to the version of the
spell, but they always include a continuous chanting utterance read from the
scroll or spellbook page containing the spell, somatic gestures, and materials
appropriate to the form of binding used. These components can include
such items as miniature chains of special metals, soporific herbs of the rarest
sort (for slumber bindings), a bell jar of the finest crystal, and the
like.
In
addition to the specially made props suited to the specific type of binding (cost
500 gp), the spell requires opals worth at least 500 gp for each HD of the
target and a vellum depiction or carved statuette of the subject to be
captured.
Black Tentacles
Conjuration
(Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving
Throw:
None
Spell
Resistance:
No
This
spell conjures a field of rubbery black tentacles, each 10 feet long. These
waving members seem to spring forth from the earth, floor, or whatever surface
is underfoot—including water. They grasp and entwine around creatures that
enter the area, holding them fast and crushing them with great strength.
Every
creature within the area of the spell must make a grapple check, opposed by the
grapple check of the tentacles. Treat the tentacles attacking a particular
target as a Large creature with a base attack bonus equal to your caster level
and a Strength score of 19. Thus, its grapple check modifier is equal to your
caster level +8. The tentacles are immune to all types of damage.
Once
the tentacles grapple an opponent, they may make a grapple check each round on
your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to
crush the opponent until the spell ends or the opponent escapes.
Any
creature that enters the area of the spell is immediately attacked by the
tentacles. Even creatures who aren’t grappling with the tentacles may move
through the area at only half normal speed.
Material
Component: A
piece of tentacle from a giant octopus or a giant squid.
Blade Barrier
Evocation
[Force]
Level: Clr 6, Good 6, War 6
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect:
Wall of
whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades
with a radius of up to 5 ft. per two levels; either form 20 ft. high
Duration: 1 min./level (D)
Saving
Throw:
Reflex half or Reflex negates; see text
Spell
Resistance:
Yes
An
immobile, vertical curtain of whirling blades shaped of pure force springs into
existence. Any creature passing through the wall takes 1d6 points of damage per
caster level (maximum 15d6), with a Reflex save for half damage.
If
you evoke the barrier so that it appears where creatures are, each creature
takes damage as if passing through the wall. Each such creature can avoid the
wall (ending up on the side of its choice) and thus take no damage by making a
successful Reflex save.
A
blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves)
against attacks made through it.
Blasphemy
Evocation
[Evil, Sonic]
Level: Clr 7, Evil 7
Components: V
Casting
Time: 1
standard action
Range: 40 ft.
Area: Nonevil creatures in a
40-ft.-radius spread centered on you
Duration: Instantaneous
Saving
Throw:
None or Will negates; see text
Spell
Resistance:
Yes
Any
nonevil creature within the area of a blasphemy spell suffers the
following ill effects.
HD |
Effect |
Equal
to caster level |
Dazed |
Up
to caster level –1 |
Weakened,
dazed |
Up
to caster level –5 |
Paralyzed,
weakened, dazed |
Up
to caster level –10 |
Killed,
paralyzed, weakened, dazed |
The
effects are cumulative and concurrent.
No
saving throw is allowed against these effects.
Dazed:
The
creature can take no actions for 1 round, though it 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.
Killed:
Living
creatures die. Undead creatures are destroyed.
Furthermore,
if you are on your home plane when you cast this spell, nonevil extraplanar
creatures within the area are instantly banished back to their home planes.
Creatures so banished cannot return for at least 24 hours. This effect takes
place regardless of whether the creatures hear the blasphemy. The
banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures
whose Hit Dice exceed your caster level are unaffected by blasphemy.
Bless
Enchantment
(Compulsion) [Mind-Affecting]
Level: Clr 1, Pal 1
Components: V, S, DF
Casting
Time: 1
standard action
Range: 50 ft.
Area: The caster and all allies
within a 50-ft. burst, centered on the caster
Duration: 1 min./level
Saving
Throw:
None
Spell
Resistance:
Yes (harmless)
Bless
fills
your allies with courage. Each ally gains a +1 morale bonus on attack rolls and
on saving throws against fear effects.
Bless
counters
and dispels bane.
Bless Water
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.
Material
Component: 5
pounds of powdered silver (worth 25 gp).
Bless Weapon
Transmutation
Level: Pal 1
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target:
Weapon
touched
Duration: 1 min./level
Saving
Throw:
None
Spell
Resistance:
No
This
transmutation makes a weapon strike true against evil foes. The weapon is
treated as having a +1 enhancement bonus for the purpose of bypassing the
damage reduction of evil creatures or striking evil incorporeal creatures
(though the spell doesn’t grant an actual enhancement bonus). The weapon also
becomes good, which means it can bypass the damage reduction of certain
creatures. (This effect overrides and suppresses any other alignment the weapon
might have.) Individual arrows or bolts can be transmuted, but affected
projectile weapons (such as bows) don’t confer the benefit to the projectiles
they shoot.
In
addition, all critical hit rolls against evil foes are automatically
successful, so every threat is a critical hit. This last effect does not apply
to any weapon that already has a magical effect related to critical hits, such
as a keen weapon or a vorpal sword.
Blight
Necromancy
Level: Drd 4, Sor/Wiz 5
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Duration: Instantaneous
Saving
Throw:
Fortitude half; see text
Spell
Resistance:
Yes
This
spell withers a single plant of any size. An affected plant creature takes 1d6
points of damage per level (maximum 15d6) and may attempt a Fortitude saving
throw for half damage. A plant that isn’t a creature doesn’t receive a save and
immediately withers and dies.
This
spell has no effect on the soil or surrounding plant life.
Blindness/Deafness
Necromancy
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Target: One living creature
Duration: Permanent (D)
Saving
Throw:
Fortitude negates
Spell
Resistance:
Yes
You
call upon the powers of unlife to render the subject blinded or deafened, as
you choose.
Blink
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You
“blink” back and forth between the Material Plane and the Ethereal Plane. You
look as though you’re winking in and out of reality very quickly and at random.
Blinking
has
several effects, as follows.
Physical
attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t
help opponents, since you’re ethereal and not merely invisible. If the attack
is capable of striking ethereal creatures, the miss chance is only 20% (for
concealment).
If
the attacker can see invisible creatures, the miss chance is also only 20%.
(For an attacker who can both see and strike ethereal creatures, there is no
miss chance.) Likewise, your own attacks have a 20% miss chance, since you
sometimes go ethereal just as you are about to strike.
Any
individually targeted spell has a 50% chance to fail against you while you’re blinking
unless your attacker can target invisible, ethereal creatures. Your own
spells have a 20% chance to activate just as you go ethereal, in which case
they typically do not affect the Material Plane.
While
blinking, you take only half damage from area attacks (but full damage
from those that extend onto the Ethereal Plane). You strike as an invisible
creature (with a +2 bonus on attack rolls), denying your target any Dexterity
bonus to AC.
You
take only half damage from falling, since you fall only while you are material.
While
blinking, you can step through (but not see through) solid objects. For
each 5 feet of solid material you walk through, there is a 50% chance that you become
material. If this occurs, you are shunted off to the nearest open space and
take 1d6 points of damage per 5 feet so traveled. You can move at only
three-quarters speed (because movement on the Ethereal Plane is at half speed,
and you spend about half your time there and half your time material.)
Since
you spend about half your time on the Ethereal Plane, you can see and even
attack ethereal creatures. You interact with ethereal creatures roughly the
same way you interact with material ones.
An
ethereal creature is invisible, incorporeal, and capable of moving in any
direction, even up or down. As an incorporeal creature, you can move through
solid objects, including living creatures.
An
ethereal creature can see and hear the Material Plane, but everything looks
gray and insubstantial. Sight and hearing on the Material Plane are limited to
60 feet.
Force
effects and abjurations affect you normally. Their effects extend onto the
Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature
can’t attack material creatures, and spells you cast while ethereal affect only
other ethereal things. Certain material creatures or objects have attacks or
effects that work on the Ethereal Plane. Treat other ethereal creatures and
objects as material.
Blur
Illusion
(Glamer)
Level: Brd 2,Sor/Wiz 2
Components: V
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
The
subject’s outline appears blurred, shifting and wavering. This distortion
grants the subject concealment (20% miss chance).
A
see invisibility spell does not counteract the blur effect, but a
true seeing spell does.
Opponents
that cannot see the subject ignore the spell’s effect (though fighting an
unseen opponent carries penalties of its own).
Break Enchantment
Abjuration
Level: Brd 4, Clr 5, Luck 5, Pal
4, Sor/Wiz 5
Components: V, S
Casting
Time: 1
minute
Range: Close (25 ft. + 5 ft./2
levels)
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 victims from enchantments, transmutations, and curses. Break
enchantment can reverse even an instantaneous effect. For each such effect,
you make a caster level check (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 a cursed magic item, the DC is 25.
If
the spell is one that 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 break enchantment does
not remove the curse from the item, but it does frees the victim from the
item’s effects.
Bull’s Strength
Transmutation
Level: Clr 2, Drd 2, Pal 2,
Sor/Wiz 2, Strength 2
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving
Throw:Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
The
subject becomes stronger. The spell grants a +4 enhancement bonus to Strength,
adding the usual benefits to melee attack rolls, melee damage rolls, and other
uses of the Strength modifier.
Arcane
Material Component: A few hairs, or a pinch of dung, from a bull.
Bull’s Strength,
Mass
Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2
levels)
Targets: One creature/level, no
two of which can be more than 30 ft. apart
This
spell functions like bull’s strength, except that it affects multiple
creatures.
Burning Hands
Evocation
[Fire]
Level: Fire 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1
standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving
Throw:
Reflex half
Spell
Resistance:
Yes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.