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SPELLS
(C)
Call Lightning
Evocation
[Electricity]
Level: Drd 3
Components: V, S
Casting
Time: 1
round
Range:
Medium
(100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long
vertical lines of lightning
Duration: 1 min./level
Saving
Throw:
Reflex half
Spell
Resistance:
Yes
Immediately
upon completion of the spell, and once per round thereafter, you may call down
a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points
of electricity damage. The bolt of lightning flashes down in a vertical stroke
at whatever target point you choose within the spell’s range (measured from
your position at the time). Any creature in the target square or in the path of
the bolt is affected.
You
need not call a bolt of lightning immediately; other actions, even
spellcasting, can be performed. However, each round after the first you may use
a standard action (concentrating on the spell) to call a bolt. You may call a
total number of bolts equal to your caster level (maximum 10 bolts).
If
you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and
cloudy conditions, or even a tornado (including a whirlwind formed by a djinni
or an air elemental of at least Large size)—each bolt deals 3d10 points of
electricity damage instead of 3d6.
This
spell functions indoors or underground but not underwater.
Call Lightning
Storm
Evocation
[Electricity]
Level: Drd 5
Range: Long (400 ft. + 40
ft./level)
This
spell functions like call lightning, except that each bolt deals 5d6
points of electricity damage (or 5d10 if created outdoors in a stormy area),
and you may call a maximum of 15 bolts.
Calm Animals
Enchantment
(Compulsion) [Mind-Affecting]
Level: Animal 1, Drd 1, Rgr 1
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: Animals within 30 ft. of
each other
Duration: 1 min./level
Saving
Throw: Will
negates; see text
Spell
Resistance:
Yes
This
spell soothes and quiets animals, rendering them docile and harmless. Only
ordinary animals (those with Intelligence scores of 1 or 2) can be affected by
this spell. All the subjects must be of the same kind, and no two may be more
than 30 feet apart. The maximum number of Hit Dice of animals you can affect is
equal to 2d4 + caster level. A dire animal or an animal trained to attack or
guard is allowed a saving throw; other animals are not.
The
affected creatures remain where they are and do not attack or flee. They are
not helpless and defend themselves normally if attacked. Any threat breaks the
spell on the threatened creatures.
Calm Emotions
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Law 2
Components: V, S, DF
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Area: Creatures in a
20-ft.-radius spread
Duration: Concentration, up to 1
round/level (D)
Saving
Throw: Will
negates
Spell
Resistance:
Yes
This
spell calms agitated creatures. You have no control over the affected
creatures, but calm emotions can stop raging creatures from fighting or
joyous ones from reveling. Creatures so affected cannot take violent actions
(although they can defend themselves) or do anything destructive. Any
aggressive action against or damage dealt to a calmed creature immediately
breaks the spell on all calmed creatures.
This
spell automatically suppresses (but does not dispel) any morale bonuses granted
by spells such as bless, good hope, and rage, as well as negating
a bard’s ability to inspire courage or a barbarian’s rage ability. It also
suppresses any fear effects and removes the confused condition from all
targets. While the spell lasts, a suppressed spell or effect has no
effect. When the calm emotions spell ends, the original spell or effect
takes hold of the creature again, provided that its duration has not expired in
the meantime.
Cat’s Grace
Transmutation
Level: Brd 2, Drd 2, Rgr 2,
Sor/Wiz 2
Components: V, S, M
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes
The
transmuted creature becomes more graceful, agile, and coordinated. The spell
grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC,
Reflex saves, and other uses of the Dexterity modifier.
Material
Component: A
pinch of cat fur.
Cat’s Grace, Mass
Transmutation
Level: Brd 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 cat’s grace, except that it affects multiple
creatures.
Cause Fear
Necromancy
[Fear, Mind-Affecting]
Level: Brd 1, Clr 1, Death 1,
Sor/Wiz 1
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One living creature with
5 or fewer HD
Duration: 1d4 rounds or 1 round;
see text
Saving
Throw: Will
partial
Spell
Resistance:
Yes
The
affected creature becomes frightened. If the subject succeeds on a Will save,
it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this
effect.
Cause
fear counters
and dispels remove fear.
Chain Lightning
Evocation
[Electricity]
Level: Air 6, Sor/Wiz 6
Components: V, S, F
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Targets: One primary target, plus
one secondary target/level (each of which must be within 30 ft. of the primary
target)
Duration: Instantaneous
Saving
Throw:
Reflex half
Spell
Resistance:
Yes
This
spell creates an electrical discharge that begins as a single stroke commencing
from your fingertips. Unlike lightning bolt, chain lightning strikes
one object or creature initially, then arcs to other targets.
The
bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to
the primary target. After it strikes, lightning can arc to a number of
secondary targets equal to your caster level (maximum 20). The secondary bolts
each strike one target and deal half as much damage as the primary one did
(rounded down).
Each
target can attempt a Reflex saving throw for half damage. You choose secondary
targets as you like, but they must all be within 30 feet of the primary target,
and no target can be struck more than once. You can choose to affect fewer
secondary targets than the maximum.
Focus:
A bit of
fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of
your caster levels.
Changestaff
Transmutation
Level: Drd 7
Components: V, S, F
Casting
Time: 1
round
Range: Touch
Target: Your touched staff
Duration: 1 hour/level (D)
Saving
Throw:
None
Spell
Resistance:
No
You
change a specially prepared quarterstaff into a Huge treantlike creature, about
24 feet tall. When you plant the end of the staff in the ground and speak a
special command to conclude the casting of the spell, your staff turns into a
creature that looks and fights just like a treant. The staff-treant defends you
and obeys any spoken commands. However, it is by no means a true treant; it
cannot converse with actual treants or control trees. If the staff-treant is
reduced to 0 or fewer hit points, it crumbles to powder and the staff is
destroyed. Otherwise, the staff returns to its normal form when the spell
duration expires (or when the spell is dismissed), and it can be used as the focus
for another casting of the spell. The staff-treant is always at full strength
when created, despite any wounds it may have incurred the last time it
appeared.
Focus:
The
quarterstaff, which must be specially prepared. The staff must be a sound limb
cut from an ash, oak, or yew, then cured, shaped, carved, and polished (a
process requiring twenty-eight days).
You
cannot adventure or engage in other strenuous activity during the shaping and
carving of the staff.
Chaos Hammer
Evocation
[Chaotic]
Level: Chaos 4
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1d6
rounds); see text
Saving
Throw: Will
partial; see text
Spell
Resistance:
Yes
You
unleash chaotic power to smite your enemies. The power takes the form of a
multicolored explosion of leaping, ricocheting energy. Only lawful and neutral
(not chaotic) creatures are harmed by the spell.
The
spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful
creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful
outsiders) and slows them for 1d6 rounds (see the slow spell). A
successful Will save reduces the damage by half and negates the slow effect.
The
spell deals only half damage against creatures who are neither lawful nor
chaotic, and they are not slowed. Such a creature can reduce the damage by half
again (down to one-quarter) with a successful Will save.
Charm Animal
Enchantment
(Charm) [Mind-Affecting]
Level: Drd 1, Rgr 1
Target: One animal
This
spell functions like charm person, except that it affects a creature of
the animal type.
Charm Monster
Enchantment
(Charm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Target: One living creature
Duration: One day/level
This
spell functions like charm person, except that the effect is not
restricted by creature type or size.
Charm Monster,
Mass
Enchantment
(Charm) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 8
Components: V
Targets: One or more creatures, no
two of which can be more than 30 ft. apart
Duration: One day/level
This
spell functions like charm monster, except that mass charm monster affects
a number of creatures whose combined HD do not exceed twice your level, or at
least one creature regardless of HD. If there are more potential targets than
you can affect, you choose them one at a time until you choose a creature with
too many HD.
Charm Person
Enchantment
(Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving
Throw: Will
negates
Spell
Resistance:
Yes
This
charm makes a humanoid creature regard you as its trusted friend and ally
(treat the target’s attitude as friendly). If the creature is currently being
threatened or attacked by you or your allies, however, it receives a +5 bonus
on its saving throw.
The
spell does not enable you to control the charmed person as if it were an
automaton, but it perceives your words and actions in the most favorable way.
You can try to give the subject orders, but you must win an opposed Charisma
check to convince it to do anything it wouldn’t ordinarily do. (Retries are not
allowed.) An affected creature never obeys suicidal or obviously harmful
orders, but it might be convinced that something very dangerous is worth
doing. Any act by you or your apparent
allies that threatens the charmed person breaks the spell. You must
speak the person’s language to communicate your commands, or else be good at
pantomiming.
Chill Metal
Transmutation
[Cold]
Level: Drd 2
Components: V, S, DF
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target:
Metal
equipment of one creature per two levels, no two of which can be more than 30
ft. apart; or 25 lb. of metal/level, none of which can be more than 30 ft. away
from any of the rest
Duration: 7 rounds
Saving
Throw: Will
negates (object)
Spell
Resistance:
Yes (object)
Chill
metal makes
metal extremely cold. Unattended, nonmagical metal gets no saving throw.
Magical metal is allowed a saving throw against the spell. An item in a
creature’s possession uses the creature’s saving throw bonus unless its own is
higher.
A
creature takes cold damage if its equipment is chilled. It takes full damage if
its armor is affected or if it is holding, touching, wearing, or carrying metal
weighing one-fifth of its weight. The creature takes minimum damage (1 point or
2 points; see the table) if it’s not wearing metal armor and the metal that
it’s carrying weighs less than one-fifth of its weight.
On
the first round of the spell, the metal becomes chilly and uncomfortable to
touch but deals no damage. The same effect also occurs on the last round of the
spell’s duration. During the second (and also the next-to-last) round, icy
coldness causes pain and damage. In the third, fourth, and fifth rounds, the
metal is freezing cold, causing more damage, as shown on the table below.
Round |
Metal Temperature |
Damage |
1 |
Cold |
None |
2 |
Icy |
1d4
points |
3–5 |
Freezing |
2d4
points |
6 |
Icy |
1d4
points |
7 |
Cold |
None |
Any
heat intense enough to damage the creature negates cold damage from the spell
(and vice versa) on a point-for-point basis. Underwater, chill metal deals
no damage, but ice immediately forms around the affected metal, making it more
buoyant.
Chill
metal counters
and dispels heat metal.
Chill Touch
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Targets: Creature or creatures
touched (up to one/level)
Duration: Instantaneous
Saving
Throw:
Fortitude partial or Will negates; see text
Spell
Resistance:
Yes
A
touch from your hand, which glows with blue energy, disrupts the life force of
living creatures. Each touch channels negative energy that deals 1d6 points of
damage. The touched creature also takes 1 point of Strength damage unless it
makes a successful Fortitude saving throw. You can use this melee touch attack
up to one time per level.
An
undead creature you touch takes no damage of either sort, but it must make a
successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per
caster level.
Circle of Death
Necromancy
[Death]
Level: Sor/Wiz 6
Components: V, S, M
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Area: Several living creatures
within a 40-ft.-radius burst
Duration: Instantaneous
Saving
Throw:
Fortitude negates
Spell
Resistance:
Yes
A
circle of death snuffs out the life force of living creatures, killing them
instantly.
The
spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4).
Creatures with the fewest HD are affected first; among creatures with equal HD,
those who are closest to the burst’s point of origin are affected first. No creature
of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect
a creature are wasted.
Material
Component: The
powder of a crushed black pearl with a minimum value of 500 gp.
Clairaudience/Clairvoyance
Divination
(Scrying)
Level: Brd 3, Knowledge 3,
Sor/Wiz 3
Components: V, S, F/DF
Casting
Time: 10
minutes
Range: Long (400 ft. + 40
ft./level)
Effect:
Magical
sensor
Duration: 1 min./level (D)
Saving
Throw:
None
Spell
Resistance:
No
Clairaudience/clairvoyance
creates
an invisible magical sensor at a specific location that enables you to hear or
see (your choice) almost as if you were there. You don’t need line of sight or
line of effect, but the locale must be known—a place familiar to you or an
obvious one. Once you have selected the locale, the sensor doesn’t move, but
you can rotate it in all directions to view the area as desired. Unlike other
scrying spells, this spell does not allow magically or supernaturally enhanced
senses to work through it. If the chosen locale is magically dark, you see
nothing. If it is naturally pitch black, you can see in a 10- foot radius
around the center of the spell’s effect. Clairaudience/clairvoyance functions
only on the plane of existence you are currently occupying.
Arcane
Focus: A
small horn (for hearing) or a glass eye (for seeing).
Clenched Fist
Evocation
[Force]
Level: Sor/Wiz 8, Strength 8
Components: V, S, F/DF
This
spell functions like interposing hand, except that the hand can
interpose itself, push, or strike one opponent that you select. The floating
hand can move as far as 60 feet and can attack in the same round. Since this
hand is directed by you, its ability to notice or attack invisible or concealed
creatures is no better than yours.
The
hand attacks once per round, and its attack bonus equals your caster level +
your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or
sorcerer, respectively), +11 for the hand’s Strength score (33), –1 for being
Large. The hand deals 1d8+11 points of damage on each attack, and any creature
struck must make a Fortitude save (against this spell’s save DC) or be stunned
for 1 round. Directing the spell to a new target is a move action.
The
clenched fist can also interpose itself as interposing hand does,
or it can bull rush an opponent as forceful hand does, but at a +15
bonus on the Strength check.
Clerics
who cast this spell name it for their deities.
Arcane
Focus: A
leather glove.
Cloak of Chaos
Abjuration
[Chaotic]
Level: Chaos 8, Clr 8
Components: V, S, F
Casting
Time: 1
standard action
Range: 20 ft.
Targets: One creature/level in a
20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving
Throw:
See text
Spell
Resistance:
Yes (harmless)
A
random pattern of color surrounds the subjects, protecting them from attacks,
granting them resistance to spells cast by lawful creatures, and causing lawful
creatures that strike the subjects to become confused. This abjuration
has four effects.
First,
each warded creature gains a +4 deflection bonus to AC and a +4 resistance
bonus on saves. Unlike protection from law, the benefit of this spell
applies against all attacks, not just against attacks by lawful creatures.
Second,
each warded creature gains spell resistance 25 against lawful spells and spells
cast by lawful creatures.
Third,
the abjuration blocks possession and mental influence, just as protection
from law does.
Finally,
if a lawful creature succeeds on a melee attack against a warded creature, the
offending attacker is confused for 1 round (Will save negates, as with
the confusion spell, but against the save DC of cloak of chaos).
Focus:
A tiny
reliquary containing some sacred relic, such as a scrap of parchment from a
chaotic text. The reliquary costs at least 500 gp.
Clone
Necromancy
Level: Sor/Wiz 8
Components: V, S, M, F
Casting
Time: 10
minutes
Range: 0 ft.
Effect: One clone
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
This
spell makes an inert duplicate of a creature. If the original individual has
been slain, its soul immediately transfers to the clone, creating a replacement
(provided that the soul is free and willing to return). The original’s physical
remains, should they still exist, become inert and cannot thereafter be
restored to life. If the original creature has reached the end of its natural
life span (that is, it has died of natural causes), any cloning attempt fails.
To
create the duplicate, you must have a piece of flesh (not hair, nails, scales,
or the like) with a volume of at least 1 cubic inch that was taken from the
original creature’s living body. The piece of flesh need not be fresh, but it
must be kept from rotting. Once the spell is cast, the duplicate must be grown
in a laboratory for 2d4 months.
When
the clone is completed, the original’s soul enters it immediately, if that
creature is already dead. The clone is physically identical with the original
and possesses the same personality and memories as the original. In other
respects, treat the clone as if it were the original character raised from the
dead, including the loss of one level or 2 points of Constitution (if the
original was a 1st-level character). If this Constitution adjustment would give
the clone a Constitution score of 0, the spell fails. If the original creature
has lost levels since the flesh sample was taken and died at a lower level than
the clone would otherwise be, the clone is one level below the level at which
the original died.
The
spell duplicates only the original’s body and mind, not its equipment.
A
duplicate can be grown while the original still lives, or when the original
soul is unavailable, but the resulting body is merely a soulless bit of inert
flesh, which rots if not preserved.
Material
Component: The
piece of flesh and various laboratory supplies (cost 1,000 gp).
Focus:
Special
laboratory equipment (cost 500 gp).
Cloudkill
Conjuration
(Creation)
Level: Sor/Wiz 5
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft.
radius, 20 ft. high
Duration: 1 min./level
Saving
Throw:
Fortitude partial; see text
Spell
Resistance:
No
This
spell generates a bank of fog, similar to a fog cloud, except that its
vapors are yellowish green and poisonous. These vapors automatically kill any
living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD
is slain unless it succeeds on a Fortitude save (in which case it takes 1d4
points of Constitution damage on your turn each round while in the cloud).
A
living creature with 6 or more HD takes 1d4 points of Constitution damage on
your turn each round while in the cloud (a successful Fortitude save halves
this damage). Holding one’s breath doesn’t help, but creatures immune to poison
are unaffected by the spell.
Unlike
a fog cloud, the cloudkill moves away from you at 10 feet per
round, rolling along the surface of the ground.
Figure
out the cloud’s new spread each round based on its new point of origin, which
is 10 feet farther away from the point of origin where you cast the spell.
Because
the vapors are heavier than air, they sink to the lowest level of the land,
even pouring down den or sinkhole openings. It cannot penetrate liquids, nor
can it be cast underwater.
Color Spray
Illusion
(Pattern) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, M
Casting
Time: 1
standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous; see text
Saving
Throw: Will
negates
Spell
Resistance:
Yes
A
vivid cone of clashing colors springs forth from your hand, causing creatures
to become stunned, perhaps also blinded, and possibly knocking them
unconscious.
Each
creature within the cone is affected according to its Hit Dice.
2
HD or less: The
creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and
stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures
are knocked unconscious.)
3
or 4 HD: The
creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5
or more HD: The
creature is stunned for 1 round.
Sightless
creatures are not affected by color spray.
Material
Component: A
pinch each of powder or sand that is colored red, yellow, and blue.
Command
Enchantment
(Compulsion) [Language-Dependent, Mind-Affecting]
Level: Clr 1
Components: V
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One living creature
Duration: 1 round
Saving
Throw: Will
negates
Spell
Resistance:
Yes
You
give the subject a single command, which it obeys to the best of its ability at
its earliest opportunity. You may select from the following options.
Approach:
On its
turn, the subject moves toward you as quickly and directly as possible for 1
round. The creature may do nothing but move during its turn, and it provokes
attacks of opportunity for this movement as normal.
Drop:
On its
turn, the subject drops whatever it is holding. It can’t pick up any dropped
item until its next turn.
Fall:
On its
turn, the subject falls to the ground and remains prone for 1 round. It may act
normally while prone but takes any appropriate penalties.
Flee:
On its
turn, the subject moves away from you as quickly as possible for 1 round. It
may do nothing but move during its turn, and it provokes attacks of opportunity
for this movement as normal.
Halt:
The
subject stands in place for 1 round. It may not take any actions but is not
considered helpless.
If
the subject can’t carry out your command on its next turn, the spell
automatically fails.
Command, Greater
Enchantment
(Compulsion) [Language-Dependent, Mind-Affecting]
Level: Clr 5
Targets: One creature/level, no
two of which can be more than 30 ft. apart
Duration: 1 round/level
This
spell functions like command, except that up to one creature per level
may be affected, and the activities continue beyond 1 round. 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. Each creature must receive the same
command.
Command Plants
Transmutation
Level: Drd 4, Plant 4, Rgr 3
Components: V
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: Up to 2 HD/level of plant
creatures, no two of which can be more than 30 ft. apart
Duration: One day/level
Saving
Throw: Will
negates
Spell
Resistance:
Yes
This
spell allows you some degree of control over one or more plant creatures.
Affected plant creatures can understand you, and they perceive your words and
actions in the most favorable way (treat their attitude as friendly). They will
not attack you while the spell lasts. You can try to give a subject orders, but
you must win an opposed Charisma check to convince it to do anything it
wouldn’t ordinarily do. (Retries are not allowed.) A commanded plant never
obeys suicidal or obviously harmful orders, but it might be convinced that
something very dangerous is worth doing.
You
can affect a number of plant creatures whose combined level or HD do not exceed
twice your level.
Command Undead
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: One undead creature
Duration: One day/level
Saving
Throw: Will
negates; see text
Spell
Resistance:
Yes
This
spell allows you some degree of control over an undead creature. Assuming the
subject is intelligent, it perceives your words and actions in the most
favorable way (treat its attitude as friendly). It will not attack you while
the spell lasts. You can try to give the subject orders, but you must win an
opposed Charisma check to convince it to do anything it wouldn’t ordinarily do.
(Retries are not allowed.) An intelligent commanded undead never obeys suicidal
or obviously harmful orders, but it might be convinced that something very
dangerous is worth doing.
A
nonintelligent undead creature gets no saving throw against this spell. When
you control a mindless being, you can communicate only basic commands, such as
“come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent
undead won’t resist suicidal or obviously harmful orders.
Any
act by you or your apparent allies that threatens the commanded undead
(regardless of its Intelligence) breaks the spell.
Your
commands are not telepathic. The undead creature must be able to hear you.
Material
Component: A
shred of raw meat and a splinter of bone.
Commune
Divination
Level: Clr 5
Components: V, S, M, DF, XP
Casting
Time: 10
minutes
Range: Personal
Target: You
Duration: 1 round/level
You
contact your deity—or agents thereof —and ask questions that can be answered by
a simple yes or no. (A cleric of no particular deity contacts a philosophically
allied deity.) You are allowed one such question per caster level. The answers
given are correct within the limits of the entity’s knowledge. “Unclear” is a
legitimate answer, because powerful beings of the Outer Planes are not
necessarily omniscient. In cases where a one-word answer would be misleading or
contrary to the deity’s interests, a short phrase (five words or less) may be
given as an answer instead.
The
spell, at best, provides information to aid character decisions. The entities
contacted structure their answers to further their own purposes. If you lag,
discuss the answers, or go off to do anything else, the spell ends.
Material
Component: Holy
(or unholy) water and incense.
XP
Cost: 100
XP.
Commune with
Nature
Divination
Level: Animal 5, Drd 5, Rgr 4
Components: V, S
Casting
Time: 10
minutes
Range: Personal
Target: You
Duration: Instantaneous
You
become one with nature, attaining knowledge of the surrounding territory. You
instantly gain knowledge of as many as three facts from among the following
subjects: the ground or terrain, plants, minerals, bodies of water, people,
general animal population, presence of woodland creatures, presence of powerful
unnatural creatures, or even the general state of the natural setting.
In
outdoor settings, the spell operates in a radius of 1 mile per caster level. In
natural underground settings—caves, caverns, and the like—the radius is limited
to 100 feet per caster level. The spell does not function where nature has been
replaced by construction or settlement, such as in dungeons and towns.
Comprehend
Languages
Divination
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 10 min./level
You
can understand the spoken words of creatures or read otherwise incomprehensible
written messages. In either case, you must touch the creature or the writing.
The ability to read does not necessarily impart insight into the material,
merely its literal meaning. The spell enables you to understand or read an
unknown language, not speak or write it.
Written
material can be read at the rate of one page (250 words) per minute. Magical
writing cannot be read, though the spell reveals that it is magical. This spell
can be foiled by certain warding magic (such as the secret page and illusory
script spells). It does not decipher codes or reveal messages concealed in
otherwise normal text.
Comprehend
languages can
be made permanent with a permanency spell.
Arcane
Material Component: A pinch of soot and a few grains of salt.
Cone of Cold
Evocation
[Cold]
Level: Sor/Wiz 5, Water 6
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving
Throw:
Reflex half
Spell
Resistance:
Yes
Cone
of cold creates
an area of extreme cold, originating at your hand and extending outward in a
cone. It drains heat, dealing 1d6 points of cold damage per caster level
(maximum 15d6).
Arcane
Material Component: A very small crystal or glass cone.
Confusion
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4,
Trickery 4
Components: V, S, M/DF
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Targets: All creatures in a 15-ft.
radius burst
Duration: 1 round/level
Saving
Throw: Will
negates
Spell
Resistance:
Yes
This
spell causes the targets to become confused, making them unable to
independently determine what they will do.
Roll
on the following table at the beginning of each subject’s turn each round to
see what the subject does in that round.
d% |
Behavior |
01–10 |
Attack
caster with melee or ranged weapons (or close with caster if attack is not
possible). |
11–20 |
Act
normally. |
21–50 |
Do
nothing but babble incoherently. |
51–70 |
Flee
away from caster at top possible speed. |
71–100 |
Attack
nearest creature (for this purpose, a familiar counts as part of the
subject’s self). |
A
confused character who can’t carry out the indicated action does nothing
but babble incoherently. Attackers are not at any special advantage when
attacking a confused character. Any confused character who is
attacked automatically attacks its attackers on its next turn, as long as it is
still confused when its turn comes. Note that a confused character
will not make attacks of opportunity against any creature that it is not
already devoted to attacking (either because of its most recent action or
because it has just been attacked).
Arcane
Material Component: A set of three nut shells.
Confusion, Lesser
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 1
Components: V, S, DF
Range: Close (25 ft. + 5 ft./2
levels)
Target: One living creature
Duration: 1 round
This
spell causes a single creature to become confused for 1 round. See the confusion
spell, above, to determine the exact effect on the subject.
Consecrate
Evocation
[Good]
Level: Clr 2
Components: V, S, M, DF
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Area: 20-ft.-radius emanation
Duration: 2 hours/level
Saving
Throw:
None
Spell
Resistance:
No
This
spell blesses an area with positive energy. Each Charisma check made to turn
undead within this area gains a +3 sacred bonus. Every undead creature entering
a consecrated area suffers minor disruption, giving it a –1 penalty on
attack rolls, damage rolls, and saves. Undead cannot be created within or
summoned into a consecrated area.
If
the consecrated area contains an altar, shrine, or other permanent
fixture dedicated to your deity, pantheon, or aligned higher power, the
modifiers given above are doubled (+6 sacred bonus on turning checks, –2
penalties for undead in the area). You cannot consecrate an area with a similar
fixture of a deity other than your own patron.
If
the area does contain an altar, shrine, or other permanent fixture of a deity,
pantheon, or higher power other than your patron, the consecrate spell
instead curses the area, cutting off its connection with the associated deity
or power. This secondary function, if used, does not also grant the bonuses and
penalties relating to undead, as given above.
Consecrate
counters
and dispels desecrate.
Material
Component: A
vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must
be sprinkled around the area.
Contact Other
Plane
Divination
Level: Sor/Wiz 5
Components: V
Casting
Time: 10
minutes
Range: Personal
Target: You
Duration: Concentration
You
send your mind to another plane of existence (an Elemental Plane or some plane
farther removed) in order to receive advice and information from powers there.
(See the accompanying table for possible consequences and results of the
attempt.) The powers reply in a language you understand, but they resent such
contact and give only brief answers to your questions. (All questions are
answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other
one-word answer.)
You
must concentrate on maintaining the spell (a standard action) in order to ask
questions at the rate of one per round. A question is answered by the power
during the same round. For every two caster levels, you may ask one question.
Contact
with minds far removed from your home plane increases the probability that you
will incur a decrease to Intelligence and Charisma, but the chance of the power
knowing the answer, as well as the probability of the entity answering
correctly, are likewise increased by moving to distant planes.
Once
the Outer Planes are reached, the power of the deity contacted determines the
effects. (Random results obtained from the table are subject to the
personalities of individual deities.)
On
rare occasions, this divination may be blocked by an act of certain deities or
forces.
Plane
Contacted |
Avoid
Int/Cha Decrease |
True
Answer |
Don’t
Know |
Lie |
Random
Answer |
Elemental
Plane |
DC
7/1 week |
01–34 |
35–62 |
63–83 |
84–100 |
(appropriate) |
(DC
7/1 week) |
(01–68) |
(69–75) |
(76–98) |
(99–100) |
Positive/Negative
Energy Plane |
DC
8/1 week |
01–39 |
40–65 |
66–86 |
87–100 |
Astral
Plane |
DC
9/1 week |
01–44 |
45–67 |
68–88 |
89–100 |
Outer
Plane, demideity |
DC
10/2 weeks |
01–49 |
50–70 |
71–91 |
92–100 |
Outer
Plane, lesser deity |
DC
12/3 weeks |
01–60 |
61–75 |
76–95 |
96–100 |
Outer
Plane, intermediate deity |
DC
14/4 weeks |
01–73 |
74–81 |
82–98 |
99–100 |
Outer
Plane, greater deity |
DC
16/5 weeks |
01–88 |
89–90 |
91–99 |
100 |
Avoid
Int/Cha Decrease: You must succeed on an Intelligence check against this DC to
avoid a decrease in Intelligence and Charisma. If the check fails, your
Intelligence and Charisma scores each fall to 8 for the stated duration, and
you become unable to cast arcane spells. If you lose Intelligence and Charisma,
the effect strikes as soon as the first question is asked, and no answer is
received. (The entries in parentheses are for questions that pertain to the appropriate
Elemental Plane.)
Results
of a Successful Contact: d% is rolled for the result shown on the table:
True
Answer: You
get a true, one-word answer. Questions that cannot be answered in this way are
answered randomly.
Don’t
Know: The
entity tells you that it doesn’t know.
Lie:
The
entity intentionally lies to you.
Random
Answer: The
entity tries to lie but doesn’t know the answer, so it makes one up.
Contagion
Necromancy
[Evil]
Level: Clr 3, Destruction 3, Drd
3, Sor/Wiz 4
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving
Throw:
Fortitude negates
Spell
Resistance:
Yes
The
subject contracts a disease selected from the table below, which strikes
immediately (no incubation period). The DC noted is for the subsequent saves
(use contagion’s normal save DC for the initial saving throw).
Disease |
DC |
Damage |
Blinding
sickness |
16 |
1d4
Str1 |
Cackle
fever |
16 |
1d6
Wis |
Filth
fever |
12 |
1d3
Dex and 1d3 Con |
Mindfire |
12 |
1d4
Int |
Red
ache |
15 |
1d6
Str |
Shakes |
13 |
1d8
Dex |
Slimy
doom |
14 |
1d4
Con |
1
Each time a victim takes 2 or more points of Strength damage from blinding
sickness, he or she must make another Fortitude save (using the disease’s
save DC) or be permanently blinded. |
Contingency
Evocation
Level: Sor/Wiz 6
Components: V, S, M, F
Casting
Time: At
least 10 minutes; see text
Range: Personal
Target: You
Duration: One day/level (D) or
until discharged
You
can place another spell upon your person so that it comes into effect under
some condition you dictate when casting contingency. The contingency spell
and the companion spell are cast at the same time. The 10-minute casting time
is the minimum total for both castings; if the companion spell has a casting
time longer than 10 minutes, use that instead.
The
spell to be brought into effect by the contingency must be one that
affects your person and be of a spell level no higher than one-third your
caster level (rounded down, maximum 6th level).
The
conditions needed to bring the spell into effect must be clear, although they
can be general. In all cases, the contingency immediately brings into
effect the companion spell, the latter being “cast” instantaneously when the
prescribed circumstances occur. If complicated or convoluted conditions are
prescribed, the whole spell combination (contingency and the companion
magic) may fail when called on. The companion spell occurs based solely on the
stated conditions, regardless of whether you want it to.
You
can use only one contingency spell at a time; if a second is cast, the
first one (if still active) is dispelled.
Material
Component: That
of the companion spell, plus quicksilver and an eyelash of an ogre mage,
rakshasa, or similar spell-using creature.
Focus:
A
statuette of you carved from elephant ivory and decorated with gems (worth at
least 1,500 gp). You must carry the focus for the contingency to work.
Continual Flame
Evocation
[Light]
Level: Clr 3, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1
standard action
Range: Touch
Target: Object touched
Effect:
Magical,
heatless flame
Duration: Permanent
Saving
Throw:
None
Spell
Resistance:
No
A
flame, equivalent in brightness to a torch, springs forth from an object that
you touch. The effect looks like a regular flame, but it creates no heat and
doesn’t use oxygen. A continual flame can be covered and hidden but not
smothered or quenched.
Light
spells counter and dispel darkness spells of an equal or lower level.
Material
Component: You
sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.
Control Plants
Transmutation
Level: Drd 8, Plant 8
Components: V, S, DF
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: Up to 2 HD/level of plant
creatures, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving
Throw: Will
negates
Spell
Resistance:
No
This
spell enables you to control the actions of one or more plant creatures for a
short period of time. You command the creatures by voice and they understand
you, no matter what language you speak. Even if vocal communication is
impossible the controlled plants do not
attack you. At the end of the spell, the subjects revert to their normal
behavior.
Suicidal
or self-destructive commands are simply ignored.
Control Undead
Necromancy
Level: Sor/Wiz 7
Components: V, S, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: Up to 2 HD/level of
undead creatures, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving
Throw: Will
negates
Spell
Resistance:
Yes
This
spell enables you to command undead creatures for a short period of time. You
command them by voice and they understand you, no matter what language you
speak. Even if vocal communication is impossible the controlled undead do not
attack you. At the end of the spell, the subjects revert to their normal
behavior.
Intelligent
undead creatures remember that you controlled them.
Material
Component: A
small piece of bone and a small piece of raw meat.
Control Water
Transmutation
[Water]
Level: Clr 4, Drd 4, Sor/Wiz 6,
Water 4
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Area:
Water in
a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
Duration: 10 min./level (D)
Saving
Throw:
None; see text
Spell
Resistance:
No
Depending
on the version you choose, the control water spell raises or lowers
water.
Lower
Water: This
causes water or similar liquid to reduce its depth by as much as 2 feet per
caster level (to a minimum depth of 1 inch). The water is lowered within a
squarish depression whose sides are up to caster level x 10 feet long. In
extremely large and deep bodies of water, such as a deep ocean, the spell
creates a whirlpool that sweeps ships and similar craft downward, putting them
at risk and rendering them unable to leave by normal movement for the duration
of the spell. When cast on water elementals and other water-based creatures,
this spell acts as a slow spell (Will negates). The spell has no effect
on other creatures.
Raise
Water: This
causes water or similar liquid to rise in height, just as the lower water version
causes it to lower. Boats raised in this way slide down the sides of the hump
that the spell creates. If the area affected by the spell includes riverbanks,
a beach, or other land nearby, the water can spill over onto dry land.
With
either version, you may reduce one horizontal dimension by half and double the
other horizontal dimension.
Arcane
Material Component: A drop of water (for raise water) or a pinch of dust
(for lower water).
Control Weather
Transmutation
Level: Air 7, Clr 7, Drd 7,
Sor/Wiz 7
Components: V, S
Casting
Time: 10
minutes; see text
Range: 2 miles
Area: 2-mile-radius circle,
centered on you; see text
Duration: 4d12 hours; see text
Saving
Throw:
None
Spell
Resistance:
No
You
change the weather in the local area. It takes 10 minutes to cast the spell and
an additional 10 minutes for the effects to manifest. You can call forth
weather appropriate to the climate and season of the area you are in.
Season |
Possible
Weather |
Spring |
Tornado,
thunderstorm, sleet storm, or hot weather |
Summer |
Torrential
rain, heat wave, or hailstorm |
Autumn |
Hot
or cold weather, fog, or sleet |
Winter |
Frigid
cold, blizzard, or thaw |
Late
winter |
Hurricane-force
winds or early spring (coastal area) |
You
control the general tendencies of the weather, such as the direction and
intensity of the wind. You cannot control specific applications of the
weather—where lightning strikes, for example, or the exact path of a tornado.
When you select a certain weather condition to occur, the weather assumes that
condition 10 minutes later (changing gradually, not abruptly). The weather
continues as you left it for the duration, or until you use a standard action
to designate a new kind of weather (which fully manifests itself 10 minutes
later). Contradictory conditions are not possible simultaneously.
Control
weather can
do away with atmospheric phenomena (naturally occurring or otherwise) as well
as create them.
A
druid casting this spell doubles the duration and affects a circle with a
3-mile radius.
Control Winds
Transmutation
[Air]
Level: Air 5, Drd 5
Components: V, S
Casting
Time: 1
standard action
Range: 40 ft./level
Area: 40 ft./level radius
cylinder 40 ft. high
Duration: 10 min./level
Saving
Throw:
Fortitude negates
Spell
Resistance:
No
You
alter wind force in the area surrounding you. You can make the wind blow in a
certain direction or manner, increase its strength, or decrease its strength.
The new wind direction and strength persist until the spell ends or until you
choose to alter your handiwork, which requires concentration. You may create an
“eye” of calm air up to 80 feet in diameter at the center of the area if you so
desire, and you may choose to limit the area to any cylindrical area less than
your full limit.
Wind
Direction: You
may choose one of four basic wind patterns to function over the spell’s area.
• A downdraft blows from the
center outward in equal strength in all directions.
• An updraft blows from the
outer edges in toward the center in equal strength from all directions, veering
upward before impinging on the eye in the center.
• A rotation causes the
winds to circle the center in clockwise or counterclockwise fashion.
• A blast simply causes the
winds to blow in one direction across the entire area from one side to the
other.
Wind
Strength: For
every three caster levels, you can increase or decrease wind strength by one
level. Each round on your turn, a creature in the wind must make a Fortitude
save or suffer the effect of being in the windy area.
Strong
winds (21+ mph) make sailing difficult.
A
severe wind (31+ mph) causes minor ship and building damage.
A
windstorm (51+ mph) drives most flying creatures from the skies, uproots small
trees, knocks down light wooden structures, tears off roofs, and endangers
ships.
Hurricane
force winds (75+ mph) destroy wooden buildings, sometimes uproot even large
trees, and cause most ships to founder.
A
tornado (175+ mph) destroys all nonfortified buildings and often uproots large
trees.
Create Food and
Water
Conjuration
(Creation)
Level: Clr 3
Components: V, S
Casting
Time: 10
minutes
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Food and water to sustain
three humans or one horse/level for 24 hours
Duration: 24 hours; see text
Saving
Throw:
None
Spell
Resistance:
No
The
food that this spell creates is simple fare of your choice—highly nourishing,
if rather bland. Food so created decays and becomes inedible within 24 hours,
although it can be kept fresh for another 24 hours by casting a purify food
and water spell on it. The water created by this spell is just like clean
rain water, and it doesn’t go bad as the food does.
Create Greater
Undead
Necromancy
[Evil]
Level: Clr 8, Death 8, Sor/Wiz 8
This
spell functions like create undead, except that you can create more powerful
and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The
type or types of undead you can create is based on your caster level, as shown
on the table below.
Caster
Level |
Undead
Created |
15th
or lower |
Shadow |
16th–17th |
Wraith |
18th–19th |
Spectre |
20th
or higher |
Devourer |
Create Undead
Necromancy
[Evil]
Level: Clr 6, Death 6, Evil 6,
Sor/Wiz 6
Components: V, S, M
Casting
Time: 1
hour
Range: Close (25 ft. + 5 ft./2
levels)
Target: One corpse
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
A
much more potent spell than animate dead, this evil spell allows you to
create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The
type or types of undead you can create is based on your caster level, as shown
on the table below.
Caster Level |
Undead Created |
11th
or lower |
Ghoul |
12th–14th |
Ghast |
15th–17th |
Mummy |
18th
or higher |
Mohrg |
You
may create less powerful undead than your level would allow if you choose.
Created undead are not automatically under the control of their animator. If
you are capable of commanding undead, you may attempt to command the undead
creature as it forms.
This
spell must be cast at night.
Material
Component: A
clay pot filled with grave dirt and another filled with brackish water. The
spell must be cast on a dead body. You must place a black onyx gem worth at
least 50 gp per HD of the undead to be created into the mouth or eye socket of
each corpse. The magic of the spell turns these gems into worthless shells.
Create Water
Conjuration
(Creation) [Water]
Level: Clr 0, Drd 0, Pal 1
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Up to 2 gallons of
water/level
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
This
spell generates wholesome, drinkable water, just like clean rain water. Water
can be created in an area as small as will actually contain the liquid, or in
an area three times as large—possibly creating a downpour or filling many small
receptacles.
Note:
Conjuration
spells can’t create substances or objects within a creature. Water weighs about
8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and
weighs about 60 pounds.
Creeping Doom
Conjuration
(Summoning)
Level: Drd 7
Components: V, S
Casting
Time: 1
round
Range: Close (25 ft. + 5 ft./2
levels)/ 100 ft.; see text
Effect: One swarm of centipedes
per two levels
Duration: 1 min./level
Saving
Throw:
None
Spell
Resistance:
No
When
you utter the spell of creeping doom, you call forth a mass of centipede
swarms (one per two caster levels, to a maximum of ten swarms at 20th level),
which need not appear adjacent to one another.
You
may summon the centipede swarms so that they share the area of other creatures.
The swarms remain stationary, attacking any creatures in their area, unless you
command the creeping doom to move (a standard action). As a standard action,
you can command any number of the swarms to move toward any prey within 100 feet
of you. You cannot command any swarm to move more than 100 feet away from you,
and if you move more than 100 feet from any swarm, that swarm remains
stationary, attacking any creatures in its area (but it can be commanded again
if you move within 100 feet).
Crushing Despair
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Casting
Time: 1
standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 min./level
Saving
Throw: Will
negates
Spell
Resistance:
Yes
An
invisible cone of despair causes great sadness in the subjects. Each affected
creature takes a –2 penalty on attack rolls, saving throws, ability checks,
skill checks, and weapon damage rolls.
Crushing
despair counters
and dispels good hope.
Material
Component: A
vial of tears.
Crushing Hand
Evocation
[Force]
Level: Sor/Wiz 9, Strength 9
Components: V, S, M, F/DF
This
spell functions like interposing hand, except that the hand can
interpose itself, push, or crush one opponent that you select.
The
crushing hand can grapple an opponent like grasping hand does.
Its grapple bonus equals your caster level + your Intelligence, Wisdom, or
Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for
the hand’s Strength score (35), +4 for being Large. The hand deals 2d6+12
points of damage (lethal, not nonlethal) on each successful grapple check
against an opponent.
The
crushing hand can also interpose itself as interposing hand does,
or it can bull rush an opponent as forceful hand does, but at a +18
bonus.
Directing
the spell to a new target is a move action.
Clerics
who cast this spell name it for their deities.
Arcane
Material Component: The shell of an egg.
Arcane
Focus: A
glove of snakeskin.
Cure Critical
Wounds
Conjuration
(Healing)
Level: Brd 4, Clr 4, Drd 5,
Healing 4
This
spell functions like cure light wounds, except that it cures 4d8 points
of damage +1 point per caster level (maximum +20).
Cure Critical
Wounds, Mass
Conjuration
(Healing)
Level: Clr 8, Drd 9, Healing 8
This
spell functions like mass cure light wounds, except that it cures 4d8
points of damage +1 point per caster level (maximum +40).
Cure Light Wounds
Conjuration
(Healing)
Level: Brd 1, Clr 1, Drd 1,
Healing 1, Pal 1, Rgr 2
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Will
half (harmless); see text
Spell
Resistance:
Yes (harmless); see text
When
laying your hand upon a living creature, you channel positive energy that cures
1d8 points of damage +1 point per caster level (maximum +5).
Since
undead are powered by negative energy, this spell deals damage to them instead
of curing their wounds. An undead creature can apply spell resistance, and can
attempt a Will save to take half damage.
Cure Light Wounds,
Mass
Conjuration
(Healing)
Level: Brd 5, Clr 5, Drd 6,
Healing 5
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One creature/level, no
two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving
Throw: Will
half (harmless) or Will half; see text
Spell
Resistance:
Yes (harmless) or Yes; see text
You
channel positive energy to cure 1d8 points of damage +1 point per caster level
(maximum +25) in each selected creature.
Like
other cure spells, mass cure light wounds deals damage to undead
in its area rather than curing them. Each affected undead may attempt a Will
save for half damage.
Cure Minor Wounds
Conjuration
(Healing)
Level: Clr 0, Drd 0
This
spell functions like cure light wounds, except that it cures only 1
point of damage.
Cure Moderate
Wounds
Conjuration
(Healing)
Level: Brd 2, Clr 2, Drd 3,
Healing 2, Pal 3, Rgr 3
This
spell functions like cure light wounds, except that it cures 2d8 points
of damage +1 point per caster level (maximum +10).
Cure Moderate
Wounds, Mass
Conjuration
(Healing)
Level: Brd 6, Clr 6, Drd 7
This
spell functions like mass cure light wounds, except that it cures 2d8
points of damage +1 point per caster level (maximum +30).
Cure Serious
Wounds
Conjuration
(Healing)
Level: Brd 3, Clr 3, Drd 4, Pal
4, Rgr 4, Healing 3
This
spell functions like cure light wounds, except that it cures 3d8 points
of damage +1 point per caster level (maximum +15).
Cure Serious
Wounds, Mass
Conjuration
(Healing)
Level: Clr 7, Drd 8
This
spell functions like mass cure light wounds, except that it cures 3d8
points of damage +1 point per caster level (maximum +35).
Curse Water
Necromancy
[Evil]
Level: Clr 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
spell imbues a flask (1 pint) of water with negative energy, turning it into
unholy water. Unholy water damages good outsiders the way holy water damages
undead and evil outsiders.
Material Component: 5 pounds of powdered silver (worth 25 gp).