This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
SPELLS
(D-E)
Dancing Lights
Evocation
[Light]
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect: Up to four lights, all
within a 10- ft.-radius area
Duration: 1 minute (D)
Saving
Throw:
None
Spell
Resistance:
No
Depending
on the version selected, you create up to four lights that resemble lanterns or
torches (and cast that amount of light), or up to four glowing spheres of light
(which look like will-o’-wisps), or one faintly glowing, vaguely humanoid
shape. The dancing lights must stay within a 10-foot-radius area in relation
to each other but otherwise move as you desire (no concentration required):
forward or back, up or down, straight or turning corners, or the like. The
lights can move up to 100 feet per round. A light winks out if the distance
between you and it exceeds the spell’s range.
Dancing
lights can
be made permanent with a permanency spell.
Darkness
Evocation
[Darkness]
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, M/DF
Casting
Time: 1
standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving
Throw:
None
Spell
Resistance:
No
This
spell causes an object to radiate shadowy illumination out to a 20-foot radius.
All creatures in the area gain concealment (20% miss chance). Even creatures
that can normally see in such conditions (such as with darkvision or low-light
vision) have the miss chance in an area shrouded in magical darkness.
Normal
lights (torches, candles, lanterns, and so forth) are incapable of brightening
the area, as are light spells of lower level. Higher level light spells are not
affected by darkness.
If
darkness is cast on a small object that is then placed inside or under a
lightproof covering, the spell’s effect is blocked until the covering is
removed.
Darkness
counters
or dispels any light spell of equal or lower spell level.
Arcane
Material Component: A bit of bat fur and either a drop of pitch or a piece of
coal.
Darkvision
Transmutation
Level: Rgr 3, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
The
subject gains the ability to see 60 feet even in total darkness. Darkvision is
black and white only but otherwise like normal sight. Darkvision does
not grant one the ability to see in magical darkness.
Darkvision
can be
made permanent with a permanency spell.
Material
Component: Either
a pinch of dried carrot or an agate.
Daylight
Evocation
[Light]
Level: Brd 3, Clr 3, Drd 3, Pal
3, Sor/Wiz 3
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving
Throw:
None
Spell
Resistance:
No
The
object touched sheds light as bright as full daylight in a 60-foot radius, and
dim light for an additional 60 feet beyond that. Creatures that take penalties
in bright light also take them while within the radius of this magical light.
Despite its name, this spell is not the equivalent of daylight for the purposes
of creatures that are damaged or destroyed by bright light.
If
daylight is cast on a small object that is then placed inside or under a
light- proof covering, the spell’s effects are blocked until the covering is
removed.
Daylight
brought
into an area of magical darkness (or vice versa) is temporarily negated, so
that the otherwise prevailing light conditions exist in the overlapping areas
of effect.
Daylight
counters
or dispels any darkness spell of equal or lower level, such as darkness.
Daze
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One humanoid creature of
4 HD or less
Duration: 1 round
Saving
Throw: Will
negates
Spell
Resistance:
Yes
This
enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so
that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed
subject is not stunned, so attackers get no special advantage against it.
Material
Component: A
pinch of wool or similar substance.
Daze Monster
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Range:
Medium
(100 ft. + 10 ft./level)
Target:
One
living creature of 6 HD or less
This
spell functions like daze, but daze monster can affect any one
living creature of any type. Creatures of 7 or more HD are not affected.
Death Knell
Necromancy
[Death, Evil]
Level: Clr 2, Death 2
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/10 minutes
per HD of subject; see text
Saving
Throw: Will
negates
Spell
Resistance:
Yes
You
draw forth the ebbing life force of a creature and use it to fuel your own
power. Upon casting this spell, you touch a living creature that has –1 or
fewer hit points. If the subject fails its saving throw, it dies, and you gain
1d8 temporary hit points and a +2 bonus to Strength. Additionally, your
effective caster level goes up by +1, improving spell effects dependent on
caster level. (This increase in effective caster level does not grant you
access to more spells.) These effects last for 10 minutes per HD of the subject
creature.
Death Ward
Necromancy
Level: Clr 4, Death 4, Drd 5,
Pal 4
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
The
subject is immune to all death spells, magical death effects, energy drain, and
any negative energy effects.
This
spell doesn’t remove negative levels that the subject has already gained, nor
does it affect the saving throw necessary 24 hours after gaining a negative
level.
Death
ward does
not protect against other sorts of attacks even if those attacks might be
lethal.
Deathwatch
Necromancy
[Evil]
Level: Clr 1
Components: V, S
Casting
Time: 1
standard action
Range: 30 ft.
Area: Cone-shaped emanation
Duration: 10 min./level
Saving
Throw:
None
Spell
Resistance:
No
Using
the foul sight granted by the powers of unlife, you can determine the condition
of creatures near death within the spell’s range. You instantly know whether
each creature within the area is dead, fragile (alive and wounded, with 3 or
fewer hit points left), fighting off death (alive with 4 or more hit points),
undead, or neither alive nor dead (such as a construct).
Deathwatch
sees
through any spell or ability that allows creatures to feign death.
Deep Slumber
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Range: Close (25 ft. + 5 ft./2
levels)
This
spell functions like sleep, except that it affects 10 HD of creatures.
Deeper Darkness
Evocation
[Darkness]
Level: Clr 3
Duration: One day/level (D)
This
spell functions like darkness, except that the object radiates shadowy
illumination in a 60-foot radius and the darkness lasts longer.
Daylight
brought
into an area of deeper darkness (or vice versa) is temporarily negated,
so that the otherwise prevailing light conditions exist in the overlapping
areas of effect.
Deeper
darkness counters
and dispels any light spell of equal or lower level, including daylight and
light.
Delay Poison
Conjuration
(Healing)
Level: Brd 2, Clr 2, Drd 2, Pal
2, Rgr 1
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving
Throw:
Fortitude negates (harmless)
Spell
Resistance:
Yes (harmless)
The
subject becomes temporarily immune to poison. Any poison in its system or any
poison to which it is exposed during the spell’s duration does not affect the
subject until the spell’s duration has expired. Delay poison does not
cure any damage that poison may have already done.
Delayed Blast
Fireball
Evocation
[Fire]
Level: Sor/Wiz 7
Duration: 5 rounds or less; see
text
This
spell functions like fireball, except that it is more powerful and can
detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6
points of fire damage per caster level (maximum 20d6).
The
glowing bead created by delayed blast fireball can detonate immediately
if you desire, or you can choose to delay the burst for as many as 5 rounds.
You select the amount of delay upon completing the spell, and that time cannot
change once it has been set unless someone touches the bead (see below). If you
choose a delay, the glowing bead sits at its destination until it detonates. A
creature can pick up and hurl the bead as a thrown weapon (range increment 10
feet). If a creature handles and moves the bead within 1 round of its
detonation, there is a 25% chance that the bead detonates while being handled.
Demand
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Saving
Throw: Will
partial
Spell
Resistance:
Yes
This
spell functions like sending, but the message can also contain a suggestion
(see the suggestion spell), which the subject does its best to carry
out. A successful Will save negates the suggestion effect but not the contact
itself. The demand, if received, is understood even if the subject’s
Intelligence score is as low as 1. If the message is impossible or meaningless
according to the circumstances that exist for the subject at the time the demand
is issued, the message is understood but the suggestion is
ineffective.
The
demand’s message to the creature must be twenty-five words or less,
including the suggestion. The creature can also give a short reply
immediately.
Material
Component: A
short piece of copper wire and some small part of the subject—a hair, a bit of
nail, or the like.
Desecrate
Evocation
[Evil]
Level: Clr 2, Evil 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:
Yes
This
spell imbues an area with negative energy. Each Charisma check made to turn
undead within this area takes a –3 profane penalty, and every undead creature
entering a desecrated area gains a +1 profane bonus on attack rolls,
damage rolls, and saving throws. An undead creature created within or summoned
into such an area gains +1 hit points per HD.
If
the desecrated area contains an altar, shrine, or other permanent fixture
dedicated to your deity or aligned higher power, the modifiers given above are
doubled (–6 profane penalty on turning checks, +2 profane bonus and +2 hit
points per HD for undead in the area).
Furthermore,
anyone who casts animate dead within this area may create as many as
double the normal amount of undead (that is, 4 HD per caster level rather than
2 HD per caster level).
If
the area contains an altar, shrine, or other permanent fixture of a deity,
pantheon, or higher power other than your patron, the desecrate 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.
Desecrate
counters
and dispels consecrate.
Material
Component: A
vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which
must be sprinkled around the area.
Destruction
Necromancy
[Death]
Level: Clr 7, Death 7
Components: V, S, F
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One creature
Duration: Instantaneous
Saving
Throw:
Fortitude partial
Spell
Resistance:
Yes
This
spell instantly slays the subject and consumes its remains (but not its
equipment and possessions) utterly. If the target’s Fortitude saving throw
succeeds, it instead takes 10d6 points of damage. The only way to restore life
to a character who has failed to save against this spell is to use true
resurrection, a carefully worded wish spell followed by resurrection,
or miracle.
Focus:
A special
holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp).
Detect Animals or
Plants
Divination
Level: Drd 1, Rgr 1
Components: V, S
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Area: Cone-shaped emanation
Duration: Concentration, up to 10
min./level (D)
Saving
Throw:
None
Spell
Resistance:
No
You
can detect a particular kind of animal or plant in a cone emanating out from
you in whatever direction you face. You must think of a kind of animal or plant
when using the spell, but you can change the animal or plant kind each round.
The amount of information revealed depends on how long you search a particular
area or focus on a specific kind of animal or plant.
1st
Round: Presence
or absence of that kind of animal or plant in the area.
2nd
Round: Number
of individuals of the specified kind in the area, and the condition of the
healthiest specimen.
3rd
Round: The
condition (see below) and location of each individual present. If an animal or
plant is outside your line of sight, then you discern its direction but not its
exact location.
Conditions:
For
purposes of this spell, the categories of condition are as follows:
Normal:
Has at least 90% of full normal hit points, free of disease.
Fair:
30% to 90% of full normal hit points remaining.
Poor:
Less than 30% of full normal hit points remaining, afflicted with a disease, or
suffering from a debilitating injury.
Weak:
0 or fewer hit points remaining, afflicted with a disease in the terminal
stage, or crippled.
If
a creature falls into more than one category, the spell indicates the weaker of
the two.
Each
round you can turn to detect a kind of animal or plant in a new area. The spell
can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Chaos
Divination
Level: Clr 1
This
spell functions like detect evil, except that it detects the auras of
chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic
magic items, and you are vulnerable to an overwhelming chaotic aura if you are
lawful.
Detect Evil
Divination
Level: Clr 1
Components: V, S, DF
Casting
Time: 1
standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 10
min./ level (D)
Saving
Throw:
None
Spell
Resistance:
No
You
can sense the presence of evil. The amount of information revealed depends on
how long you study a particular area or subject.
1st
Round: Presence
or absence of evil.
2nd
Round: Number
of evil auras (creatures, objects, or spells) in the area and the power of the
most potent evil aura present.
If
you are of good alignment, and the strongest evil aura’s power is overwhelming
(see below), and the HD or level of the aura’s source is at least twice your
character level, you are stunned for 1 round and the spell ends.
3rd
Round: The
power and location of each aura. If an aura is outside your line of sight, then
you discern its direction but not its exact location.
Aura
Power: An
evil aura’s power depends on the type of evil creature or object that you’re
detecting and its HD, caster level, or (in the case of a cleric) class level;
see the accompanying table. If an aura falls into more than one strength
category, the spell indicates the stronger of the two.
|
———————— Aura Power
———————— |
|||
Creature/Object |
Faint |
Moderate |
Strong |
Overwhelming |
Evil
creature1 (HD) |
10 or lower |
11–25 |
26–50 |
51 or higher |
Undead
(HD) |
2 or lower |
3–8 |
9–20 |
21 or higher |
Evil
outsider (HD) |
1 or lower |
2–4 |
5–10 |
11 or higher |
Cleric
of an evil deity 2 (class levels) |
1 |
2–4 |
5–10 |
11 or higher |
Evil
magic item or spell (caster level) |
2nd or lower |
3rd–8th |
9th–20th |
21st or higher |
1 Except for undead and outsiders, which have their own entries on the table. |
||||
2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies. |
Lingering
Aura: An
evil aura lingers after its original source dissipates (in the case of a spell)
or is destroyed (in the case of a creature or magic item). If detect evil is
cast and directed at such a location, the spell indicates an aura strength of
dim (even weaker than a faint aura). How long the aura lingers at this dim
level depends on its original power:
Original
Strength |
Duration of Lingering Aura |
Faint |
1d6
rounds |
Moderate
|
1d6
minutes |
Strong |
1d6x10
minutes |
Overwhelming |
1d6
days |
Animals,
traps, poisons, and other potential perils are not evil, and as such this spell
does not detect them.
Each
round, you can turn to detect evil in a new area. The spell can penetrate
barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt blocks it.
Detect Good
Divination
Level: Clr 1
This
spell functions like detect evil, except that it detects the auras of
good creatures, clerics or paladins of good deities, good spells, and good
magic items, and you are vulnerable to an overwhelming good aura if you are
evil. Healing potions, antidotes, and similar beneficial items are not good.
Detect Law
Divination
Level: Clr 1
This
spell functions like detect evil, except that it detects the auras of
lawful creatures, clerics of lawful deities, lawful spells, and lawful magic
items, and you are vulnerable to an overwhelming lawful aura if you are
chaotic.
Detect Magic
Divination
Level: Brd 0, Clr 0, Drd 0,
Sor/Wiz 0
Components: V, S
Casting
Time: 1
standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1
min./level (D)
Saving
Throw:
None
Spell
Resistance:
No
You
detect magical auras. The amount of information revealed depends on how long
you study a particular area or subject.
1st
Round: Presence
or absence of magical auras.
2nd
Round: Number
of different magical auras and the power of the most potent aura.
3rd
Round: The
strength and location of each aura. 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 + half caster level for a nonspell effect.)
Magical
areas, multiple types of magic, or strong local magical emanations may distort
or conceal weaker auras.
Aura
Strength: An
aura’s power depends on a spell’s functioning spell level or an item’s caster
level. If an aura falls into more than one category, detect magic indicates
the stronger of the two.
|
————————— Aura Power
————————— |
|||
Spell
or Object |
Faint |
Moderate |
Strong |
Overwhelming |
Functioning
spell (spell level) |
3rd or lower |
4th–6th |
7th–9th |
10th+ (deity-level) |
Magic
item (caster level) |
5th or lower |
6th–11th |
12th–20th |
21st+ (artifact) |
Lingering
Aura: A
magical aura lingers after its original source dissipates (in the case of a
spell) or is destroyed (in the case of a magic item). If detect magic is
cast and directed at such a location, the spell indicates an aura strength of
dim (even weaker than a faint aura). How long the aura lingers at this dim
level depends on its original power:
Original
Strength |
Duration
of Lingering Aura |
Faint |
1d6
rounds |
Moderate |
1d6
minutes |
Strong |
1d6x10
minutes |
Overwhelming |
1d6
days |
Outsiders
and elementals are not magical in themselves, but if they are summoned, the
conjuration spell registers.
Each
round, you can turn to detect magic in a new area. The spell can penetrate
barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt blocks it.
Detect
magic can
be made permanent with a permanency spell.
Detect Poison
Divination
Level: Clr 0, Drd 0, Pal 1, Rgr
1, Sor/Wiz 0
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target
or Area:
One creature, one object, or a 5-ft. cube
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
You
determine whether a creature, object, or area has been poisoned or is
poisonous. You can determine the exact type of poison with a DC 20 Wisdom
check. A character with the Craft (alchemy) skill may try a DC 20 Craft
(alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check
prior to the Wisdom check.
The
spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a
thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Scrying
Divination
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Casting
Time: 1
standard action
Range: 40 ft.
Area: 40-ft.-radius emanation
centered on you
Duration: 24 hours
Saving
Throw:
None
Spell
Resistance:
No
You
immediately become aware of any attempt to observe you by means of a divination
(scrying) spell or effect. The spell’s area radiates from you and moves as you
move. You know the location of every magical sensor within the spell’s area.
If
the scrying attempt originates within the area, you also know its location;
otherwise, you and the scrier immediately make opposed caster level checks
(1d20 + caster level). If you at least match the scrier’s result, you get a
visual image of the scrier and an accurate sense of his or her direction and
distance from you.
Material
Component: A
small piece of mirror and a miniature brass hearing trumpet.
Detect Secret
Doors
Divination
Level: Brd 1, Knowledge 1, Sor/Wiz
1
Components: V, S
Casting
Time: 1
standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1
min./level (D)
Saving
Throw:
None
Spell
Resistance:
No
You
can detect secret doors, compartments, caches, and so forth. Only passages,
doors, or openings that have been specifically constructed to escape detection
are detected by this spell. The amount of information revealed depends on how
long you study a particular area or subject.
1st
Round: Presence
or absence of secret doors.
2nd
Round: Number
of secret doors and the location of each. If an aura is outside your line of
sight, then you discern its direction but not its exact location.
Each
Additional Round: The mechanism or trigger for one particular secret portal
closely examined by you. Each round, you can turn to detect secret doors in a
new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect Snares and
Pits
Divination
Level: Drd 1, Rgr 1
Components: V, S
Casting
Time: 1
standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 10
min./level (D)
Saving
Throw:
None
Spell
Resistance:
No
You
can detect simple pits, deadfalls, and snares as well as mechanical traps
constructed of natural materials. The spell does not detect complex traps,
including trapdoor traps.
Detect
snares and pits does
detect certain natural hazards—quicksand (a snare), a sinkhole (a pit), or
unsafe walls of natural rock (a deadfall). However, it does not reveal other
potentially dangerous conditions. The spell does not detect magic traps (except
those that operate by pit, deadfall, or snaring; see the spell snare),
nor mechanically complex ones, nor those that have been rendered safe or
inactive.
The
amount of information revealed depends on how long you study a particular area.
1st
Round: Presence
or absence of hazards.
2nd
Round: Number
of hazards and the location of each. If a hazard is outside your line of sight,
then you discern its direction but not its exact location.
Each
Additional Round: The general type and trigger for one particular hazard
closely examined by you.
Each
round, you can turn to detect snares and pits in a new area. The spell can
penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet
of lead, or 3 feet of wood or dirt blocks it.
Detect Thoughts
Divination
[Mind-Affecting]
Level: Brd 2, Knowledge 2,
Sor/Wiz 2
Components: V, S, F/DF
Casting
Time: 1
standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1
min./level (D)
Saving
Throw: Will
negates; see text
Spell
Resistance:
No
You
detect surface thoughts. The amount of information revealed depends on how long
you study a particular area or subject.
1st
Round: Presence
or absence of thoughts (from conscious creatures with Intelligence scores of 1
or higher).
2nd
Round: Number
of thinking minds and the Intelligence score of each. If the highest
Intelligence is 26 or higher (and at least 10 points higher than your own
Intelligence score), you are stunned for 1 round and the spell ends. This spell
does not let you determine the location of the thinking minds if you can’t see
the creatures whose thoughts you are detecting.
3rd
Round: Surface
thoughts of any mind in the area. A target’s Will save prevents you from
reading its thoughts, and you must cast detect thoughts again to have
another chance. Creatures of animal intelligence (Int 1 or 2) have simple,
instinctual thoughts that you can pick up.
Each
round, you can turn to detect thoughts in a new area. The spell can penetrate
barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt blocks it.
Arcane
Focus: A
copper piece.
Detect Undead
Divination
Level: Clr 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1
minute/ level (D)
Saving
Throw:
None
Spell
Resistance:
No
You
can detect the aura that surrounds undead creatures. The amount of information
revealed depends on how long you study a particular area.
1st
Round: Presence
or absence of undead auras.
2nd
Round: Number
of undead auras in the area and the strength of the strongest undead aura
present. If you are of good alignment, and the strongest undead aura’s strength
is overwhelming (see below), and the creature has HD of at least twice your
character level, you are stunned for 1 round and the spell ends.
3rd
Round: The
strength and location of each undead aura. If an aura is outside your line of
sight, then you discern its direction but not its exact location.
Aura
Strength: The
strength of an undead aura is determined by the HD of the undead creature, as
given on the following table:
HD |
Strength |
1
or lower |
Faint |
2–4 |
Moderate |
5–10 |
Strong |
11
or higher |
Overwhelming |
Lingering
Aura: An
undead aura lingers after its original source is destroyed. If detect undead
is cast and directed at such a location, the spell indicates an aura
strength of dim (even weaker than a faint aura). How long the aura lingers at
this dim level depends on its original power:
Original Strength |
Duration of Lingering Aura |
Faint |
1d6
rounds |
Moderate |
1d6
minutes |
Strong |
1d6x10
minutes |
Overwhelming |
1d6
days |
Each
round, you can turn to detect undead in a new area. The spell can penetrate
barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt blocks it.
Arcane
Material Component: A bit of earth from a grave.
Dictum
Evocation
[Lawful, Sonic]
Level: Clr 7, Law 7
Components: V
Casting
Time: 1
standard action
Range: 40 ft.
Area: Nonlawful creatures in a
40-ft.-radius spread centered on you
Duration: Instantaneous
Saving
Throw:
None or Will negates; see text
Spell
Resistance:
Yes
Any
nonlawful creature within the area of a dictum spell suffers the
following ill effects.
HD |
Effect |
Equal
to caster level |
Deafened |
Up
to caster level –1 |
Slowed,
deafened |
Up
to caster level –5 |
Paralyzed,
slowed, deafened |
Up
to caster level –10 |
Killed,
paralyzed, slowed, deafened |
The
effects are cumulative and concurrent. No saving throw is allowed against these
effects.
Deafened:
The
creature is deafened for 1d4 rounds.
Slowed:
The
creature is slowed, as by the slow spell, 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, nonlawful 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 dictum. The
banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures
whose HD exceed your caster level are unaffected by dictum.
Dimension Door
Conjuration
(Teleportation)
Level: Brd 4, Sor/Wiz 4, Travel
4
Components: V
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Target: You and touched objects
or other touched willing creatures
Duration: Instantaneous
Saving
Throw:
None and Will negates (object)
Spell
Resistance:
No and Yes (object)
You
instantly transfer yourself from your current location to any other spot within
range. You always arrive at exactly the spot desired—whether by simply
visualizing the area or by stating direction. After using this spell, you can’t
take any other actions until your next turn. You can bring along objects as
long as their weight doesn’t exceed your maximum load. You may also bring one
additional willing Medium or smaller creature (carrying gear or objects up to
its maximum load) or its equivalent per three caster levels. A Large creature
counts as two Medium creatures, a Huge creature counts as two Large creatures,
and so forth. All creatures to be transported must be in contact with one
another, and at least one of those creatures must be in contact with you.
If
you arrive in a place that is already occupied by a solid body, you and each
creature traveling with you take 1d6 points of damage and are shunted to a
random open space on a suitable surface within 100 feet of the intended
location.
If
there is no free space within 100 feet, you and each creature traveling with
you take an additional 2d6 points of damage and are shunted to a free space
within 1,000 feet. If there is no free space within 1,000 feet, you and each
creature travelling with you take an additional 4d6 points of damage and the
spell simply fails.
Dimensional Anchor
Abjuration
Level: Clr 4, Sor/Wiz 4
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 min./level
Saving
Throw:
None
Spell
Resistance:
Yes (object)
A
green ray springs from your outstretched hand. You must make a ranged touch
attack to hit the target. Any creature or object struck by the ray is covered
with a shimmering emerald field that completely blocks extradimensional travel.
Forms of movement barred by a dimensional anchor include astral
projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze,
plane shift, shadow walk, teleport, and similar spell-like or psionic
abilities. The spell also prevents the use of a gate or teleportation
circle for the duration of the spell.
A
dimensional anchor does not interfere with the movement of creatures
already in ethereal or astral form when the spell is cast, nor does it block
extradimensional perception or attack forms. Also, dimensional anchor does
not prevent summoned creatures from disappearing at the end of a summoning
spell.
Dimensional Lock
Abjuration
Level: Clr 8, Sor/Wiz 8
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Area: 20-ft.-radius emanation
centered on a point in space
Duration: One day/level
Saving
Throw:
None
Spell
Resistance:
Yes
You
create a shimmering emerald barrier that completely blocks extradimensional
travel. Forms of movement barred include astral projection, blink, dimension
door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk,
teleport, and similar spell-like or psionic abilities. Once dimensional
lock is in place, extradimensional travel into or out of the area is not
possible.
A
dimensional lock does not interfere with the movement of creatures
already in ethereal or astral form when the spell is cast, nor does it block
extradimensional perception or attack forms. Also, the spell does not prevent
summoned creatures from disappearing at the end of a summoning spell.
Diminish Plants
Transmutation
Level: Drd 3, Rgr 3
Components: V, S, DF
Casting
Time: 1
standard action
Range: See text
Target
or Area:
See text
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
This
spell has two versions.
Prune
Growth: This
version causes normal vegetation within long range (400 feet + 40 feet per
level) to shrink to about one-third of their normal size, becoming untangled
and less bushy. The affected vegetation appears to have been carefully pruned
and trimmed.
At
your option, the area can be a 100- foot-radius circle, a 150-foot-radius
semicircle, or a 200-foot-radius quarter-circle.
You
may also designate portions of the area that are not affected.
Stunt
Growth: This
version targets normal plants within a range of 1/2 mile, reducing their
potential productivity over the course of the following year to one third below
normal.
Diminish
plants counters
plant growth.
This
spell has no effect on plant creatures.
Discern Lies
Divination
Level: Clr 4, Pal 3
Components: V, S, DF
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: One creature/level, no
two of which can be more than 30 ft. apart
Duration: Concentration, up to 1
round/level
Saving
Throw: Will
negates
Spell
Resistance:
No
Each
round, you concentrate on one subject, who must be within range. You know if
the subject deliberately and knowingly speaks a lie by discerning disturbances
in its aura caused by lying. The spell does not reveal the truth, uncover
unintentional inaccuracies, or necessarily reveal evasions.
Each
round, you may concentrate on a different subject.
Discern Location
Divination
Level: Clr 8, Knowledge 8,
Sor/Wiz 8
Components: V, S, DF
Casting
Time: 10
minutes
Range: Unlimited
Target: One creature or object
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
A
discern location spell is among the most powerful means of locating
creatures or objects. Nothing short of a mind blank spell or the direct
intervention of a deity keeps you from learning the exact location of a single
individual or object. Discern location circumvents normal means of
protection from scrying or location. The spell reveals the name of the creature
or object’s location (place, name, business name, building name, or the like),
community, county (or similar political division), country, continent, and the
plane of existence where the target lies.
To
find a creature with the spell, you must have seen the creature or have some
item that once belonged to it. To find an object, you must have touched it at
least once.
Disguise Self
Illusion
(Glamer)
Level: Brd 1, Sor/Wiz 1,
Trickery 1
Components: V, S
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You
make yourself—including clothing, armor, weapons, and equipment—look different.
You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot
change your body type. Otherwise, the extent of the apparent change is up to
you. You could add or obscure a minor feature or look like an entirely
different person.
The
spell does not provide the abilities or mannerisms of the chosen form, nor does
it alter the perceived tactile (touch) or audible (sound) properties of you or
your equipment.
If
you use this spell to create a disguise, you get a +10 bonus on the Disguise
check.
A
creature that interacts with the glamer gets a Will save to recognize it as an
illusion.
Disintegrate
Transmutation
Level: Destruction 7, Sor/Wiz 6
Components: V, S, M/DF
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving
Throw:
Fortitude partial (object)
Spell
Resistance:
Yes
A
thin, green ray springs from your pointing finger. You must make a successful
ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of
damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or
fewer hit points by this spell is entirely disintegrated, leaving behind only a
trace of fine dust. A disintegrated creature’s equipment is unaffected.
When
used against an object, the ray simply disintegrates as much as one 10- foot
cube of nonliving matter. Thus, the spell disintegrates only part of any very
large object or structure targeted. The ray affects even objects constructed
entirely of force, such as forceful hand or a wall of force, but
not magical effects such as a globe of invulnerability or an antimagic
field.
A
creature or object that makes a successful Fortitude save is partially
affected, taking only 5d6 points of damage. If this damage reduces the creature
or object to 0 or fewer hit points, it is entirely disintegrated.
Only
the first creature or object struck can be affected; that is, the ray affects
only one target per casting.
Arcane
Material Component: A lodestone and a pinch of dust.
Dismissal
Abjuration
Level: Clr 4, Sor/Wiz 5
Components: V, S, DF
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One extraplanar creature
Duration: Instantaneous
Saving
Throw: Will
negates; see text
Spell
Resistance:
Yes
This
spell forces an extraplanar creature back to its proper plane if it fails a
special Will save (DC = spell’s save DC – creature’s HD + your caster level).
If the spell is successful, the creature is instantly whisked away, but there
is a 20% chance of actually sending the subject to a plane other than its own.
Dispel Chaos
Abjuration
[Lawful]
Level: Clr 5, Law 5, Pal 4
This
spell functions like dispel evil, except that you are surrounded by
constant, blue, lawful energy, and the spell affects chaotic creatures and
spells rather than evil ones.
Dispel Evil
Abjuration
[Good]
Level: Clr 5, Good 5, Pal 4
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target
or Targets:
You and a touched evil creature from another plane; or you and an enchantment
or evil spell on a touched creature or object
Duration: 1 round/level or until
discharged, whichever comes first
Saving
Throw:
See text
Spell
Resistance:
See text
Shimmering,
white, holy energy surrounds you. This power has three effects.
First,
you gain a +4 deflection bonus to AC against attacks by evil creatures.
Second,
on making a successful melee touch attack against an evil creature from another
plane, you can choose to drive that creature back to its home plane. The
creature can negate the effects with a successful Will save (spell resistance
applies). This use discharges and ends the spell.
Third,
with a touch you can automatically dispel any one enchantment spell cast by an
evil creature or any one evil spell. Exception: Spells that can’t be
dispelled by dispel magic also can’t be dispelled by dispel evil.
Saving throws and spell resistance do not apply to this effect. This use
discharges and ends the spell.
Dispel Good
Abjuration
[Evil]
Level: Clr 5, Evil 5
This
spell functions like dispel evil, except that you are surrounded by
dark, wavering, unholy energy, and the spell affects good creatures and spells
rather than evil ones.
Dispel Law
Abjuration
[Chaotic]
Level: Chaos 5, Clr 5
This
spell functions like dispel evil, except that you are surrounded by
flickering, yellow, chaotic energy, and the spell affects lawful creatures and
spells rather than evil ones.
Dispel Magic
Abjuration
Level: Brd 3, Clr 3, Drd 4,
Magic 3, Pal 3, Sor/Wiz 3
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Target
or Area:
One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
You
can use dispel magic to end ongoing spells that have been cast on a
creature or object, to temporarily suppress the magical abilities of a magic
item, to end ongoing spells (or at least their effects) within an area, or to
counter another spellcaster’s spell. A dispelled spell ends as if its duration
had expired. Some spells, as detailed in their descriptions, can’t be defeated
by dispel magic. Dispel magic can dispel (but not counter)
spell-like effects just as it does spells.
Note:
The
effect of a spell with an instantaneous duration can’t be dispelled, because
the magical effect is already over before the dispel magic can take
effect.
You
choose to use dispel magic in one of three ways: a targeted dispel, an
area dispel, or a counterspell:
Targeted
Dispel: One
object, creature, or spell is the target of the dispel magic spell. You
make a dispel check (1d20 + your caster level, maximum +10) against the spell
or against each ongoing spell currently in effect on the object or creature.
The DC for this dispel check is 11 + the spell’s caster level. If you succeed
on a particular check, that spell is dispelled; if you fail, that spell remains
in effect.
If
you target an object or creature that is the effect of an ongoing spell (such
as a monster summoned by monster summoning), you make a dispel check to
end the spell that conjured the object or creature.
If
the object that you target is a magic item, you make a dispel check against the
item’s caster level. If you succeed, all the item’s magical properties are
suppressed for 1d4 rounds, after which the item recovers on its own. A
suppressed item becomes nonmagical for the duration of the effect. An
interdimensional interface (such as a bag of holding) is temporarily
closed. A magic item’s physical properties are unchanged: A suppressed magic
sword is still a sword (a masterwork sword, in fact). Artifacts and deities are
unaffected by mortal magic such as this.
You
automatically succeed on your dispel check against any spell that you cast
yourself.
Area
Dispel: When
dispel magic is used in this way, the spell affects everything within a
20-foot radius.
For
each creature within the area that is the subject of one or more spells, you
make a dispel check against the spell with the highest caster level. If that
check fails, you make dispel checks against progressively weaker spells until
you dispel one spell (which discharges the dispel magic spell so far as
that target is concerned) or until you fail all your checks. The creature’s
magic items are not affected.
For
each object within the area that is the target of one or more spells, you make
dispel checks as with creatures. Magic items are not affected by an area
dispel.
For
each ongoing area or effect spell whose point of origin is within the area of
the dispel magic spell, you can make a dispel check to dispel the spell.
For
each ongoing spell whose area overlaps that of the dispel magic spell,
you can make a dispel check to end the effect, but only within the overlapping
area.
If
an object or creature that is the effect of an ongoing spell (such as a monster
summoned by monster summoning) is in the area, you can make a dispel
check to end the spell that conjured that object or creature (returning it
whence it came) in addition to attempting to dispel spells targeting the
creature or object.
You
may choose to automatically succeed on dispel checks against any spell that you
have cast.
Counterspell:
When dispel
magic is used in this way, the spell targets a spellcaster and is cast as a
counterspell. Unlike a true counterspell, however, dispel magic may not
work; you must make a dispel check to counter the other spellcaster’s spell.
Dispel Magic,
Greater
Abjuration
Level: Brd 5, Clr 6, Drd 6,
Sor/Wiz 6
This
spell functions like dispel magic, except that the maximum caster level
on your dispel check is +20 instead of +10.
Additionally,
greater dispel magic has a chance to dispel any effect that remove
curse can remove, even if dispel magic can’t dispel that effect.
Displacement
Illusion
(Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, M
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
The
subject of this spell appears to be about 2 feet away from its true location.
The creature benefits from a 50% miss chance as if it had total concealment.
However, unlike actual total concealment, displacement does not prevent
enemies from targeting the creature normally. True seeing reveals its
true location.
Material
Component: A
small strip of leather twisted into a loop.
Disrupt Undead
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Ray
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
Yes
You
direct a ray of positive energy. You must make a ranged touch attack to hit,
and if the ray hits an undead creature, it deals 1d6 points of damage to it.
Disrupting Weapon
Transmutation
Level: Clr 5
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Targets: One melee weapon
Duration: 1 round/level
Saving
Throw: Will
negates (harmless, object); see text
Spell
Resistance:
Yes (harmless, object)
This
spell makes a melee weapon deadly to undead. Any undead creature with HD equal
to or less than your caster level must succeed on a Will save or be destroyed
utterly if struck in combat with this weapon. Spell resistance does not apply
against the destruction effect.
Divination
Divination
Level: Clr 4, Knowledge 4
Components: V, S, M
Casting
Time: 10
minutes
Range: Personal
Target: You
Duration: Instantaneous
Similar
to augury but more powerful, a divination spell can provide you
with a useful piece of advice in reply to a question concerning a specific
goal, event, or activity that is to occur within one week. The advice can be as
simple as a short phrase, or it might take the form of a cryptic rhyme or omen.
If your party doesn’t act on the information, the conditions may change so that
the information is no longer useful. The base chance for a correct divination
is 70% + 1% per caster level, to a maximum of 90%. If the dice roll fails,
you know the spell failed, unless specific magic yielding false information is
at work.
As
with augury, multiple divinations about the same topic by the
same caster use the same dice result as the first divination spell and
yield the same answer each time.
Material
Component: Incense
and a sacrificial offering appropriate to your religion, together worth at
least 25 gp.
Divine Favor
Evocation
Level: Clr 1, Pal 1
Components: V, S, DF
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 minute
Calling
upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and
weapon damage rolls for every three caster levels you have (at least +1,
maximum +6). The bonus doesn’t apply to spell damage.
Divine Power
Evocation
Level: Clr 4, War 4
Components: V, S, DF
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 round/level
Calling
upon the divine power of your patron, you imbue yourself with strength and
skill in combat. Your base attack bonus becomes equal to your character level
(which may give you additional attacks), you gain a +6 enhancement bonus to
Strength, and you gain 1 temporary hit point per caster level.
Dominate Animal
Enchantment
(Compulsion) [Mind-Affecting]
Level: Animal 3, Drd 3
Components: V, S
Casting
Time: 1
round
Range: Close (25 ft. + 5 ft./2
levels)
Target: One animal
Duration: 1 round/level
Saving
Throw: Will
negates
Spell
Resistance:
Yes
You
can enchant an animal and direct it with simple commands such as “Attack,”
“Run,” and “Fetch.” Suicidal or self-destructive commands (including an order
to attack a creature two or more size categories larger than the dominated animal)
are simply ignored.
Dominate
animal establishes
a mental link between you and the subject creature. The animal can be directed
by silent mental command as long as it remains in range. You need not see the
creature to control it. You do not receive direct sensory input from the
creature, but you know what it is experiencing. Because you are directing the
animal with your own intelligence, it may be able to undertake actions normally
beyond its own comprehension. You need not concentrate exclusively on
controlling the creature unless you are trying to direct it to do something it
normally couldn’t do. Changing your instructions or giving a dominated creature
a new command is the equivalent of redirecting a spell, so it is a move action.
Dominate Monster
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 9
Target: One creature
This
spell functions like dominate person, except that the spell is not
restricted by creature type.
Dominate Person
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S
Casting
Time: 1
round
Range: Close (25 ft. + 5 ft./2
levels)
Target: One humanoid
Duration: One day/level
Saving
Throw: Will
negates
Spell
Resistance:
Yes
You
can control the actions of any humanoid creature through a telepathic link that
you establish with the subject’s mind.
If
you and the subject have a common language, you can generally force the subject
to perform as you desire, within the limits of its abilities. If no common
language exists, you can communicate only basic commands, such as “Come here,”
“Go there,” “Fight,” and “Stand still.” You know what the subject is
experiencing, but you do not receive direct sensory input from it, nor can it
communicate with you telepathically.
Once
you have given a dominated creature a command, it continues to attempt
to carry out that command to the exclusion of all other activities except those
necessary for day-to-day survival (such as sleeping, eating, and so forth).
Because of this limited range of activity, a Sense Motive check against DC 15
(rather than DC 25) can determine that the subject’s behavior is being
influenced by an enchantment effect (see the Sense Motive skill description).
Changing
your instructions or giving a dominated creature a new command is the
equivalent of redirecting a spell, so it is a move action.
By
concentrating fully on the spell (a standard action), you can receive full
sensory input as interpreted by the mind of the subject, though it still can’t
communicate with you. You can’t actually see through the subject’s eyes, so
it’s not as good as being there yourself, but you still get a good idea of
what’s going on.
Subjects
resist this control, and any subject forced to take actions against its nature
receives a new saving throw with a +2 bonus. Obviously self-destructive orders
are not carried out. Once control is established, the range at which it can be
exercised is unlimited, as long as you and the subject are on the same plane.
You need not see the subject to control it.
If
you don’t spend at least 1 round concentrating on the spell each day, the
subject receives a new saving throw to throw off the domination.
Protection
from evil or
a similar spell can prevent you from exercising control or using the telepathic
link while the subject is so warded, but such an effect neither prevents the
establishment of domination nor dispels it.
Doom
Necromancy
[Fear, Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 min./level
Saving
Throw: Will
negates
Spell
Resistance:
Yes
This
spell fills a single subject with a feeling of horrible dread that causes it to
become shaken.
Dream
Illusion
(Phantasm) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting
Time: 1
minute
Range: Unlimited
Target: One living creature touched
Duration: See text
Saving
Throw:
None
Spell
Resistance:
Yes
You,
or a messenger touched by you, sends a phantasmal message to others in the form
of a dream. At the beginning of the spell, you must name the recipient or
identify him or her by some title that leaves no doubt as to identity. The
messenger then enters a trance, appears in the intended recipient’s dream, and
delivers the message. The message can be of any length, and the recipient
remembers it perfectly upon waking. The communication is one-way. The recipient
cannot ask questions or offer information, nor can the messenger gain any
information by observing the dreams of the recipient.
Once
the message is delivered, the messenger’s mind returns instantly to its body.
The duration of the spell is the time required for the messenger to enter the
recipient’s dream and deliver the message.
If
the recipient is awake when the spell begins, the messenger can choose to wake
up (ending the spell) or remain in the trance. The messenger can remain in the
trance until the recipient goes to sleep, then enter the recipient’s dream and
deliver the message as normal. A messenger that is disturbed during the trance
comes awake, ending the spell.
Creatures
who don’t sleep (such as elves, but not half-elves) or don’t dream cannot be
contacted by this spell.
The
messenger is unaware of its own surroundings or of the activities around it
while in the trance. It is defenseless both physically and mentally (always
fails any saving throw) while in the trance.
Eagle’s Splendor
Transmutation
Level: Brd 2, Clr 2, Pal 2,
Sor/Wiz 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
The
transmuted creature becomes more poised, articulate, and personally forceful.
The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits
to Charisma-based skill checks and other uses of the Charisma modifier.
Sorcerers and bards (and other spellcasters who rely on Charisma) affected by
this spell do not gain any additional bonus spells for the increased Charisma,
but the save DCs for spells they cast while under this spell’s effect do
increase.
Arcane
Material Component: A few feathers or a pinch of droppings from an eagle.
Eagle’s Splendor,
Mass
Transmutation
Level: Brd 6, Clr 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2
levels)
Target: One creature/level, no
two of which can be more than 30 ft. apart
This
spell functions like eagle’s splendor, except that it affects multiple
creatures.
Earthquake
Evocation
[Earth]
Level: Clr 8, Destruction 8, Drd
8, Earth 7
Components: V, S, DF
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Area: 80-ft.-radius spread (S)
Duration: 1 round
Saving
Throw:
See text
Spell
Resistance:
No
When
you cast earthquake, an intense but highly localized tremor rips the
ground. The shock knocks creatures down, collapses structures, opens cracks in
the ground, and more. The effect lasts for 1 round, during which time creatures
on the ground can’t move or attack. A spellcaster on the ground must make a
Concentration check (DC 20 + spell level) or lose any spell he or she tries to
cast. The earthquake affects all terrain, vegetation, structures, and creatures
in the area. The specific effect of an earthquake spell depends on the
nature of the terrain where it is cast.
Cave,
Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of
bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half
) and pinning that creature beneath the rubble (see below). An earthquake cast
on the roof of a very large cavern could also endanger those outside the actual
area but below the falling debris.
Cliffs:
Earthquake causes
a cliff to crumble, creating a landslide that travels horizontally as far as it
fell vertically. Any creature in the path takes 8d6 points of bludgeoning
damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).
Open
Ground: Each
creature standing in the area must make a DC 15 Reflex save or fall down.
Fissures open in the earth, and every creature on the ground has a 25% chance
to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell,
all fissures grind shut, killing any creatures still trapped within.
Structure:
Any
structure standing on open ground takes 100 points of damage, enough to
collapse a typical wooden or masonry building, but not a structure built of
stone or reinforced masonry. Hardness does not reduce this damage, nor is it
halved as damage dealt to objects normally is. Any creature caught inside a
collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half
) and is pinned beneath the rubble (see below).
River,
Lake, or Marsh: Fissures
open underneath the water, draining away the water from that area and forming
muddy ground. Soggy marsh or swampland becomes quicksand for the duration of
the spell, sucking down creatures and structures. Each creature in the area
must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end
of the spell, the rest of the body of water rushes in to replace the drained
water, possibly drowning those caught in the mud.
Pinned
beneath Rubble: Any
creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute
while pinned. If a pinned character falls unconscious, he or she must make a DC
15 Constitution check or take 1d6 points of lethal damage each minute
thereafter until freed or dead.
Elemental Swarm
Conjuration
(Summoning) [see text]
Level: Air 9, Drd 9, Earth 9,
Fire 9, Water 9
Components: V, S
Casting
Time: 10
minutes
Range:
Medium
(100 ft. + 10 ft./level)
Effect: Two or more summoned
creatures, no two of which can be more than 30 ft. apart
Duration: 10 min./level (D)
Saving
Throw:
None
Spell
Resistance:
No
This
spell opens a portal to an Elemental Plane and summons elementals from it. A
druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens a
portal to the plane matching his domain.
When
the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge
elementals appear. Ten minutes after that, one greater elemental appears. Each
elemental has maximum hit points per HD. Once these creatures appear, they
serve you for the duration of the spell.
The
elementals obey you explicitly and never attack you, even if someone else
manages to gain control over them. You do not need to concentrate to maintain
control over the elementals. You can dismiss them singly or in groups at any
time.
When
you use a summoning spell to summon an air, earth, fire, or water creature, it
is a spell of that type.
Endure Elements
Abjuration
Level: Clr 1, Drd 1, Pal 1, Rgr
1, Sor/Wiz 1, Sun 1
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
A
creature protected by endure elements suffers no harm from being in a
hot or cold environment. It can exist comfortably in conditions between –50 and
140 degrees Fahrenheit without having to make Fortitude saves). The creature’s
equipment is likewise protected.
Endure
elements doesn’t
provide any protection from fire or cold damage, nor does it protect against
other environmental hazards such as smoke, lack of air, and so forth.
Energy Drain
Necromancy
Level: Clr 9, Sor/Wiz 9
Saving
Throw:
Fortitude partial; see text for enervation
This
spell functions like enervation, except that the creature struck gains
2d4 negative levels, and the negative levels last longer.
There
is no saving throw to avoid gaining the negative levels, but 24 hours after
gaining them, the subject must make a Fortitude saving throw (DC = energy
drain spell’s save DC) for each negative level. If the save succeeds, that
negative level is removed. If it fails, the negative level also goes away, but
one of the subject’s character levels is permanently drained.
An
undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour.
Enervation
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Ray of negative energy
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
Yes
You
point your finger and utter the incantation, releasing a black ray of crackling
negative energy that suppresses the life force of any living creature it
strikes. You must make a ranged touch attack to hit. If the attack succeeds,
the subject gains 1d4 negative levels.
If
the subject has at least as many negative levels as HD, it dies. Each negative
level gives a creature a –1 penalty on attack rolls, saving throws, skill
checks, ability checks, and effective level (for determining the power,
duration, DC, and other details of spells or special abilities).
Additionally,
a spellcaster loses one spell or spell slot from his or her highest available
level. Negative levels stack.
Assuming
the subject survives, it regains lost levels after a number of hours equal to
your caster level (maximum 15 hours). Usually, negative levels have a chance of
permanently draining the victim’s levels, but the negative levels from enervation
don’t last long enough to do so.
An
undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour.
Enlarge Person
Transmutation
Level: Sor/Wiz 1, Strength 1
Components: V, S, M
Casting
Time: 1
round
Range: Close (25 ft. + 5 ft./2
levels)
Target: One humanoid creature
Duration: 1 min./level (D)
Saving
Throw:
Fortitude negates
Spell
Resistance:
Yes
This
spell causes instant growth of a humanoid creature, doubling its height and
multiplying its weight by 8. This increase changes the creature’s size category
to the next larger one. The target gains a +2 size bonus to Strength, a –2 size
penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and
AC due to its increased size.
A
humanoid creature whose size increases to Large has a space of 10 feet and a
natural reach of 10 feet. This spell does not change the target’s speed.
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 a creature is similarly enlarged by the spell.
Melee and projectile weapons affected by this spell deal more damage. Other
magical properties are not affected by this spell. Any enlarged item
that leaves an enlarged creature’s possession (including a projectile or
thrown weapon) instantly returns to its normal size. This means that thrown
weapons deal their normal damage, and projectiles deal damage based on the size
of the weapon that fired them. Magical properties of enlarged items are
not increased by this spell.
Multiple
magical effects that increase size do not stack,.
Enlarge
person counters
and dispels reduce person.
Enlarge
person can
be made permanent with a permanency spell.
Material
Component: A
pinch of powdered iron.
Enlarge Person,
Mass
Transmutation
Level: Sor/Wiz 4
Target: One humanoid
creature/level, no two of which can be more than 30 ft. apart
This
spell functions like enlarge person, except that it affects multiple
creatures.
Entangle
Transmutation
Level: Drd 1, Plant 1, Rgr 1
Components: V, S, DF
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Area: Plants in a 40-ft.-radius
spread
Duration: 1 min./level (D)
Saving
Throw:
Reflex partial; see text
Spell
Resistance:
No
Grasses,
weeds, bushes, and even trees wrap, twist, and entwine about creatures in the
area or those that enter the area, holding them fast and causing them to become
entangled. The creature can break free and move half its normal speed by using
a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist
check. A creature that succeeds on a Reflex save is not entangled but can still
move at only half speed through the area. Each round on your turn, the plants
once again attempt to entangle all creatures that have avoided or escaped
entanglement.
Note:
The
effects of the spell may be altered somewhat, based on the nature of the
entangling plants.
Enthrall
Enchantment
(Charm) [Language Dependent, Mind-Affecting, Sonic]
Level: Brd 2, Clr 2
Components: V, S
Casting
Time: 1
round
Range:
Medium
(100 ft. + 10 ft./level)
Targets: Any number of creatures
Duration: 1 hour or less
Saving
Throw: Will
negates; see text
Spell
Resistance:
Yes
If
you have the attention of a group of creatures, you can use this spell to hold
them spellbound. To cast the spell, you must speak or sing without interruption
for 1 full round. Thereafter, those affected give you their undivided attention,
ignoring their surroundings. They are considered to have an attitude of
friendly while under the effect of the spell. Any potentially affected creature
of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.
A
creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware
of its surroundings and has an attitude of indifferent. It gains a new saving
throw if it witnesses actions that it opposes.
The
effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled
by your words take no action while you speak or sing and for 1d3 rounds
thereafter while they discuss the topic or performance. Those entering the area
during the performance must also successfully save or become enthralled. The
speech ends (but the 1d3-round delay still applies) if you lose concentration
or do anything other than speak or sing.
If
those not enthralled have unfriendly or hostile attitudes toward you,
they can collectively make a Charisma check to try to end the spell by jeering
and heckling. For this check, use the Charisma bonus of the creature with the
highest Charisma in the group; others may make Charisma checks to assist. The
heckling ends the spell if this check result beats your Charisma check result.
Only one such challenge is allowed per use of the spell.
If
any member of the audience is attacked or subjected to some other overtly
hostile act, the spell ends and the previously enthralled members become
immediately unfriendly toward you. Each creature with 4 or more HD or with a
Wisdom score of 16 or higher becomes hostile.
Entropic Shield
Abjuration
Level: Clr 1, Luck 1
Components: V, S
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
A
magical field appears around you, glowing with a chaotic blast of multicolored
hues. This field deflects incoming arrows, rays, and other ranged attacks. Each
ranged attack directed at you for which the attacker must make an attack roll
has a 20% miss chance (similar to the effects of concealment). Other attacks
that simply work at a distance are not affected.
Erase
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One scroll or two pages
Duration: Instantaneous
Saving
Throw:
See text
Spell
Resistance:
No
Erase
removes
writings of either magical or mundane nature from a scroll or from one or two
pages of paper, parchment, or similar surfaces. With this spell, you can remove
explosive runes, a glyph of warding, a sepia snake sigil, or
an arcane mark, but not illusory script or a symbol spell.
Nonmagical writing is automatically erased if you touch it and no one else is
holding it. Otherwise, the chance of erasing nonmagical writing is 90%.
Magic
writing must be touched to be erased, and you also must succeed on a caster
level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a
failure on this check.) If you fail to erase explosive runes, a glyph
of warding, or a sepia snake sigil, you accidentally activate that
writing instead.
Ethereal Jaunt
Transmutation
Level: Clr 7, Sor/Wiz 7
Components: V, S
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You
become ethereal, along with your equipment. For the duration of the spell, you
are in a place called the Ethereal Plane, which overlaps the normal, physical,
Material Plane. When the spell expires, you return to material existence.
An
ethereal creature is invisible, insubstantial, and capable of moving in any
direction, even up or down, albeit at half normal speed. As an insubstantial
creature, you can move through solid objects, including living creatures. An
ethereal creature can see and hear on the Material Plane, but everything looks
gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60
feet.
Force
effects and abjurations affect an ethereal creature 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 ethereal objects as if they were material.
If
you end the spell and become material while inside a material object (such as a
solid wall), you are shunted off to the nearest open space and take 1d6 points
of damage per 5 feet that you so travel.
Etherealness
Transmutation
Level: Clr 9, Sor/Wiz 9
Range: Touch; see text
Targets: You and one other touched
creature per three levels
Duration: 1 min./level (D)
Spell
Resistance:
Yes
This
spell functions like ethereal jaunt, except that you and other willing
creatures joined by linked hands (along with their equipment) become ethereal.
Besides yourself, you can bring one creature per three caster levels to the
Ethereal Plane. Once ethereal, the subjects need not stay together.
When
the spell expires, all affected creatures on the Ethereal Plane return to
material existence.
Expeditious
Retreat
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
This
spell increases your base land speed by 30 feet. (This adjustment is treated as
an enhancement bonus.) There is no effect on other modes of movement, such as
burrow, climb, fly, or swim. As with any effect that increases your speed, this
spell affects your jumping distance (see the Jump skill).
Explosive Runes
Abjuration
[Force]
Level: Sor/Wiz 3
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: One touched object
weighing no more than 10 lb.
Duration: Permanent until discharged
(D)
Saving
Throw:
See text
Spell
Resistance:
Yes
You
trace these mystic runes upon a book, map, scroll, or similar object bearing
written information. The runes detonate when read, dealing 6d6 points of
force damage. Anyone next to the runes (close enough to read them) takes
the full damage with no saving throw; any other creature within 10 feet of the runes
is entitled to a Reflex save for half damage. The object on which the runes
were written also takes full damage (no saving throw).
You
and any characters you specifically instruct can read the protected writing
without triggering the runes. Likewise, you can remove the runes whenever
desired. Another creature can remove them with a successful dispel magic or
erase spell, but attempting to dispel or erase the runes and
failing to do so triggers the explosion.
Note:
Magic
traps such as explosive runes are hard to detect and disable. A rogue
(only) can use the Search skill to find the runes and Disable Device to
thwart them. The DC in each case is 25 + spell level, or 28 for explosive
runes.
Eyebite
Necromancy
[Evil]
Level: Brd 6, Sor/Wiz 6
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One living creature
Duration: 1 round per three levels;
see text
Saving
Throw:
Fortitude negates
Spell
Resistance:
Yes
Each
round, you may target a single living creature, striking it with waves of evil
power. Depending on the target’s HD, this attack has as many as three effects.
HD |
Effect |
10
or more |
Sickened |
5–9 |
Panicked,
sickened |
4
or less |
Comatose,
panicked, sickened |
The
effects are cumulative and concurrent.
Sickened:
Sudden
pain and fever sweeps over the subject’s body. A sickened creature takes a –2
penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and
ability checks. A creature affected by this spell remains sickened for 10
minutes per caster level. The effects cannot be negated by a remove disease or
heal spell, but a remove curse is effective.
Panicked:
The
subject becomes panicked for 1d4 rounds. Even after the panic ends, the
creature remains shaken for 10 minutes per caster level, and it automatically
becomes panicked again if it comes within sight of you during that time. This
is a fear effect.
Comatose:
The
subject falls into a catatonic coma for 10 minutes per caster level. During
this time, it cannot be awakened by any means short of dispelling the effect.
This is not a sleep effect, and thus elves are not immune to it.
The
spell lasts for 1 round per three caster levels. You must spend a move action
each round after the first to target a foe.