This material is Open Game Content, and
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SPELLS
(F-G)
Fabricate
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: See
text
Range: Close (25 ft. + 5 ft./2
levels)
Target: Up to 10 cu. ft./level;
see text
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
You
convert material of one sort into a product that is of the same material.
Creatures or magic items cannot be created or transmuted by the fabricate spell.
The quality of items made by this spell is commensurate with the quality of
material used as the basis for the new fabrication. If you work with a mineral,
the target is reduced to 1 cubic foot per level instead of 10 cubic feet.
You
must make an appropriate Craft check to fabricate articles requiring a high degree
of craftsmanship.
Casting
requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected
by the spell.
Material
Component: The
original material, which costs the same amount as the raw materials required to
craft the item to be created.
Faerie Fire
Evocation
[Light]
Level: Drd 1
Components: V, S, DF
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Area: Creatures and objects
within a 5-ft.-radius burst
Duration: 1 min./level (D)
Saving
Throw:
None
Spell
Resistance:
Yes
A
pale glow surrounds and outlines the subjects. Outlined subjects shed light as
candles. Outlined creatures do not benefit from the concealment normally
provided by darkness (though a 2nd-level or higher magical darkness effect
functions normally), blur, displacement, invisibility, or similar
effects. The light is too dim to have any special effect on undead or
dark-dwelling creatures vulnerable to light. The faerie fire can be
blue, green, or violet, according to your choice at the time of casting. The faerie
fire does not cause any harm to the objects or creatures thus outlined.
False Life
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 hour/level or until
discharged; see text
You
harness the power of unlife to grant yourself a limited ability to avoid death.
While this spell is in effect, you gain temporary hit points equal to 1d10 +1
per caster level (maximum +10).
Material
Component: A
small amount of alcohol or distilled spirits, which you use to trace certain
sigils on your body during casting. These sigils cannot be seen once the
alcohol or spirits evaporate.
False Vision
Illusion
(Glamer)
Level: Brd 5, Sor/Wiz 5,
Trickery 5
Components: V, S, M
Casting
Time: 1
standard action
Range: Touch
Area: 40-ft.-radius emanation
Duration: 1 hour/level (D)
Saving
Throw:
None
Spell
Resistance:
No
Any
divination (scrying) spell used to view anything within the area of this spell
instead receives a false image (as the major image spell), as defined by
you at the time of casting. As long as the duration lasts, you can concentrate
to change the image as desired. While you aren’t concentrating, the image
remains static.
Arcane
Material Component: The ground dust of a piece of jade worth at least 250 gp,
which is sprinkled into the air when the spell is cast.
Fear
Necromancy
[Fear, 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 round/level or 1 round;
see text
Saving
Throw: Will
partial
Spell
Resistance:
Yes
An
invisible cone of terror causes each living creature in the area to become
panicked unless it succeeds on a Will save. If cornered, a panicked creature
begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
Material
Component: Either
the heart of a hen or a white feather.
Feather Fall
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V
Casting
Time: 1
free action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: One Medium or smaller
freefalling object or creature/level, no two of which may be more than 20 ft.
apart
Duration: Until landing or 1
round/level
Saving
Throw: Will
negates (harmless) or Will negates (object)
Spell
Resistance:
Yes (object)
The
affected creatures or objects fall slowly. Feather fall instantly
changes the rate at which the targets fall to a mere 60 feet per round
(equivalent to the end of a fall from a few feet), and the subjects take no
damage upon landing while the spell is in effect. However, when the spell
duration expires, a normal rate of falling resumes.
The
spell affects one or more Medium or smaller creatures (including gear and
carried objects up to each creature’s maximum load) or objects, or the
equivalent in larger creatures: A Large creature or object counts as two Medium
creatures or objects, a Huge creature or object counts as two Large creatures
or objects, and so forth.
You
can cast this spell with an instant utterance, quickly enough to save yourself
if you unexpectedly fall. Casting the spell is a free action, like casting a
quickened spell, and it counts toward the normal limit of one quickened spell
per round. You may even cast this spell when it isn’t your turn.
This
spell has no special effect on ranged weapons unless they are falling quite a
distance. If the spell is cast on a falling item the object does half normal
damage based on its weight, with no bonus for the height of the drop.
Feather
fall works
only upon free-falling objects. It does not affect a sword blow or a charging
or flying creature.
Feeblemind
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving
Throw: Will
negates; see text
Spell
Resistance:
Yes
If
the target creature fails a Will saving throw, its Intelligence and Charisma
scores each drop to 1. The affected creature is unable to use Intelligence- or
Charisma-based skills, cast spells, understand language, or communicate
coherently. Still, it knows who its friends are and can follow them and even
protect them. The subject remains in this state until a heal, limited
wish, miracle, or wish spell is used to cancel the effect of
the feeblemind. A creature that can cast arcane spells, such as a
sorcerer or a wizard, takes a –4 penalty on its saving throw.
Material
Component: A
handful of clay, crystal, glass, or mineral spheres.
Find the Path
Divination
Level: Brd 6, Clr 6, Drd 6,
Knowledge 6, Travel 6
Components: V, S, F
Casting
Time: 3
rounds
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level
Saving
Throw:
None or Will negates (harmless)
Spell
Resistance:
No or Yes (harmless)
The
recipient of this spell can find the shortest, most direct physical route to a
specified destination, be it the way into or out of a locale. The locale can be
outdoors, underground, or even inside a maze spell. Find the path works
with respect to locations, not objects or creatures at a locale. The location
must be on the same plane as you are at the time of casting.
The
spell enables the subject to sense the correct direction that will eventually
lead it to its destination, indicating at appropriate times the exact path to
follow or physical actions to take. For example, the spell enables the subject
to sense trip wires or the proper word to bypass a glyph of warding. The
spell ends when the destination is reached or the duration expires, whichever
comes first. Find the path can be used to remove the subject and its
companions from the effect of a maze spell in a single round.
This
divination is keyed to the recipient, not its companions, and its effect does
not predict or allow for the actions of creatures (including guardians).
Focus:
A set of
divination counters of the sort you favor.
Find Traps
Divination
Level: Clr 2
Components: V, S
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 min./level
You
gain intuitive insight into the workings of traps. You can use the Search skill
to detect traps just as a rogue can. In addition, you gain an insight bonus
equal to one-half your caster level (maximum +10) on Search checks made to find
traps while the spell is in effect.
Note
that find traps grants no ability to disable the traps that you may
find.
Finger of Death
Necromancy
[Death]
Level: Drd 8, Sor/Wiz 7
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One living creature
Duration: Instantaneous
Saving
Throw:
Fortitude partial
Spell
Resistance:
Yes
You
can slay any one living creature within range. The target is entitled to a
Fortitude saving throw to survive the attack. If the save is successful, the
creature instead takes 3d6 points of damage +1 point per caster level (maximum
+25).
The
subject might die from damage even if it succeeds on its saving throw.
Fire Seeds
Conjuration
(Creation) [Fire]
Level: Drd 6, Fire 6, Sun 6
Components: V, S, M
Casting
Time: 1
standard action
Range: Touch
Targets: Up to four touched acorns
or up to eight touched holly berries
Duration: 10 min./level or until
used
Saving
Throw:
None or Reflex half; see text
Spell
Resistance:
No
Depending
on the version of fire seeds you choose, you turn acorns into splash
weapons that you or another character can throw, or you turn holly berries into
bombs that you can detonate on command.
Acorn
Grenades: As
many as four acorns turn into special splash weapons that can be hurled as far
as 100 feet. A ranged touch attack roll is required to strike the intended
target. Together, the acorns are capable of dealing 1d6 points of fire damage
per caster level (maximum 20d6), divided up among the acorns as you wish.
Each
acorn explodes upon striking any hard surface. In addition to its regular fire
damage, it deals 1 point of splash damage per die, and it ignites any
combustible materials within 10 feet. A creature within this area that makes a
successful Reflex saving throw takes only half damage; a creature struck
directly is not allowed a saving throw.
Holly
Berry Bombs: You
turn as many as eight holly berries into special bombs. The holly berries are
usually placed by hand, since they are too light to make effective thrown
weapons (they can be tossed only 5 feet). If you are within 200 feet and speak
a word of command, each berry instantly bursts into flame, causing 1d8 points
of fire damage +1 point per caster level to every creature in a 5-foot radius
burst and igniting any combustible materials within 5 feet. A creature in the
area that makes a successful Reflex saving throw takes only half damage.
Material
Component: The
acorns or holly berries.
Fire Shield
Evocation
[Fire or Cold]
Level: Fire 5, Sor/Wiz 4, Sun 4
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
This
spell wreathes you in flame and causes damage to each creature that attacks you
in melee. The flames also protect you from either cold-based or fire-based
attacks (your choice).
Any
creature striking you with its body or a handheld weapon deals normal damage,
but at the same time the attacker takes 1d6 points of damage +1 point per
caster level (maximum +15). This damage is either cold damage (if the shield
protects against fire-based attacks) or fire damage (if the shield protects
against cold-based attacks). If the attacker has spell resistance, it applies
to this effect. Creatures wielding weapons with exceptional reach are not
subject to this damage if they attack you.
When
casting this spell, you appear to immolate yourself, but the flames are thin
and wispy, giving off light equal to only half the illumination of a normal
torch (10 feet). The color of the flames is determined randomly (50% chance of
either color)—blue or green if the chill shield is cast, violet or blue
if the warm shield is employed. The special powers of each version are
as follows.
Warm
Shield: The
flames are warm to the touch. You take only half damage from cold-based
attacks. If such an attack allows a Reflex save for half damage, you take no
damage on a successful save.
Chill
Shield: The
flames are cool to the touch. You take only half damage from fire-based
attacks. If such an attack allows a Reflex save for half damage, you take no
damage on a successful save.
Arcane
Material Component: A bit of phosphorus for the warm shield; a live
firefly or glowworm or the tail portions of four dead ones for the chill
shield.
Fire Storm
Evocation
[Fire]
Level: Clr 8, Drd 7, Fire 7
Components: V, S
Casting
Time: 1
round
Range:
Medium
(100 ft. + 10 ft./level)
Area: Two 10-ft. cubes per
level (S)
Duration: Instantaneous
Saving
Throw:
Reflex half
Spell
Resistance:
Yes
When
a fire storm spell is cast, the whole area is shot through with sheets
of roaring flame. The raging flames do not harm natural vegetation, ground
cover, and any plant creatures in the area that you wish to exclude from
damage. Any other creature within the area takes 1d6 points of fire damage per
caster level (maximum 20d6).
Fire Trap
Abjuration
[Fire]
Level: Drd 2, Sor/Wiz 4
Components: V, S, M
Casting
Time: 10
minutes
Range: Touch
Target: Object touched
Duration: Permanent until
discharged (D)
Saving
Throw:
Reflex half; see text
Spell
Resistance:
Yes
Fire
trap creates
a fiery explosion when an intruder opens the item that the trap protects. A fire
trap can ward any object that can be opened and closed.
When
casting fire trap, you select a point on the object as the spell’s
center. When someone other than you opens the object, a fiery explosion fills
the area within a 5-foot radius around the spell’s center. The flames deal 1d4
points of fire damage +1 point per caster level (maximum +20). The item
protected by the trap is not harmed by this explosion.
A
fire trapped item cannot have a second closure or warding spell placed
on it.
A
knock spell does not bypass a fire trap. An unsuccessful dispel magic spell
does not detonate the spell.
Underwater,
this ward deals half damage and creates a large cloud of steam.
You
can use the fire trapped object without discharging it, as can any
individual to whom the object was specifically attuned when cast. Attuning a fire
trapped object to an individual usually involves setting a password that
you can share with friends.
Note:
Magic
traps such as fire trap are hard to detect and disable. A rogue (only)
can use the Search skill to find a fire trap and Disable Device to
thwart it. The DC in each case is 25 + spell level (DC 27 for a druid’s fire
trap or DC 29 for the arcane version).
Material
Component: A
half-pound of gold dust (cost 25 gp) sprinkled on the warded object.
Fireball
Evocation
[Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving
Throw:
Reflex half
Spell
Resistance:
Yes
A
fireball spell is an explosion of flame that detonates with a low roar
and deals 1d6 points of fire damage per caster level (maximum 10d6) to every
creature within the area. Unattended objects also take this damage. The
explosion creates almost no pressure.
You
point your finger and determine the range (distance and height) at which the fireball
is to burst. A glowing, pea-sized bead streaks from the pointing digit and,
unless it impacts upon a material body or solid barrier prior to attaining the
prescribed range, blossoms into the fireball at that point. (An early
impact results in an early detonation.) If you attempt to send the bead through
a narrow passage, such as through an arrow slit, you must “hit” the opening
with a ranged touch attack, or else the bead strikes the barrier and detonates
prematurely.
The
fireball sets fire to combustibles and damages objects in the area. It
can melt metals with low melting points, such as lead, gold, copper, silver,
and bronze. If the damage caused to an interposing barrier shatters or breaks
through it, the fireball may continue beyond the barrier if the area
permits; otherwise it stops at the barrier just as any other spell effect does.
Material
Component: A
tiny ball of bat guano and sulfur.
Flame Arrow
Transmutation
[Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: Fifty projectiles, all of
which must be in contact with each other at the time of casting
Duration: 10 min./level
Saving
Throw:
None
Spell
Resistance:
No
You
turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery
projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage
to any target it hits. A flaming projectile can easily ignite a flammable
object or structure, but it won’t ignite a creature it strikes.
Material
Component: A
drop of oil and a small piece of flint.
Flame Blade
Evocation
[Fire]
Level: Drd 2
Components: V, S, DF
Casting
Time: 1
standard action
Range: 0 ft.
Effect: Sword-like beam
Duration: 1 min./level (D)
Saving
Throw:
None
Spell
Resistance:
Yes
A
3-foot-long, blazing beam of red-hot fire springs forth from your hand. You
wield this bladelike beam as if it were a scimitar. Attacks with the flame
blade are melee touch attacks. The blade deals 1d8 points of fire damage +1
point per two caster levels (maximum +10). Since the blade is immaterial, your
Strength modifier does not apply to the damage. A flame blade can ignite
combustible materials such as parchment, straw, dry sticks, and cloth.
The
spell does not function underwater.
Flame Strike
Evocation
[Fire]
Level: Clr 5, Drd 4, Sun 5, War
5
Components: V, S, DF
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Area: Cylinder (10-ft. radius,
40 ft. high)
Duration: Instantaneous
Saving
Throw:
Reflex half
Spell
Resistance:
Yes
A
flame strike produces a vertical column of divine fire roaring downward.
The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the
damage is fire damage, but the other half results directly from divine power
and is therefore not subject to being reduced by resistance to fire-based
attacks.
Flaming Sphere
Evocation
[Fire]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving
Throw:
Reflex negates
Spell
Resistance:
Yes
A
burning globe of fire rolls in whichever direction you point and burns those it
strikes. It moves 30 feet per round. As part of this movement, it can ascend or
jump up to 30 feet to strike a target. If it enters a space with a creature, it
stops moving for the round and deals 2d6 points of fire damage to that
creature, though a successful Reflex save negates that damage. A flaming
sphere rolls over barriers less than 4 feet tall. It ignites flammable
substances it touches and illuminates the same area as a torch would.
The
sphere moves as long as you actively direct it (a move action for you);
otherwise, it merely stays at rest and burns. It can be extinguished by any
means that would put out a normal fire of its size. The surface of the sphere
has a spongy, yielding consistency and so does not cause damage except by its
flame. It cannot push aside unwilling creatures or batter down large obstacles.
A flaming sphere winks out if it exceeds the spell’s range.
Arcane
Material Component: A bit of tallow, a pinch of brimstone, and a dusting of
powdered iron.
Flare
Evocation
[Light]
Level: Brd 0, Drd 0, Sor/Wiz 0
Components: V
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Burst of light
Duration: Instantaneous
Saving
Throw:
Fortitude negates
Spell
Resistance:
Yes
This
cantrip creates a burst of light. If you cause the light to burst directly in
front of a single creature, that creature is dazzled for 1 minute unless it
makes a successful Fortitude save. Sightless creatures, as well as creatures
already dazzled, are not affected by flare.
Flesh to Stone
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving
Throw:
Fortitude negates
Spell
Resistance:
Yes
The
subject, along with all its carried gear, turns into a mindless, inert statue.
If the statue resulting from this spell is broken or damaged, the subject (if
ever returned to its original state) has similar damage or deformities. The
creature is not dead, but it does not seem to be alive either when viewed with
spells such as deathwatch.
Only
creatures made of flesh are affected by this spell.
Material
Component: Lime,
water, and earth.
Fly
Transmutation
Level: Sor/Wiz 3, Travel 3
Components: V, S, F/DF
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving
Throw:
Will negates (harmless)
Spell
Resistance:
Yes (harmless)
The
subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy
armor, or if it carries a medium or heavy load). It can ascend at half speed
and descend at double speed, and its maneuverability is good. Using a fly spell
requires only as much concentration as walking, so the subject can attack or
cast spells normally. The subject of a fly spell can charge but not run,
and it cannot carry aloft more weight than its maximum load, plus any armor it
wears.
Should
the spell duration expire while the subject is still aloft, the magic fails
slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it
reaches the ground in that amount of time, it lands safely. If not, it falls
the rest of the distance, taking 1d6 points of damage per 10 feet of fall.
Since dispelling a spell effectively ends it, the subject also descends in this
way if the fly spell is dispelled, but not if it is negated by an antimagic
field.
Arcane
Focus: A
wing feather from any bird.
Floating Disk
Evocation
[Force]
Level: Sor/Wiz 1
Components: V, S, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: 3-ft.-diameter disk of
force
Duration: 1 hour/level
Saving
Throw:
None
Spell
Resistance:
No
You
create a slightly concave, circular plane of force that follows you about and
carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its
center. It can hold 100 pounds of weight per caster level. (If used to
transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3
feet above the ground at all times and remains level. It floats along
horizontally within spell range and will accompany you at a rate of no more
than your normal speed each round. If not otherwise directed, it maintains a
constant interval of 5 feet between itself and you. The disk winks out of
existence when the spell duration expires. The disk also winks out if you move
beyond range or try to take the disk more than 3 feet away from the surface
beneath it. When the disk winks out, whatever it was supporting falls to the
surface beneath it.
Material
Component: A
drop of mercury.
Fog Cloud
Conjuration
(Creation)
Level: Drd 2, Sor/Wiz 2, Water 2
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft. level)
Effect: Fog spreads in 20-ft.
radius, 20 ft. high
Duration: 10 min./level
Saving
Throw:
None
Spell
Resistance:
No
A
bank of fog billows out from the point you designate. The fog obscures all
sight, including darkvision, beyond 5 feet. A creature within 5 feet has
concealment (attacks have a 20% miss chance). Creatures farther away have total
concealment (50% miss chance, and the attacker can’t use sight to locate the
target).
A
moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph)
disperses the fog in 1 round.
The
spell does not function underwater.
Forbiddance
Abjuration
Level: Clr 6
Components: V, S, M, DF
Casting
Time: 6
rounds
Range:
Medium
(100 ft. + 10 ft./level)
Area: 60-ft. cube/level (S)
Duration: Permanent
Saving
Throw:
See text
Spell
Resistance:
Yes
Forbiddance
seals an
area against all planar travel into or within it. This includes all
teleportation spells (such as dimension door and teleport), plane
shifting, astral travel, ethereal travel, and all summoning spells. Such
effects simply fail automatically.
In
addition, it damages entering creatures whose alignments are different from
yours. The effect on those attempting to enter the warded area is based on
their alignment relative to yours (see below). A creature inside the area when
the spell is cast takes no damage unless it exits the area and attempts to
reenter, at which time it is affected as normal.
Alignments
identical: No
effect. The creature may enter the area freely (although not by planar travel).
Alignments
different with respect to either law/chaos or good/evil: The creature takes 6d6
points of damage. A successful Will save halves the damage, and spell
resistance applies.
Alignments
different with respect to both law/chaos and good/evil: The creature takes 12d6
points of damage. A successful Will save halves the damage, and spell
resistance applies.
At
your option, the abjuration can include a password, in which case creatures of alignments
different from yours can avoid the damage by speaking the password as they
enter the area. You must select this option (and the password) at the time of
casting.
Dispel
magic does
not dispel a forbiddance effect unless the dispeller’s level is at least
as high as your caster level.
You
can’t have multiple overlapping forbiddance effects. In such a case, the
more recent effect stops at the boundary of the older effect.
Material
Component: A
sprinkling of holy water and rare incenses worth at least 1,500 gp, plus 1,500
gp per 60-foot cube. If a password is desired, this requires the burning of
additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot
cube.
Forcecage
Evocation
[Force]
Level: Sor/Wiz 7
Components: V, S, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Area: Barred cage (20-ft. cube)
or windowless cell (10-ft. cube)
Duration: 2 hours/level (D)
Saving
Throw:
None
Spell
Resistance:
No
This
powerful spell brings into being an immobile, invisible cubical prison composed
of either bars of force or solid walls of force (your choice).
Creatures
within the area are caught and contained unless they are too big to fit inside,
in which case the spell automatically fails. Teleportation and other forms of
astral travel provide a means of escape, but the force walls or bars extend
into the Ethereal Plane, blocking ethereal travel.
Like
a wall of force spell, a forcecage resists dispel magic, but
it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere
of annihilation or a rod of cancellation.
Barred
Cage: This
version of the spell produces a 20-foot cube made of bands of force (similar to
a wall of force spell) for bars. The bands are a half-inch wide, with
half-inch gaps between them. Any creature capable of passing through such a
small space can escape; others are confined. You can’t attack a creature in a
barred cage with a weapon unless the weapon can fit between the gaps. Even
against such weapons (including arrows and similar ranged attacks), a creature
in the barred cage has cover. All spells and breath weapons can pass through
the gaps in the bars.
Windowless
Cell: This
version of the spell produces a 10-foot cube with no way in and no way out.
Solid walls of force form its six sides.
Material
Component: Ruby
dust worth 1,500 gp, which is tossed into the air and disappears when you cast
the spell.
Forceful Hand
Evocation
[Force]
Level: Sor/Wiz 6
Components: V, S, F
This
spell functions like interposing hand, except that the forceful hand pursues
and pushes away the opponent that you designate. Treat this attack as a bull
rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being
Large, and a +2 bonus for charging, which it always gets). The hand always
moves with the opponent to push that target back the full distance allowed, and
it has no speed limit. Directing the spell to a new target is a move action.
A
very strong creature could not push the hand out of its way because the latter
would instantly reposition itself between the creature and you, but an opponent
could push the hand up against you by successfully bull rushing it.
Focus:
A sturdy
glove made of leather or heavy cloth.
Foresight
Divination
Level: Drd 9, Knowledge 9,
Sor/Wiz 9
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Personal or touch
Target: See text
Duration: 10 min./level
Saving
Throw:
None or Will negates (harmless)
Spell
Resistance:
No or Yes (harmless)
This
spell grants you a powerful sixth sense in relation to yourself or another.
Once foresight is cast, you receive instantaneous warnings of impending
danger or harm to the subject of the spell. You are never surprised or
flat-footed. In addition, the spell gives you a general idea of what action you
might take to best protect yourself and gives you a +2 insight bonus to AC and
Reflex saves. This insight bonus is lost whenever you would lose a Dexterity
bonus to AC.
When
another creature is the subject of the spell, you receive warnings about that
creature. You must communicate what you learn to the other creature for the
warning to be useful, and the creature can be caught unprepared in the absence
of such a warning. Shouting a warning, yanking a person back, and even
telepathically communicating (via an appropriate spell) can all be accomplished
before some danger befalls the subject, provided you act on the warning without
delay. The subject, however, does not gain the insight bonus to AC and Reflex
saves.
Arcane
Material Component: A hummingbird’s feather.
Fox’s Cunning
Transmutation
Level: Brd 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 smarter. The spell grants a +4 enhancement bonus to
Intelligence, adding the usual benefits to Intelligence-based skill checks and
other uses of the Intelligence modifier. Wizards (and other spellcasters who
rely on Intelligence) affected by this spell do not gain any additional bonus
spells for the increased Intelligence, but the save DCs for spells they cast
while under this spell’s effect do increase. This spell doesn’t grant extra
skill points.
Arcane
Material Component: A few hairs, or a pinch of dung, from a fox.
Fox’s Cunning,
Mass
Transmutation
Level: Brd 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 fox’s cunning, except that it affects multiple
creatures.
Freedom
Abjuration
Level: Sor/Wiz 9
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels) or see text
Target: One creature
Duration: Instantaneous
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes
The
subject is freed from spells and effects that restrict its movement, including binding,
entangle, grappling, imprisonment, maze, paralysis, petrification,
pinning, sleep, slow, stunning, temporal stasis, and web.
To free a creature from imprisonment or maze, you must know its
name and background, and you must cast this spell at the spot where it was
entombed or banished into the maze.
Freedom of
Movement
Abjuration
Level: Brd 4, Clr 4, Drd 4, Luck
4, Rgr 4
Components: V, S, M, DF
Casting
Time: 1
standard action
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
This
spell enables you or a creature you touch to move and attack normally for the
duration of the spell, even under the influence of magic that usually impedes
movement, such as paralysis, solid fog, slow, and web. The
subject automatically succeeds on any grapple check made to resist a grapple
attempt, as well as on grapple checks or Escape Artist checks made to escape a
grapple or a pin.
The
spell also allows the subject to move and attack normally while underwater,
even with slashing weapons such as axes and swords or with bludgeoning weapons
such as flails, hammers, and maces, provided that the weapon is wielded in the
hand rather than hurled. The freedom of movement spell does not,
however, allow water breathing.
Material
Component: A
leather thong, bound around the arm or a similar appendage.
Freezing Sphere
Evocation
[Cold]
Level: Sor/Wiz 6
Components: V, S, F
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Target,
Effect, or Area:
See text
Duration: Instantaneous or 1
round/level; see text
Saving
Throw:
Reflex half; see text
Spell
Resistance:
Yes
Freezing
sphere creates
a frigid globe of cold energy that streaks from your fingertips to the location
you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of
cold damage per caster level (maximum 15d6) to each creature in the area. An
elemental (water) creature instead takes 1d8 points of cold damage per caster
level (maximum 15d8).
If
the freezing sphere strikes a body of water or a liquid that is
principally water (not including water-based creatures), it freezes the liquid
to a depth of 6 inches over an area equal to 100 square feet (a 10- foot
square) per caster level (maximum 1,500 square feet). This ice lasts for 1
round per caster level. Creatures that were swimming on the surface of frozen
water become trapped in the ice. Attempting to break free is a full-round
action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape
Artist check to do so.
You
can refrain from firing the globe after completing the spell, if you wish.
Treat this as a touch spell for which you are holding the charge. You can hold
the charge for as long as 1 round per level, at the end of which time the freezing
sphere bursts centered on you (and you receive no saving throw to resist
its effect). Firing the globe in a later round is a standard action.
Focus:
A small
crystal sphere.
Gaseous Form
Transmutation
Level: Air 3, Brd 3, Sor/Wiz 3
Components: S, M/DF
Casting
Time: 1
standard action
Range: Touch
Target:
Willing
corporeal creature touched
Duration: 2 min./level (D)
Saving
Throw:
None
Spell
Resistance:
No
The
subject and all its gear become insubstantial, misty, and translucent. Its
material armor (including natural armor) becomes worthless, though its size,
Dexterity, deflection bonuses, and armor bonuses from force effects still
apply. The subject gains damage reduction 10/magic and becomes immune to poison
and critical hits. It can’t attack or cast spells with verbal, somatic,
material, or focus components while in gaseous form. (This does not rule out
the use of certain spells that the subject may have prepared using the feats
Silent Spell, Still Spell, and Eschew Materials.) The subject also loses
supernatural abilities while in gaseous form. If it has a touch spell ready to
use, that spell is discharged harmlessly when the gaseous form spell
takes effect.
A
gaseous creature can’t run, but it can fly at a speed of 10 feet
(maneuverability perfect). It can pass through small holes or narrow openings,
even mere cracks, with all it was wearing or holding in its hands, as long as
the spell persists. The creature is subject to the effects of wind, and it
can’t enter water or other liquid. It also can’t manipulate objects or activate
items, even those carried along with its gaseous form. Continuously active
items remain active, though in some cases their effects may be moot.
Arcane
Material Component: A bit of gauze and a wisp of smoke.
Gate
Conjuration
(Creation or Calling)
Level: Clr 9, Sor/Wiz 9
Components: V, S, XP; see text
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect: See text
Duration: Instantaneous or
concentration (up to 1 round/level); see text
Saving
Throw:
None
Spell
Resistance:
No
Casting
a gate spell has two effects. First, it creates an interdimensional
connection between your plane of existence and a plane you specify, allowing
travel between those two planes in either direction.
Second,
you may then call a particular individual or kind of being through the gate.
The
gate itself is a circular hoop or disk from 5 to 20 feet in diameter
(caster’s choice), oriented in the direction you desire when it comes into
existence (typically vertical and facing you). It is a two-dimensional window
looking into the plane you specified when casting the spell, and anyone or
anything that moves through is shunted instantly to the other side.
A
gate has a front and a back. Creatures moving through the gate from
the front are transported to the other plane; creatures moving through it from
the back are not.
Planar
Travel: As
a mode of planar travel, a gate spell functions much like a plane
shift spell, except that the gate opens precisely at the point you
desire (a creation effect). Deities and other beings who rule a planar realm
can prevent a gate from opening in their presence or personal demesnes
if they so desire. Travelers need not join hands with you—anyone who chooses to
step through the portal is transported. A gate cannot be opened to
another point on the same plane; the spell works only for interplanar travel.
You
may hold the gate open only for a brief time (no more than 1 round per
caster level), and you must concentrate on doing so, or else the interplanar
connection is severed.
Calling
Creatures: The
second effect of the gate spell is to call an extraplanar creature to
your aid (a calling effect). By naming a particular being or kind of being as
you cast the spell, you cause the gate to open in the immediate vicinity
of the desired creature and pull the subject through, willing or unwilling.
Deities and unique beings are under no compulsion to come through the gate, although
they may choose to do so of their own accord. This use of the spell creates a gate
that remains open just long enough to transport the called creatures. This
use of the spell has an XP cost (see below).
If
you choose to call a kind of creature instead of a known individual you may
call either a single creature (of any HD) or several creatures. You can call
and control several creatures as long as their HD total does not exceed your
caster level. In the case of a single creature, you can control it if its HD do
not exceed twice your caster level. A single creature with more HD than twice
your caster level can’t be controlled. Deities and unique beings cannot be
controlled in any event. An uncontrolled being acts as it pleases, making the
calling of such creatures rather dangerous. An uncontrolled being may return to
its home plane at any time.
A
controlled creature can be commanded to perform a service for you. Such
services fall into two categories: immediate tasks and contractual service.
Fighting for you in a single battle or taking any other actions that can be
accomplished within 1 round per caster level counts as an immediate task; you
need not make any agreement or pay any reward for the creature’s help. The
creature departs at the end of the spell.
If
you choose to exact a longer or more involved form of service from a called
creature, you must offer some fair trade in return for that service. The
service exacted must be reasonable with respect to the promised favor or
reward; see the lesser planar ally spell for appropriate rewards. (Some
creatures may want their payment in “livestock” rather than in coin, which
could involve complications.) Immediately upon completion of the service, the
being is transported to your vicinity, and you must then and there turn over
the promised reward. After this is done, the creature is instantly freed to return
to its own plane.
Failure
to fulfill the promise to the letter results in your being subjected to service
by the creature or by its liege and master, at the very least. At worst, the
creature or its kin may attack you.
Note:
When you
use a calling spell such as gate to call an air, chaotic, earth, evil,
fire, good, lawful, or water creature, it becomes a spell of that type.
XP
Cost: 1,000
XP (only for the calling creatures function).
Geas/Quest
Enchantment
(Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 6, Clr 6, Sor/Wiz 6
Casting
Time: 10
minutes
Target: One living creature
Saving
Throw:
None
This
spell functions similarly to lesser geas, except that it affects a
creature of any HD and allows no saving throw.
Instead
of taking penalties to ability scores (as with lesser geas), the subject
takes 3d6 points of damage each day it does not attempt to follow the geas/quest.
Additionally, each day it must make a Fortitude saving throw or become
sickened. These effects end 24 hours after the creature attempts to resume the geas/
quest.
A
remove curse spell ends a geas/quest spell only if its caster
level is at least two higher than your caster level. Break enchantment does
not end a geas/quest, but limited wish, miracle, and wish
do.
Bards,
sorcerers, and wizards usually refer to this spell as geas, while
clerics call the same spell quest.
Geas, Lesser
Enchantment
(Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V
Casting
Time: 1
round
Range: Close (25 ft. + 5 ft./2
levels)
Target: One living creature with
7 HD or less
Duration: One day/level or until
discharged (D)
Saving
Throw: Will
negates
Spell
Resistance:
Yes
A
lesser geas places a magical command on a creature to carry out some
service or to refrain from some action or course of activity, as desired by
you. The creature must have 7 or fewer Hit Dice and be able to understand you.
While a geas cannot compel a creature to kill itself or perform acts
that would result in certain death, it can cause almost any other course of
activity.
The
geased creature must follow the given instructions until the geas is
completed, no matter how long it takes.
If
the instructions involve some open-ended task that the recipient cannot
complete through his own actions the spell remains in effect for a maximum of
one day per caster level. A clever recipient can subvert some instructions:
If
the subject is prevented from obeying the lesser geas for 24 hours, it
takes a –2 penalty to each of its ability scores. Each day, another –2 penalty
accumulates, up to a total of –8. No ability score can be reduced to less than
1 by this effect. The ability score penalties are removed 24 hours after the
subject resumes obeying the lesser geas.
A
lesser geas (and all ability score penalties) can be ended by break
enchantment, limited wish, remove curse, miracle, or wish.
Dispel magic does not affect a lesser geas.
Gentle Repose
Necromancy
Level: Clr 2, Sor/Wiz 3
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Touch
Target: Corpse touched
Duration: One day/level
Saving
Throw: Will
negates (object)
Spell
Resistance:
Yes (object)
You
preserve the remains of a dead creature so that they do not decay. Doing so
effectively extends the time limit on raising that creature from the dead (see raise
dead). Days spent under the influence of this spell don’t count against the
time limit. Additionally, this spell makes transporting a fallen comrade more
pleasant.
The
spell also works on severed body parts and the like.
Arcane
Material Component: A pinch of salt, and a copper piece for each eye the corpse
has (or had).
Ghost Sound
Illusion
(Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Illusory sounds
Duration: 1 round/level (D)
Saving
Throw: Will
disbelief (if interacted with)
Spell
Resistance:
No
Ghost
sound allows
you to create a volume of sound that rises, recedes, approaches, or remains at
a fixed place. You choose what type of sound ghost sound creates when
casting it and cannot thereafter change the sound’s basic character.
The
volume of sound created depends on your level. You can produce as much noise as
four normal humans per caster level (maximum twenty humans). Thus, talking,
singing, shouting, walking, marching, or running sounds can be created. The
noise a ghost sound spell produces can be virtually any type of sound
within the volume limit. A horde of rats running and squeaking is about the
same volume as eight humans running and shouting. A roaring lion is equal to
the noise from sixteen humans, while a roaring dire tiger is equal to the noise
from twenty humans.
Ghost
sound can
enhance the effectiveness of a silent image spell.
Ghost
sound can
be made permanent with a permanency spell.
Material
Component: A
bit of wool or a small lump of wax.
Ghoul Touch
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1
standard action
Range: Touch
Target: Living humanoid touched
Duration: 1d6+2 rounds
Saving
Throw:
Fortitude negates
Spell
Resistance:
Yes
Imbuing
you with negative energy, this spell allows you to paralyze a single living
humanoid for the duration of the spell with a successful melee touch attack.
Additionally,
the paralyzed subject exudes a carrion stench that causes all living creatures
(except you) in a 10-foot-radius spread to become sickened (Fortitude negates).
A neutralize poison spell removes the effect from a sickened creature,
and creatures immune to poison are unaffected by the stench.
Material
Component: A
small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth
from a ghoul’s lair.
Giant Vermin
Transmutation
Level: Clr 4, Drd 4
Components: V, S, DF
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: Up to three vermin, no
two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving
Throw:
None
Spell
Resistance:
Yes
You
turn three normal-sized centipedes, two normal-sized spiders, or a single
normal-sized scorpion into larger forms. Only one type of vermin can be
transmuted (so a single casting cannot affect both a centipede and a spider),
and all must be grown to the same size. The size to which the vermin can be
grown depends on your level; see the table below.
Any
giant vermin created by this spell do not attempt to harm you, but your control
of such creatures is limited to simple commands (“Attack,” “Defend,” “Stop,”
and so forth). Orders to attack a certain creature when it appears or guard
against a particular occurrence are too complex for the vermin to understand.
Unless commanded to do otherwise, the giant vermin attack whoever or whatever
is near them.
Caster Level |
Vermin Size |
9th
or lower |
Medium |
10th–13th |
Large |
14th–17th |
Huge |
18th–19th |
Gargantuan |
20th
or higher |
Colossal |
Glibness
Transmutation
Level: Brd 3
Components: S
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Your
speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks
made to convince another of the truth of your words. (This bonus doesn’t apply
to other uses of the Bluff skill, such as feinting in combat, creating a
diversion to hide, or communicating a hidden message via innuendo.)
If
a magical effect is used against you that would detect your lies or force you
to speak the truth the user of the effect must succeed on a caster level check
(1d20 + caster level) against a DC of 15 + your caster level to succeed.
Failure means the effect does not detect your lies or force you to speak only
the truth.
Glitterdust
Conjuration
(Creation)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Area: Creatures and objects
within 10-ft.-radius spread
Duration: 1 round/level
Saving
Throw: Will
negates (blinding only)
Spell
Resistance:
No
A
cloud of golden particles covers everyone and everything in the area, causing
creatures to become blinded and visibly outlining invisible things for the
duration of the spell. All within the area are covered by the dust, which
cannot be removed and continues to sparkle until it fades.
Any
creature covered by the dust takes a –40 penalty on Hide checks.
Material
Component: Ground
mica.
Globe of
Invulnerability
Abjuration
Level: Sor/Wiz 6
This
spell functions like lesser globe of invulnerability, except that it
also excludes 4th-level spells and spell-like effects.
Globe of
Invulnerability, Lesser
Abjuration
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 1
standard action
Range: 10 ft.
Area: 10-ft.-radius spherical
emanation, centered on you
Duration: 1 round/level (D)
Saving
Throw:
None
Spell
Resistance:
No
An
immobile, faintly shimmering magical sphere surrounds you and excludes all
spell effects of 3rd level or lower. The area or effect of any such spells does
not include the area of the lesser globe of invulnerability. Such spells
fail to affect any target located within the globe. Excluded effects include spell-like
abilities and spells or spell-like effects from items. However, any type of
spell can be cast through or out of the magical globe. Spells of 4th level and
higher are not affected by the globe, nor are spells already in effect when the
globe is cast. The globe can be brought down by a targeted dispel magic spell,
but not by an area dispel magic. You can leave and return to the globe
without penalty.
Note
that spell effects are not disrupted unless their effects enter the globe, and
even then they are merely suppressed, not dispelled.
If
a given spell has more than one level depending on which character class is
casting it, use the level appropriate to the caster to determine whether lesser
globe of invulnerability stops it.
Material
Component: A
glass or crystal bead that shatters at the expiration of the spell.
Glyph of Warding
Abjuration
Level: Clr 3
Components: V, S, M
Casting
Time: 10
minutes
Range: Touch
Target
or Area:
Object touched or up to 5 sq. ft./level
Duration: Permanent until
discharged (D)
Saving
Throw:
See text
Spell
Resistance:
No (object) and Yes; see text
This
powerful inscription harms those who enter, pass, or open the warded area or
object. A glyph of warding can guard a bridge or passage, ward a portal,
trap a chest or box, and so on.
You
set the conditions of the ward. Typically, any creature entering the warded
area or opening the warded object without speaking a password (which you set
when casting the spell) is subject to the magic it stores. Alternatively or in
addition to a password trigger, glyphs can be set according to physical
characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs
can also be set with respect to good, evil, law, or chaos, or to pass those
of your religion. They cannot be set according to class, Hit Dice, or level. Glyphs
respond to invisible creatures normally but are not triggered by those who
travel past them ethereally. Multiple glyphs cannot be cast on the same
area. However, if a cabinet has three drawers, each can be separately warded.
When
casting the spell, you weave a tracery of faintly glowing lines around the
warding sigil. A glyph can be placed to conform to any shape up to the
limitations of your total square footage. When the spell is completed, the glyph
and tracery become nearly invisible.
Glyphs
cannot be
affected or bypassed by such means as physical or magical probing, though they
can be dispelled. Mislead, polymorph, and nondetection (and
similar magical effects) can fool a glyph, though nonmagical disguises
and the like can’t. Read magic allows you to identify a glyph of
warding with a DC 13 Spellcraft check. Identifying the glyph does
not discharge it and allows you to know the basic nature of the glyph (version,
type of damage caused, what spell is stored).
Note:
Magic
traps such as glyph of warding are hard to detect and disable. A rogue
(only) can use the Search skill to find the glyph and Disable Device to
thwart it. The DC in each case is 25 + spell level, or 28 for glyph of
warding.
Depending
on the version selected, a glyph either blasts the intruder or activates
a spell.
Blast
Glyph: A blast
glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the
intruder and to all within 5 feet of him or her. This damage is acid, cold,
fire, electricity, or sonic (caster’s choice, made at time of casting). Each
creature affected can attempt a Reflex save to take half damage. Spell
resistance applies against this effect.
Spell
Glyph: You
can store any harmful spell of 3rd level or lower that you know. All
level-dependent features of the spell are based on your caster level at the
time of casting the glyph. If the spell has a target, it targets the
intruder. If the spell has an area or an amorphous effect the area or effect is
centered on the intruder. If the spell summons creatures, they appear as close
as possible to the intruder and attack. Saving throws and spell resistance
operate as normal, except that the DC is based on the level of the spell stored
in the glyph.
Material
Component: You
trace the glyph with incense, which must first be sprinkled with
powdered diamond worth at least 200 gp.
Glyph of Warding,
Greater
Abjuration
Level: Clr 6
This
spell functions like glyph of warding, except that a greater blast
glyph deals up to 10d8 points of damage, and a greater spell glyph can
store a spell of 6th level or lower.
Material
Component: You
trace the glyph with incense, which must first be sprinkled with
powdered diamond worth at least 400 gp.
Goodberry
Transmutation
Level: Drd 1
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Targets: 2d4 fresh berries touched
Duration: One day/level
Saving
Throw:
None
Spell
Resistance:
Yes
Casting
goodberry upon a handful of freshly picked berries makes 2d4 of them
magical. You (as well as any other druid of 3rd or higher level) can
immediately discern which berries are affected. Each transmuted berry provides
nourishment as if it were a normal meal for a Medium creature. The berry also
cures 1 point of damage when eaten, subject to a maximum of 8 points of such
curing in any 24-hour period.
Good Hope
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 3
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Targets: One living
creature/level, no two of which may be more than 30 ft. apart
Duration: 1 min./level
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
This
spell instills powerful hope in the subjects. Each affected creature gains a +2
morale bonus on saving throws, attack rolls, ability checks, skill checks, and
weapon damage rolls.
Good
hope counters
and dispels crushing despair.
Grasping Hand
Evocation
[Force]
Level: Sor/Wiz 7, Strength 7
Components: V, S, F/DF
This
spell functions like interposing hand, except the hand can also grapple
one opponent that you select. The grasping hand gets one grapple attack
per round.
Its
attack bonus to make contact equals your caster level + your Intelligence, Wisdom,
or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10
for the hand’s Strength score (31), –1 for being Large. Its grapple bonus is
this same figure, except with a +4 modifier for being Large instead of –1. The
hand holds but does not harm creatures it grapples.
Directing
the spell to a new target is a move action.
The
grasping hand can also bull rush an opponent as forceful hand does,
but at a +16 bonus on the Strength check (+10 for Strength 35, +4 for being
Large, and a +2 bonus for charging, which it always gets), or interpose itself
as interposing hand does.
Clerics
who cast this spell name it for their deities.
Arcane
Focus: A
leather glove.
Grease
Conjuration
(Creation)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target
or Area: One
object or a 10-ft. square
Duration: 1 round/level (D)
Saving
Throw:
See text
Spell
Resistance:
No
A
grease spell covers a solid surface with a layer of slippery grease. Any
creature in the area when the spell is cast must make a successful Reflex save
or fall. This save is repeated on your turn each round that the creature
remains within the area. A creature can walk within or through the area of
grease at half normal speed with a DC 10 Balance check. Failure means it can’t
move that round (and must then make a Reflex save or fall), while failure by 5
or more means it falls (see the Balance skill for details).
The
spell can also be used to create a greasy coating on an item. Material objects
not in use are always affected by this spell, while an object wielded or
employed by a creature receives a Reflex saving throw to avoid the effect. If
the initial saving throw fails, the creature immediately drops the item. A saving
throw must be made in each round that the creature attempts to pick up or use
the greased item. A creature wearing greased armor or clothing
gains a +10 circumstance bonus on Escape Artist checks and on grapple checks
made to resist or escape a grapple or to escape a pin.
Material
Component: A
bit of pork rind or butter.
Greater (Spell
Name)
Any
spell whose name begins with greater is alphabetized in this chapter
according to the second word of the spell name. Thus, the description of a greater
spell appears near the description of the spell on which it is based. Spell
chains that have greater spells in them include those based on the
spells arcane sight, command, dispel magic, glyph of warding, invisibility,
magic fang, magic weapon, planar ally, planar binding, prying eyes,
restoration, scrying, shadow conjuration, shadow evocation, shout, and teleport.
Guards and Wards
Abjuration
Level: Sor/Wiz 6
Components: V, S, M, F
Casting
Time: 30
minutes
Range: Anywhere within the area
to be warded
Area: Up to 200 sq. ft./level
(S)
Duration: 2 hours/level (D)
Saving
Throw:
See text
Spell
Resistance:
See text
This
powerful spell is primarily used to defend your stronghold. The ward protects
200 square feet per caster level. The warded area can be as much as 20 feet
high, and shaped as you desire. You can ward several stories of a stronghold by
dividing the area among them; you must be somewhere within the area to be
warded to cast the spell. The spell creates the following magical effects
within the warded area.
Fog:
Fog fills
all corridors, obscuring all sight, including darkvision, beyond 5 feet. A
creature within 5 feet has concealment (attacks have a 20% miss chance).
Creatures farther away have total concealment (50% miss chance, and the
attacker cannot use sight to locate the target). Saving Throw: None. Spell
Resistance: No.
Arcane
Locks: All
doors in the warded area are arcane locked. Saving Throw: None. Spell
Resistance: No.
Webs:
Webs fill
all stairs from top to bottom. These strands are identical with those created
by the web spell, except that they regrow in 10 minutes if they are
burned or torn away while the guards and wards spell lasts. Saving
Throw: Reflex negates; see text for web. Spell Resistance: No.
Confusion:
Where
there are choices in direction—such as a corridor intersection or side
passage—a minor confusion-type effect functions so as to make it 50%
probable that intruders believe they are going in the opposite direction from
the one they actually chose. This is an enchantment, mind-affecting effect.
Saving Throw: None. Spell Resistance: Yes.
Lost
Doors: One
door per caster level is covered by a silent image to appear as if it
were a plain wall. Saving Throw: Will disbelief (if interacted with). Spell
Resistance: No.
In
addition, you can place your choice of one of the following five magical
effects.
1.
Dancing lights in four corridors. You can designate a simple program
that causes the lights to repeat as long as the guards and wards spell
lasts. Saving Throw: None. Spell Resistance: No.
2.
A magic mouth in two places. Saving Throw: None. Spell Resistance: No.
3.
A stinking cloud in two places. The vapors appear in the places you
designate; they return within 10 minutes if dispersed by wind while the guards
and wards spell lasts. Saving Throw: Fortitude negates; see text for stinking
cloud. Spell Resistance: No.
4.
A gust of wind in one corridor or room. Saving Throw: Fortitude negates.
Spell Resistance: Yes.
5.
A suggestion in one place. You select an area of up to 5 feet square,
and any creature who enters or passes through the area receives the suggestion
mentally. Saving Throw: Will negates. Spell Resistance: Yes.
The
whole warded area radiates strong magic of the abjuration school. A dispel
magic cast on a specific effect, if successful, removes only that effect. A
successful Mage’s disjunction destroys the entire guards and wards effect.
Material
Component: Burning
incense, a small measure of brimstone and oil, a knotted string, and a small
amount of blood.
Focus:
A small
silver rod.
Guidance
Divination
Level: Clr 0, Drd 0
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 1 minute or until
discharged
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes
This
spell imbues the subject with a touch of divine guidance. The creature gets a
+1 competence bonus on a single attack roll, saving throw, or skill check. It
must choose to use the bonus before making the roll to which it applies.
Gust of Wind
Evocation
[Air]
Level: Drd 2, Sor/Wiz 2
Components: V, S
Casting
Time: 1
standard action
Range: 60 ft.
Effect: Line-shaped gust of
severe wind emanating out from you to the extreme of the range
Duration: 1 round
Saving
Throw:
Fortitude negates
Spell
Resistance:
Yes
This
spell creates a severe blast of air (approximately 50 mph) that originates from
you, affecting all creatures in its path.
A
Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet,
taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller
creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due
to battering and buffeting.
Small
creatures are knocked prone by the force of the wind, or if flying are blown
back 1d6x10 feet.
Medium
creatures are unable to move forward against the force of the wind, or if
flying are blown back 1d6x5 feet.
Large
or larger creatures may move normally within a gust of wind effect.
A
gust of wind can’t move a creature beyond the limit of its range.
Any
creature, regardless of size, takes a –4 penalty on ranged attacks and Listen
checks in the area of a gust of wind.
The
force of the gust automatically extinguishes candles, torches, and
similar unprotected flames. It causes protected flames, such as those of
lanterns, to dance wildly and has a 50% chance to extinguish those lights.
In
addition to the effects noted, a gust of wind can do anything that a
sudden blast of wind would be expected to do. It can create a stinging spray of
sand or dust, fan a large fire, overturn delicate awnings or hangings, heel
over a small boat, and blow gases or vapors to the edge of its range.
Gust
of wind can
be made permanent with a permanency spell.