This material is Open Game Content, and
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SPELLS
(H-L)
Hallow
Evocation
[Good]
Level: Clr 5, Drd 5
Components: V, S, M, DF
Casting
Time: 24
hours
Range: Touch
Area: 40-ft. radius emanating
from the touched point
Duration: Instantaneous
Saving
Throw:
See text
Spell
Resistance:
See text
Hallow
makes a
particular site, building, or structure a holy site. This has four major
effects.
First,
the site or structure is guarded by a magic circle against evil effect.
Second,
all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks
to command undead take a –4 penalty. Spell resistance does not apply to this
effect. (This provision does not apply to the druid version of the spell.)
Third,
any dead body interred in a hallowed site cannot be turned into an
undead creature.
Finally,
you may choose to fix a single spell effect to the hallowed site. The
spell effect lasts for one year and functions throughout the entire site,
regardless of the normal duration and area or effect. You may designate whether
the effect applies to all creatures, creatures who share your faith or
alignment, or creatures who adhere to another faith or alignment. At the end of
the year, the chosen effect lapses, but it can be renewed or replaced simply by
casting hallow again.
Spell
effects that may be tied to a hallowed site include aid, bane, bless,
cause fear, darkness, daylight, death ward, deeper darkness, detect evil,
detect magic, dimensional anchor, discern lies, dispel magic, endure elements,
freedom of movement, invisibility purge, protection from energy, remove fear,
resist energy, silence, tongues, and zone of truth. Saving throws
and spell resistance might apply to these spells’ effects. (See the individual
spell descriptions for details.)
An
area can receive only one hallow spell (and its associated spell effect)
at a time. Hallow counters but does not dispel unhallow.
Material
Component: Herbs,
oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell
to be included in the hallowed area.
Hallucinatory
Terrain
Illusion
(Glamer)
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Casting
Time: 10
minutes
Range: Long (400 ft. + 40
ft./level)
Area: One 30-ft. cube/level (S)
Duration: 2 hours/level (D)
Saving
Throw: Will
disbelief (if interacted with)
Spell
Resistance:
No
You
make natural terrain look, sound, and smell like some other sort of natural
terrain. Structures, equipment, and creatures within the area are not hidden or
changed in appearance.
Material
Component: A
stone, a twig, and a bit of green plant.
Halt Undead
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Targets: Up to three undead
creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving
Throw: Will
negates (see text)
Spell
Resistance:
Yes
This
spell renders as many as three undead creatures immobile. A nonintelligent
undead creature gets no saving throw; an intelligent undead creature does. If
the spell is successful, it renders the undead creature immobile for the duration
of the spell (similar to the effect of hold person on a living
creature). The effect is broken if the halted creatures are attacked or
take damage.
Material
Component: A
pinch of sulfur and powdered garlic.
Harm
Necromancy
Level: Clr 6, Destruction 6
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Will
half; see text
Spell
Resistance:
Yes
Harm
charges a
subject with negative energy that deals 10 points of damage per caster level
(to a maximum of 150 points at 15th level). If the creature successfully saves,
harm deals half this amount, but it cannot reduce the target’s hit
points to less than 1.
If
used on an undead creature, harm acts like heal.
Haste
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
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: 1 round/level
Saving
Throw:
Fortitude negates (harmless)
Spell
Resistance:
Yes (harmless)
The
transmuted creatures move and act more quickly than normal. This extra speed
has several effects.
When
making a full attack action, a hasted creature may make one extra attack with
any weapon he is holding. The attack is made using the creature’s full base
attack bonus, plus any modifiers appropriate to the situation. (This effect is
not cumulative with similar effects, such as that provided by a weapon of
speed, nor does it actually grant an extra action, so you can’t use it to cast
a second spell or otherwise take an extra action in the round.)
A
hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to
AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to
Armor Class (if any) also makes you lose dodge bonuses.
All
of the hasted creature’s modes of movement (including land movement,
burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the
subject’s normal speed using that form of movement. This increase counts as an
enhancement bonus, and it affects the creature’s jumping distance as normal for
increased speed.
Multiple
haste effects don’t stack. Haste dispels and counters slow.
Material
Component: A
shaving of licorice root.
Heal
Conjuration
(Healing)
Level: Clr 6, Drd 7, Healing 6
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
Heal
enables
you to channel positive energy into a creature to wipe away injury and
afflictions. It immediately ends any and all of the following adverse
conditions affecting the Target: ability damage, blinded, confused, dazed,
dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity,
nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of
damage per level of the caster, to a maximum of 150 points at 15th level.
Heal
does not
remove negative levels, restore permanently drained levels, or restore
permanently drained ability score points.
If
used against an undead creature, heal instead acts like harm.
Heal, Mass
Conjuration
(Healing)
Level: Clr 9, Healing 9
Range: Close (25 ft. + 5 ft./2
levels)
Targets: One or more creatures, no
two of which can be more than 30 ft. apart
This
spell functions like heal, except as noted above. The maximum number of
hit points restored to each creature is 250.
Heal Mount
Conjuration
(Healing)
Level: Pal 3
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Your mount touched
Duration: Instantaneous
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
This
spell functions like heal, but it affects only the paladin’s special
mount (typically a warhorse).
Heat Metal
Transmutation
[Fire]
Level: Drd 2, Sun 2
Components: V, S, DF
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target:
Metal
equipment of one creature per two levels, no two of which can be more than 30
ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft.
circle
Duration: 7 rounds
Saving
Throw: Will
negates (object)
Spell
Resistance:
Yes (object)
Heat
metal makes
metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical
metal is allowed a saving throw against the spell. An item in a creature’s
possession uses the creature’s saving throw bonus unless its own is higher.
A
creature takes fire damage if its equipment is heated. It takes full damage if
its armor is affected or if it is holding, touching, wearing, or carrying metal
weighing one-fifth of its weight. The creature takes minimum damage (1 point or
2 points; see the table) if it’s not wearing metal armor and the metal that
it’s carrying weighs less than one-fifth of its weight.
On
the first round of the spell, the metal becomes warm and uncomfortable to touch
but deals no damage. The same effect also occurs on the last round of the
spell’s duration. During the second (and also the next-to-last) round, intense
heat causes pain and damage. In the third, fourth, and fifth rounds, the metal
is searing hot, causing more damage, as shown on the table below.
Round |
Metal Temperature |
Damage |
1 |
Warm |
None |
2 |
Hot |
1d4
points |
3–5 |
Searing |
2d4
points |
6 |
Hot |
1d4
points |
7 |
Warm |
None |
Any
cold intense enough to damage the creature negates fire damage from the spell
(and vice versa) on a point-for-point basis. If cast underwater, heat metal deals
half damage and boils the surrounding water.
Heat
metal counters
and dispels chill metal.
Helping Hand
Evocation
Level: Clr 3
Components: V, S, DF
Casting
Time: 1
standard action
Range: 5 miles
Effect: Ghostly hand
Duration: 1 hour/level
Saving
Throw:
None
Spell
Resistance:
No
You
create the ghostly image of a hand, which you can send to find a creature
within 5 miles. The hand then beckons to that creature and leads it to you if
the creature is willing to follow.
When
the spell is cast, the hand appears in front of you. You then specify a person
(or any creature) by physical description, which can include race, gender, and
appearance but not ambiguous factors such as level, alignment, or class. When
the description is complete, the hand streaks off in search of a subject that
fits the description. The amount of time it takes to find the subject depends
on how far away she is.
Distance |
Time
to Locate |
100
ft. or less |
1
round |
1,000
ft. |
1
minute |
1
mile |
10
minutes |
2
miles |
1
hour |
3
miles |
2
hours |
4
miles |
3
hours |
5
miles |
4
hours |
Once
the hand locates the subject, it beckons the creature to follow it. If the
subject does so, the hand points in your direction, indicating the most direct
feasible route. The hand hovers 10 feet in front of the subject, moving before
it at a speed of as much as 240 feet per round. Once the hand leads the subject
back to you, it disappears.
The
subject is not compelled to follow the hand or act in any particular way toward
you. If the subject chooses not to follow, the hand continues to beckon for the
duration of the spell, then disappears. If the spell expires while the subject
is en route to you, the hand disappears; the subject must then rely on her own
devices to locate you.
If
more than one subject in a 5-mile radius meets the description, the hand
locates the closest creature. If that creature refuses to follow the hand, the
hand does not seek out a second subject.
If,
at the end of 4 hours of searching, the hand has found no subject that matches
the description within 5 miles, it returns to you, displays an outstretched
palm (indicating that no such creature was found), and disappears.
The
ghostly hand has no physical form. It is invisible to anyone except you and a
potential subject. It cannot engage in combat or execute any other task aside
from locating a subject and leading it back to you. The hand can’t pass through
solid objects but can ooze through small cracks and slits. The hand cannot
travel more than 5 miles from the spot it appeared when you cast the spell.
Heroes’ Feast
Conjuration
[Creation]
Level: Brd 6, Clr 6
Components: V, S, DF
Casting
Time: 10
minutes
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Feast for one
creature/level
Duration: 1 hour plus 12 hours; see
text
Saving
Throw:
None
Spell
Resistance:
No
You
bring forth a great feast, including a magnificent table, chairs, service, and
food and drink. The feast takes 1 hour to consume, and the beneficial effects
do not set in until this hour is over. Every creature partaking of the feast is
cured of all diseases, sickness, and nausea; becomes immune to poison for 12
hours; and gains 1d8 temporary hit points +1 point per two caster levels
(maximum +10) after imbibing the nectar-like beverage that is part of the
feast. The ambrosial food that is consumed grants each creature that partakes a
+1 morale bonus on attack rolls and Will saves and immunity to fear effects for
12 hours.
If
the feast is interrupted for any reason, the spell is ruined and all effects of
the spell are negated.
Heroism
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
This
spell imbues a single creature with great bravery and morale in battle. The
target gains a +2 morale bonus on attack rolls, saves, and skill checks.
Heroism, Greater
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 6
Duration: 1 min./level
This
spell functions like heroism, except the creature gains a +4 morale
bonus on attack rolls, saves, and skill checks, immunity to fear effects, and
temporary hit points equal to your caster level (maximum 20).
Hide from Animals
Abjuration
Level: Drd 1, Rgr 1
Components: S, DF
Casting
Time: 1
standard action
Range: Touch
Targets: One creature
touched/level
Duration: 10 min./level (D)
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes
Animals
cannot see, hear, or smell the warded creatures. Even extraordinary or
supernatural sensory capabilities, such as blindsense, blindsight, scent, and
tremorsense, cannot detect or locate warded creatures. Animals simply act as
though the warded creatures are not there. If a warded character touches an
animal or attacks any creature, even with a spell, the spell ends for all
recipients.
Hide from Undead
Abjuration
Level: Clr 1
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Targets: One touched
creature/level
Duration: 10 min./level (D)
Saving
Throw: Will
negates (harmless); see text
Spell
Resistance:
Yes
Undead
cannot see, hear, or smell the warded creatures. Even extraordinary or
supernatural sensory capabilities, such as blindsense, blindsight, scent, and
tremorsense, cannot detect or locate warded creatures. Nonintelligent undead
creatures are automatically affected and act as though the warded creatures are
not there. An intelligent undead creature gets a single Will saving throw. If
it fails, the subject can’t see any of the warded creatures. However, if it has
reason to believe unseen opponents are present, it can attempt to find or
strike them. If a warded creature attempts to turn or command undead, touches
an undead creature, or attacks any creature (even with a spell), the spell ends
for all recipients.
Hideous Laughter
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One creature; see text
Duration: 1 round/level
Saving
Throw: Will
negates
Spell
Resistance:
Yes
This
spell afflicts the subject with uncontrollable laughter. It collapses into
gales of manic laughter, falling prone. The subject can take no actions while
laughing, but is not considered helpless. After the spell ends, it can act
normally.
A
creature with an Intelligence score of 2 or lower is not affected. A creature
whose type is different from the caster’s receives a +4 bonus on its saving throw,
because humor doesn’t “translate” well.
Material
Component: Tiny
tarts that are thrown at the target and a feather that is waved in the air.
Hold Animal
Enchantment
(Compulsion) [Mind-Affecting]
Level: Animal 2, Drd 2, Rgr 2
Components: V, S
Target: One animal
This
spell functions like hold person, except that it affects an animal
instead of a humanoid.
Hold Monster
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 4, Law 6, Sor/Wiz 5
Components: V, S, M/DF
Target: One living creature
This
spell functions like hold person, except that it affects any living
creature that fails its Will save.
Arcane
Material Component: One hard metal bar or rod, which can be as small as a
three-penny nail.
Hold Monster, Mass
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 9
Targets: One or more creatures, no
two of which can be more than 30 ft. apart
This
spell functions like hold person, except that it affects multiple
creatures and holds any living creature that fails its Will save.
Hold Person
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Sor/Wiz 3
Components: V, S, F/DF
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Target: One humanoid creature
Duration: 1 round/level (D); see
text
Saving
Throw: Will
negates; see text
Spell
Resistance:
Yes
The
subject becomes paralyzed and freezes in place. It is aware and breathes
normally but cannot take any actions, even speech. Each round on its turn, the
subject may attempt a new saving throw to end the effect. (This is a full-round
action that does not provoke attacks of opportunity.)
A
winged creature who is paralyzed cannot flap its wings and falls. A swimmer
can’t swim and may drown.
Arcane
Focus: A
small, straight piece of iron.
Hold Person, Mass
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 7
Targets: One or more humanoid
creatures, no two of which can be more than 30 ft. apart
This
spell functions like hold person, except as noted above.
Hold Portal
Abjuration
Level: Sor/Wiz 1
Component: V
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Target: One portal, up to 20 sq.
ft./level
Duration: 1 min./level (D)
Saving
Throw:
None
Spell
Resistance:
No
This
spell magically holds shut a door, gate, window, or shutter of wood, metal, or
stone. The magic affects the portal just as if it were securely closed and
normally locked. A knock spell or a successful dispel magic spell
can negate a hold portal spell.
For
a portal affected by this spell, add 5 to the normal DC for forcing open the
portal.
Holy Aura
Abjuration
[Good]
Level: Clr 8, Good 8
Components: V, S, F
Casting
Time: 1
standard action
Range: 20 ft.
Targets: One creature/level in a
20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving
Throw:
See text
Spell
Resistance:
Yes (harmless)
A
brilliant divine radiance surrounds the subjects, protecting them from attacks,
granting them resistance to spells cast by evil creatures, and causing evil
creatures to become blinded when they strike the subjects. This abjuration has
four effects.
First,
each warded creature gains a +4 deflection bonus to AC and a +4 resistance
bonus on saves. Unlike protection from evil, this benefit applies
against all attacks, not just against attacks by evil creatures.
Second,
each warded creature gains spell resistance 25 against evil spells and spells
cast by evil creatures.
Third,
the abjuration blocks possession and mental influence, just as protection
from evil does.
Finally,
if an evil creature succeeds on a melee attack against a warded creature, the
offending attacker is blinded (Fortitude save negates, as blindness/deafness,
but against holy aura’s save DC).
Focus:
A tiny
reliquary containing some sacred relic. The reliquary costs at least 500 gp.
Holy Smite
Evocation
[Good]
Level: Good 4
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1 round);
see text
Saving
Throw: Will
partial; see text
Spell
Resistance:
Yes
You
draw down holy power to smite your enemies. Only evil and neutral creatures are
harmed by the spell; good creatures are unaffected.
The
spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each
evil creature in the area (or 1d6 points of damage per caster level, maximum
10d6, to an evil outsider) and causes it to become blinded for 1 round. A
successful Will saving throw reduces damage to half and negates the blinded
effect.
The
spell deals only half damage to creatures who are neither good nor evil, and
they are not blinded. Such a creature can reduce that damage by half (down to
one-quarter of the roll) with a successful Will save.
Holy Sword
Evocation
[Good]
Level: Pal 4
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target:
Melee
weapon touched
Duration: 1 round/level
Saving
Throw:
None
Spell
Resistance:
No
This
spell allows you to channel holy power into your sword, or any other melee
weapon you choose. The weapon acts as a +5 holy weapon (+5 enhancement
bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It
also emits a magic circle against evil effect (as the spell). If the magic
circle ends, the sword creates a new one on your turn as a free action. The
spell is automatically canceled 1 round after the weapon leaves your hand. You
cannot have more than one holy sword at a time.
If
this spell is cast on a magic weapon, the powers of the spell supersede any
that the weapon normally has, rendering the normal enhancement bonus and powers
of the weapon inoperative for the duration of the spell. This spell is not
cumulative with bless weapon or any other spell that might modify the
weapon in any way.
This
spell does not work on artifacts.
Note:
A
masterwork weapon’s bonus to attack does not stack with an enhancement bonus to
attack.
Holy Word
Evocation
[Good, Sonic]
Level: Clr 7, Good 7
Components: V
Casting
Time: 1
standard action
Range: 40 ft.
Area: Nongood creatures in a
40-ft.-radius spread centered on you
Duration: Instantaneous
Saving
Throw:
None or Will negates; see text
Spell
Resistance:
Yes
Any
nongood creature within the area that hears the holy word suffers the
following ill effects.
HD |
Effect |
Equal
to caster level |
Deafened |
Up
to caster level |
–1
Blinded, deafened |
Up
to caster level |
–5
Paralyzed, blinded, deafened |
Up
to caster level |
–10
Killed, paralyzed, blinded, deafened |
The
effects are cumulative and concurrent. No saving throw is allowed against these
effects.
Deafened:
The
creature is deafened for 1d4 rounds.
Blinded:
The
creature is blinded 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, nongood 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 holy word. The
banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures
whose HD exceed your caster level are unaffected by holy word.
Horrid Wilting
Necromancy
Level: Sor/Wiz 8, Water 8
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Targets: Living creatures, no two
of which can be more than 60 ft. apart
Duration: Instantaneous
Saving
Throw:
Fortitude half
Spell
Resistance:
Yes
This
spell evaporates moisture from the body of each subject living creature,
dealing 1d6 points of damage per caster level (maximum 20d6). This spell is
especially devastating to water elementals and plant creatures, which instead
take 1d8 points of damage per caster level (maximum 20d8).
Arcane
Material Component: A bit of sponge.
Hypnotic Pattern
Illusion
(Pattern) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: V (Brd only), S, M; see
text
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect: Colorful lights in a
10-ft.-radius spread
Duration: Concentration + 2 rounds
Saving
Throw: Will
negates
Spell
Resistance:
Yes
A
twisting pattern of subtle, shifting colors weaves through the air, fascinating
creatures within it. Roll 2d4 and add your caster level (maximum 10) to
determine the total number of Hit Dice of creatures affected. Creatures with
the fewest HD are affected first; and, among creatures with equal HD, those who
are closest to the spell’s point of origin are affected first. Hit Dice that
are not sufficient to affect a creature are wasted. Affected creatures become
fascinated by the pattern of colors. Sightless creatures are not affected.
A
wizard or sorcerer need not utter a sound to cast this spell, but a bard must
sing, play music, or recite a rhyme as a verbal component.
Material
Component: A
glowing stick of incense or a crystal rod filled with phosphorescent material.
Hypnotism
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting
Time: 1
round
Range: Close (25 ft. + 5 ft./2
levels)
Area: Several living creatures,
no two of which may be more than 30 ft. apart
Duration: 2d4 rounds (D)
Saving
Throw: Will
negates
Spell
Resistance:
Yes
Your
gestures and droning incantation fascinate nearby creatures, causing them to
stop and stare blankly at you. In addition, you can use their rapt attention to
make your suggestions and requests seem more plausible. Roll 2d4 to see how
many total Hit Dice of creatures you affect. Creatures with fewer HD are
affected before creatures with more HD. Only creatures that can see or hear you
are affected, but they do not need to understand you to be fascinated.
If
you use this spell in combat, each target gains a +2 bonus on its saving throw.
If the spell affects only a single creature not in combat at the time, the
saving throw has a penalty of –2.
While
the subject is fascinated by this spell, it reacts as though it were two steps
more friendly in attitude. This allows you to make a single request of the
affected creature (provided you can communicate with it). The request must be
brief and reasonable. Even after the spell ends, the creature retains its new
attitude toward you, but only with respect to that particular request.
A
creature that fails its saving throw does not remember that you enspelled it.
Ice Storm
Evocation
[Cold]
Level: Drd 4, Sor/Wiz 4, Water 5
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Area: Cylinder (20-ft. radius,
40 ft. high)
Duration: 1 full round
Saving
Throw:
None
Spell
Resistance:
Yes
Great
magical hailstones pound down for 1 full round, dealing 3d6 points of
bludgeoning damage and 2d6 points of cold damage to every creature in the area.
A –4 penalty applies to each Listen check made within the ice storm’s
effect, and all land movement within its area is at half speed. At the end of
the duration, the hail disappears, leaving no aftereffects (other than the
damage dealt).
Arcane
Material Component: A pinch of dust and a few drops of water.
Identify
Divination
Level: Brd 1, Magic 2, Sor/Wiz 1
Components: V, S, M/DF
Casting
Time: 1
hour
Range: Touch
Targets: One touched object
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
The
spell determines all magic properties of a single magic item, including how to
activate those functions (if appropriate), and how many charges are left (if
any).
Identify
does not
function when used on an artifact.
Arcane
Material Component: A pearl of at least 100 gp value, crushed and stirred into
wine with an owl feather; the infusion must be drunk prior to spellcasting.
Illusory Script
Illusion
(Phantasm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting
Time: 1
minute or longer; see text
Range: Touch
Target: One touched object
weighing no more than 10 lb.
Duration: One day/level (D)
Saving
Throw: Will
negates; see text
Spell
Resistance:
Yes
You
write instructions or other information on parchment, paper, or any suitable
writing material. The illusory script appears to be some form of foreign
or magical writing. Only the person (or people) designated by you at the time
of the casting are able to read the writing; it’s unintelligible to any other
character, although an illusionist recognizes it as illusory script.
Any
unauthorized creature attempting to read the script triggers a potent illusory
effect and must make a saving throw. A successful saving throw means the
creature can look away with only a mild sense of disorientation. Failure means
the creature is subject to a suggestion implanted in the script by you at the
time the illusory script spell was cast. The suggestion lasts only 30 minutes.
Typical suggestions include “Close the book and leave,” “Forget the existence
of the book,” and so forth. If successfully dispelled by dispel magic, the
illusory script and its secret message disappear. The hidden message can
be read by a combination of the true seeing spell with the read magic
or comprehend languages spell.
The
casting time depends on how long a message you wish to write, but it is always
at least 1 minute.
Material
Component: A
lead-based ink (cost of not less than 50 gp).
Illusory Wall
Illusion
(Figment)
Level: Sor/Wiz 4
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Image 1 ft. by 10 ft. by
10 ft.
Duration: Permanent
Saving
Throw: Will
disbelief (if interacted with)
Spell
Resistance:
No
This
spell creates the illusion of a wall, floor, ceiling, or similar surface. It
appears absolutely real when viewed, but physical objects can pass through it
without difficulty. When the spell is used to hide pits, traps, or normal
doors, any detection abilities that do not require sight work normally. Touch
or a probing search reveals the true nature of the surface, though such
measures do not cause the illusion to disappear.
Imbue with Spell
Ability
Evocation
Level: Clr 4, Magic 4
Components: V, S, DF
Casting
Time: 10
minutes
Range: Touch
Target: Creature touched; see
text
Duration: Permanent until
discharged (D)
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
You
transfer some of your currently prepared spells, and the ability to cast them,
to another creature. Only a creature with an Intelligence score of at least 5
and a Wisdom score of at least 9 can receive this bestowal. Only cleric spells
from the schools of abjuration, divination, and conjuration (healing) can be
transferred. The number and level of spells that the subject can be granted
depends on its Hit Dice; even multiple castings of imbue with spell ability can’t
exceed this limit.
HD
of Recipient |
Spells
Imbued |
2
or lower |
One
1st-level spell |
3–4 |
One
or two 1st-level spells |
5
or higher |
One
or two 1st-level spells and one 2nd-level spell |
The
transferred spell’s variable characteristics (range, duration, area, and the
like) function according to your level, not the level of the recipient.
Once
you cast imbue with spell ability, you cannot prepare a new 4th-level
spell to replace it until the recipient uses the imbued spells or is slain, or
until you dismiss the imbue with spell ability spell. In the meantime,
you remain responsible to your deity or your principles for the use to which
the spell is put. If the number of 4th-level spells you can cast decreases, and
that number drops below your current number of active imbue with spell
ability spells, the more recently cast imbued spells are dispelled.
To
cast a spell with a verbal component, the subject must be able to speak. To
cast a spell with a somatic component, it must have humanlike hands. To cast a
spell with a material component or focus, it must have the materials or focus.
Implosion
Evocation
Level: Clr 9, Destruction 9
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: One corporeal
creature/round
Duration: Concentration (up to 4
rounds)
Saving
Throw:
Fortitude negates
Spell
Resistance:
Yes
You
create a destructive resonance in a corporeal creature’s body. For each round
you concentrate, you cause one creature to collapse in on itself, killing it.
(This effect, being instantaneous, cannot be dispelled.)
You
can target a particular creature only once with each casting of the spell.
Implosion
has no
effect on creatures in gaseous form or on incorporeal creatures.
Imprisonment
Abjuration
Level: Sor/Wiz 9
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Will
negates; see text
Spell
Resistance:
Yes
When
you cast imprisonment and touch a creature, it is entombed in a state of
suspended animation (see the temporal stasis spell) in a small sphere
far beneath the surface of the earth. The subject remains there unless a freedom
spell is cast at the locale where the imprisonment took place. Magical
search by a crystal ball, a locate object spell, or some other
similar divination does not reveal the fact that a creature is imprisoned, but discern
location does. A wish or miracle spell will not free the
recipient, but will reveal where it is entombed. If you know the target’s name
and some facts about its life, the target takes a –4 penalty on its save.
Incendiary Cloud
Conjuration
(Creation) [Fire]
Level: Fire 8, Sor/Wiz 8
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft.
radius, 20 ft. high
Duration: 1 round/level
Saving
Throw:
Reflex half; see text
Spell
Resistance:
No
An
incendiary cloud spell creates a cloud of roiling smoke shot through
with white-hot embers. The smoke obscures all sight as a fog cloud does.
In addition, the white-hot embers within the cloud deal 4d6 points of fire
damage to everything within the cloud on your turn each round. All targets can
make Reflex saves each round to take half damage.
As
with a cloudkill spell, the smoke moves away from you at 10 feet per
round. Figure out the smoke’s new spread each round based on its new point of
origin, which is 10 feet farther away from where you were when you cast the
spell. By concentrating, you can make the cloud (actually its point of origin)
move as much as 60 feet each round. Any portion of the cloud that would extend
beyond your maximum range dissipates harmlessly, reducing the remainder’s
spread thereafter.
As
with fog cloud, wind disperses the smoke, and the spell can’t be cast
underwater.
Inflict Critical
Wounds
Necromancy
Level: Clr 4, Destruction 4
This
spell functions like inflict light wounds, except that you deal 4d8
points of damage +1 point per caster level (maximum +20).
Inflict Critical
Wounds, Mass
Necromancy
Level: Clr 8
This
spell functions like mass inflict light wounds, except that it deals 4d8
points of damage +1 point per caster level (maximum +40).
Inflict Light
Wounds
Necromancy
Level: Clr 1, Destruction 1
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Will
half
Spell
Resistance:
Yes
When
laying your hand upon a creature, you channel negative energy that deals 1d8
points of damage +1 point per caster level (maximum +5).
Since
undead are powered by negative energy, this spell cures such a creature of a
like amount of damage, rather than harming it.
Inflict Light
Wounds, Mass
Necromancy
Level: Clr 5, Destruction 5
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One creature/level, no
two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving
Throw: Will
half
Spell
Resistance:
Yes
Negative
energy spreads out in all directions from the point of origin, dealing 1d8
points of damage +1 point per caster level (maximum +25) to nearby living
enemies.
Like
other inflict spells, mass inflict light wounds cures undead in
its area rather than damaging them. A cleric capable of spontaneously casting inflict
spells can also spontaneously cast mass inflict spells.
Inflict Minor
Wounds
Necromancy
Level: Clr 0
Saving
Throw: Will
negates
This
spell functions like inflict light wounds, except that you deal 1 point
of damage and a Will save negates the damage instead of halving it.
Inflict Moderate
Wounds
Necromancy
Level: Clr 2
This
spell functions like inflict light wounds, except that you deal 2d8 points
of damage +1 point per caster level (maximum +10).
Inflict Moderate
Wounds, Mass
Necromancy
Level: Clr 6
This
spell functions like mass inflict light wounds, except that it deals 2d8
points of damage +1 point per caster level (maximum +30).
Inflict Serious
Wounds
Necromancy
Level: Clr 3
This
spell functions like inflict light wounds, except that you deal 3d8
points of damage +1 point per caster level (maximum +15).
Inflict Serious
Wounds, Mass
Necromancy
Level: Clr 7
This
spell functions like mass inflict light wounds, except that it deals 3d8
points of damage +1 point per caster level (maximum +35).
Insanity
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 7
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving
Throw: Will
negates
Spell
Resistance:
Yes
The
affected creature suffers from a continuous confusion effect, as the
spell.
Remove
curse does
not remove insanity. Greater restoration, heal, limited
wish, miracle, or wish can restore the creature.
Insect Plague
Conjuration
(Summoning)
Level: Clr 5, Drd 5
Components: V, S, DF
Casting
Time: 1
round
Range: Long (400 ft. + 40
ft./level)
Effect: One swarm of locusts per
three levels, each of which must be adjacent to at least one other swarm
Duration: 1 min./level
Saving
Throw:
None
Spell
Resistance:
No
You
summon a number of swarms of locusts (one per three levels, to a maximum of six
swarms at 18th level). The swarms must be summoned so that each one is adjacent
to at least one other swarm (that is, the swarms must fill one contiguous
area). You may summon the locust swarms so that they share the area of other
creatures. Each swarm attacks any creatures occupying its area. The swarms are
stationary after being summoned, and won’t pursue creatures that flee.
Instant Summons
Conjuration
(Summoning)
Level: Sor/Wiz 7
Components: V, S, M
Casting
Time: 1
standard action
Range: See text
Target: One object weighing 10
lb. or less whose longest dimension is 6 ft. or less
Duration: Permanent until
discharged
Saving
Throw:
None
Spell
Resistance:
No
You
call some nonliving item from virtually any location directly to your hand.
First,
you must place your arcane mark on the item. Then you cast this spell,
which magically and invisibly inscribes the name of the item on a sapphire
worth at least 1,000 gp. Thereafter, you can summon the item by speaking a
special word (set by you when the spell is cast) and crushing the gem. The item
appears instantly in your hand. Only you can use the gem in this way.
If
the item is in the possession of another creature, the spell does not work, but
you know who the possessor is and roughly where that creature is located when
the summons occurs.
The
inscription on the gem is invisible. It is also unreadable, except by means of
a read magic spell, to anyone but you.
The
item can be summoned from another plane, but only if no other creature has
claimed ownership of it.
Material
Component: A
sapphire worth at least 1,000 gp.
Interposing Hand
Evocation
[Force]
Level: Sor/Wiz 5
Components: V, S, F
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect: 10-ft. hand
Duration: 1 round/level (D)
Saving
Throw:
None
Spell
Resistance:
Yes
Interposing
hand creates
a Large magic hand that appears between you and one opponent. This floating,
disembodied hand then moves to remain between the two of you, regardless of
where you move or how the opponent tries to get around it, providing cover (+4
AC) for you against that opponent. Nothing can fool the hand—it sticks with the
selected opponent in spite of darkness, invisibility, polymorphing, or any
other attempt at hiding or disguise. The hand does not pursue an opponent,
however.
An
interposing hand is 10 feet long and about that wide with its fingers
outstretched. It has as many hit points as you do when you’re undamaged, and
its AC is 20 (–1 size, +11 natural). It takes damage as a normal creature, but
most magical effects that don’t cause damage do not affect it.
The
hand never provokes attacks of opportunity from opponents. It cannot push
through a wall of force or enter an antimagic field, but it
suffers the full effect of a prismatic wall or prismatic sphere. The
hand makes saving throws as its caster.
Disintegrate
or a
successful dispel magic destroys it.
Any
creature weighing 2,000 pounds or less that tries to push past the hand is
slowed to half its normal speed. The hand cannot reduce the speed of a creature
weighing more than 2,000 pounds, but it still affects the creature’s attacks.
Directing
the spell to a new target is a move action.
Focus:
A soft
glove.
Invisibility
Illusion
(Glamer)
Level: Brd 2, Sor/Wiz 2,
Trickery 2
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Personal or touch
Target: You or a creature or
object weighing no more than 100 lb./level
Duration: 1 min./level (D)
Saving
Throw: Will
negates (harmless) or Will negates (harmless, object)
Spell
Resistance:
Yes (harmless) or Yes (harmless, object)
The
creature or object touched becomes invisible, vanishing from sight, even from
darkvision. If the recipient is a creature carrying gear, that vanishes, too.
If you cast the spell on someone else, neither you nor your allies can see the
subject, unless you can normally see invisible things or you employ magic to do
so.
Items
dropped or put down by an invisible creature become visible; items picked up
disappear if tucked into the clothing or pouches worn by the creature. Light,
however, never becomes invisible, although a source of light can become so
(thus, the effect is that of a light with no visible source). Any part of an
item that the subject carries but that extends more than 10 feet from it
becomes visible.
Of
course, the subject is not magically silenced, and certain other
conditions can render the recipient detectable (such as stepping in a puddle).
The spell ends if the subject attacks any creature. For purposes of this spell,
an attack includes any spell targeting a foe or whose area or effect includes a
foe. (Exactly who is a foe depends on the invisible character’s perceptions.)
Actions directed at unattended objects do not break the spell. Causing harm
indirectly is not an attack. Thus, an invisible being can open doors, talk,
eat, climb stairs, summon monsters and have them attack, cut the ropes holding
a rope bridge while enemies are on the bridge, remotely trigger traps, open a
portcullis to release attack dogs, and so forth. If the subject attacks
directly, however, it immediately becomes visible along with all its gear.
Spells such as bless that specifically affect allies but not foes are
not attacks for this purpose, even when they include foes in their area.
Invisibility
can be
made permanent (on objects only) with a permanency spell.
Arcane
Material Component: An eyelash encased in a bit of gum arabic.
Invisibility,
Greater
Illusion
(Glamer)
Level: Brd 4, Sor/Wiz 4
Components: V, S
Target: You or creature touched
Duration: 1 round/level (D)
Saving
Throw: Will
negates (harmless)
This
spell functions like invisibility, except that it doesn’t end if the
subject attacks.
Invisibility, Mass
Illusion
(Glamer)
Level: Sor/Wiz 7
Components: V, S, M
Range: Long (400 ft. + 40
ft./level)
Targets: Any number of creatures,
no two of which can be more than 180 ft. apart
This
spell functions like invisibility, except that the effect is mobile with
the group and is broken when anyone in the group attacks. Individuals in the
group cannot see each other. The spell is broken for any individual who moves
more than 180 feet from the nearest member of the group. (If only two
individuals are affected, the one moving away from the other one loses its
invisibility. If both are moving away from each other, they both become visible
when the distance between them exceeds 180 feet.)
Material
Component: An
eyelash encased in a bit of gum arabic.
Invisibility Purge
Evocation
Level: Clr 3
Components: V, S
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
You
surround yourself with a sphere of power with a radius of 5 feet per caster
level that negates all forms of invisibility.
Anything
invisible becomes visible while in the area.
Invisibility
Sphere
Illusion
(Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Area: 10-ft.-radius emanation
around the creature or object touched
This
spell functions like invisibility, except that this spell confers
invisibility upon all creatures within 10 feet of the recipient. The center of
the effect is mobile with the recipient.
Those
affected by this spell can see each other and themselves as if unaffected by
the spell. Any affected creature moving out of the area becomes visible, but
creatures moving into the area after the spell is cast do not become invisible.
Affected creatures (other than the recipient) who attack negate the
invisibility only for themselves. If the spell recipient attacks, the invisibility
sphere ends.
Iron Body
Transmutation
Level: Earth 8, Sor/Wiz 8
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
This
spell transforms your body into living iron, which grants you several powerful
resistances and abilities.
You
gain damage reduction 15/adamantine. You are immune to blindness, critical
hits, ability score damage, deafness, disease, drowning, electricity, poison,
stunning, and all spells or attacks that affect your physiology or respiration,
because you have no physiology or respiration while this spell is in effect.
You take only half damage from acid and fire of all kinds. However, you also
become vulnerable to all special attacks that affect iron golems.
You
gain a +6 enhancement bonus to your Strength score, but you take a –6 penalty
to Dexterity as well (to a minimum Dexterity score of 1), and your speed is
reduced to half normal. You have an arcane spell failure chance of 50% and a –8
armor check penalty, just as if you were clad in full plate armor. You cannot
drink (and thus can’t use potions) or play wind instruments.
Your
unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters
or 1d6 for Medium characters), and you are considered armed when making unarmed
attacks.
Your
weight increases by a factor of ten, causing you to sink in water like a stone.
However, you could survive the crushing pressure and lack of air at the bottom
of the ocean—at least until the spell duration expires.
Arcane
Material Component: A small piece of iron that was once part of either an iron
golem, a hero’s armor, or a war machine.
Ironwood
Transmutation
Level: Drd 6
Components: V, S, M
Casting
Time: 1
minute/lb. created
Range: 0 ft.
Effect: An ironwood object
weighing up to 5 lb./level
Duration: One day/level (D)
Saving
Throw:
None
Spell
Resistance:
No
Ironwood
is a
magical substance created by druids from normal wood. While remaining natural
wood in almost every way, ironwood is as strong, heavy, and resistant to
fire as steel. Spells that affect metal or iron do not function on ironwood.
Spells that affect wood do affect ironwood, although ironwood does
not burn. Using this spell with wood shape or a wood-related Craft
check, you can fashion wooden items that function as steel items. Thus, wooden
plate armor and wooden swords can be created that are as durable as their
normal steel counterparts. These items are freely usable by druids.
Further,
if you make only half as much ironwood as the spell would normally
allow, any weapon, shield, or suit of armor so created is treated as a magic
item with a +1 enhancement bonus.
Material
Component: Wood
shaped into the form of the intended ironwood object.
Irresistible Dance
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 8
Components: V
Casting
Time: 1
standard action
Range: Touch
Target: Living creature touched
Duration: 1d4+1 rounds
Saving
Throw:
None
Spell
Resistance:
Yes
The
subject feels an undeniable urge to dance and begins doing so, complete with
foot shuffling and tapping. The spell effect makes it impossible for the
subject to do anything other than caper and prance in place. The effect imposes
a –4 penalty to Armor Class and a –10 penalty on Reflex saves, and it negates
any AC bonus granted by a shield the target holds. The dancing subject provokes
attacks of opportunity each round on its turn.
Jump
Transmutation
Level: Drd 1, Rgr 1, Sor/Wiz 1
Components: V, S, M
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes
The
subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus
increases to +20 at caster level 5th, and to +30 (the maximum) at caster level
9th.
Material
Component: A
grasshopper’s hind leg, which you break when the spell is cast.
Keen Edge
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: One weapon or fifty
projectiles, all of which must be in contact with each other at the time of
casting
Duration: 10 min./level
Saving
Throw: Will
negates (harmless, object)
Spell
Resistance:
Yes (harmless, object)
This
spell makes a weapon magically keen, improving its ability to deal telling
blows. This transmutation doubles the threat range of the weapon. A threat
range of 20 becomes 19–20, a threat range of 19–20 becomes 17–20, and a threat
range of 18–20 becomes 15–20. The spell can be cast only on piercing or
slashing weapons. If cast on arrows or crossbow bolts, the keen edge on
a particular projectile ends after one use, whether or not the missile strikes
its intended target. (Treat shuriken as arrows, rather than as thrown weapons,
for the purpose of this spell.)
Multiple
effects that increase a weapon’s threat range (such as the keen edge spell
and the Improved Critical feat) don’t stack. You can’t cast this spell on a
natural weapon, such as a claw.
Knock
Transmutation
Level: Sor/Wiz 2
Components: V
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Target: One door, box, or chest
with an area of up to 10 sq. ft./level
Duration: Instantaneous; see text
Saving
Throw:
None
Spell
Resistance:
No
The
knock spell opens stuck, barred, locked, held, or arcane
locked doors. It opens secret doors, as well as locked or trick-opening
boxes or chests. It also loosens welds, shackles, or chains (provided they
serve to hold closures shut). If used to open a arcane locked door, the
spell does not remove the arcane lock but simply suspends its
functioning for 10 minutes. In all other cases, the door does not relock itself
or become stuck again on its own. Knock does not raise barred gates or
similar impediments (such as a portcullis), nor does it affect ropes, vines,
and the like. The effect is limited by the area. Each spell can undo as many as
two means of preventing egress.
Know Direction
Divination
Level: Brd 0, Drd 0
Components: V, S
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: Instantaneous
You
instantly know the direction of north from your current position. The spell is
effective in any environment in which “north” exists, but it may not work in
extraplanar settings. Your knowledge of north is correct at the moment of
casting, but you can get lost again within moments if you don’t find some
external reference point to help you keep track of direction.
Legend Lore
Divination
Level: Brd 4, Knowledge 7,
Sor/Wiz 6
Components: V, S, M, F
Casting
Time: See
text
Range: Personal
Target: You
Duration: See text
Legend
lore brings
to your mind legends about an important person, place, or thing. If the person
or thing is at hand, or if you are in the place in question, the casting time
is only 1d4x10 minutes. If you have only detailed information on the person,
place, or thing, the casting time is 1d10 days, and the resulting lore is less
complete and specific (though it often provides enough information to help you
find the person, place, or thing, thus allowing a better legend lore result
next time). If you know only rumors, the casting time is 2d6 weeks, and the
resulting lore is vague and incomplete (though it often directs you to more
detailed information, thus allowing a better legend lore result next
time).
During
the casting, you cannot engage in other than routine activities: eating, sleeping,
and so forth. When completed, the divination brings legends (if any) about the
person, place, or things to your mind. These may be legends that are still
current, legends that have been forgotten, or even information that has never
been generally known. If the person, place, or thing is not of legendary
importance, you gain no information. As a rule of thumb, characters who are
11th level and higher are “legendary,” as are the sorts of creatures they
contend with, the major magic items they wield, and the places where they
perform their key deeds.
Material
Component: Incense
worth at least 250 gp.
Focus:
Four
strips of ivory (worth 50 gp each) formed into a rectangle.
Lesser (Spell
Name)
Any
spell whose name begins with lesser is alphabetized in this chapter
according to the second word of the spell name. Thus, the description of a lesser
spell appears near the description of the spell on which it is based. Spell
chains that have lesser spells in them include those based on the spells
confusion, geas, globe of invulnerability, planar ally, planar binding, and
restoration.
Levitate
Transmutation
Level: Sor/Wiz 2
Components: V, S, F
Casting
Time: 1
standard action
Range: Personal or close (25 ft.
+ 5 ft./2 levels)
Target: You or one willing
creature or one object (total weight up to 100 lb./level)
Duration: 1 min./level (D)
Saving
Throw:
None
Spell
Resistance:
No
Levitate
allows
you to move yourself, another creature, or an object up and down as you wish. A
creature must be willing to be levitated, and an object must be
unattended or possessed by a willing creature. You can mentally direct the
recipient to move up or down as much as 20 feet each round; doing so is a move
action. You cannot move the recipient horizontally, but the recipient could
clamber along the face of a cliff, for example, or push against a ceiling to
move laterally (generally at half its base land speed).
A
levitating creature that attacks with a melee or ranged weapon finds
itself increasingly unstable; the first attack has a –1 penalty on attack
rolls, the second –2, and so on, to a maximum penalty of –5. A full round spent
stabilizing allows the creature to begin again at –1.
Focus:
Either a
small leather loop or a piece of golden wire bent into a cup shape with a long
shank on one end.
Light
Evocation
[Light]
Level: Brd 0, Clr 0, Drd 0,
Sor/Wiz 0
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 glow like a torch, shedding bright light in a 20-foot
radius (and dim light for an additional 20 feet) from the point you touch. The
effect is immobile, but it can be cast on a movable object. Light taken into an
area of magical darkness does not function.
A
light spell (one with the light descriptor) counters and dispels a darkness
spell (one with the darkness descriptor) of an equal or lower level.
Arcane
Material Component: A firefly or a piece of phosphorescent moss.
Lightning Bolt
Evocation
[Electricity]
Level: Sor/Wiz 3
Components: V, S, M
Casting
Time: 1
standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving
Throw:
Reflex half
Spell
Resistance:
Yes
You
release a powerful stroke of electrical energy that deals 1d6 points of
electricity damage per caster level (maximum 10d6) to each creature within its
area. The bolt begins at your fingertips.
The
lightning bolt sets fire to combustibles and damages objects in its
path. It can melt metals with a low melting point, such as lead, gold, copper,
silver, or bronze. If the damage caused to an interposing barrier shatters or
breaks through it, the bolt may continue beyond the barrier if the spell’s
range permits; otherwise, it stops at the barrier just as any other spell
effect does.
Material
Component: A
bit of fur and an amber, crystal, or glass rod.
Limited Wish
Universal
Level: Sor/Wiz 7
Components: V, S, XP
Casting
Time: 1
standard action
Range: See text
Target,
Effect, or Area:
See text
Duration: See text
Saving
Throw:
None; see text
Spell
Resistance:
Yes
A
limited wish lets you create nearly any type of effect. For example, a limited
wish can do any of the following things.
• Duplicate any
sorcerer/wizard spell of 6th level or lower, provided the spell is not of a
school prohibited to you.
• Duplicate any other spell
of 5th level or lower, provided the spell is not of a school prohibited to you.
• Duplicate any sorcerer/wizard
spell of 5th level or lower, even if it’s of a prohibited school.
• Duplicate any other spell
of 4th level or lower, even if it’s of a prohibited school.
• Undo the harmful effects
of many spells, such as geas/quest or insanity.
• Produce any other effect
whose power level is in line with the above effects, such as a single creature
automatically hitting on its next attack or taking a –7 penalty on its next
saving throw.
A
duplicated spell allows saving throws and spell resistance as normal (but the save
DC is for a 7th-level spell). When a limited wish duplicates a spell
that has an XP cost, you must pay that cost or 300 XP, whichever is more. When
a limited wish spell duplicates a spell with a material component that
costs more than 1,000 gp, you must provide that component.
XP
Cost: 300
XP or more (see above).
Liveoak
Transmutation
Level: Drd 6
Components: V, S
Casting
Time: 10
minutes
Range: Touch
Target: Tree touched
Duration: One day/level (D)
Saving
Throw:
None
Spell
Resistance:
No
This
spell turns an oak tree into a protector or guardian. The spell can be cast on
only a single tree at a time; while liveoak is in effect, you can’t cast
it again on another tree. The tree on which the spell is cast must be within 10
feet of your dwelling place, within a place sacred to you, or within 300 feet
of something that you wish to guard or protect.
Liveoak
must be
cast on a healthy, Huge oak. A triggering phrase of up to one word per caster
level is placed on the targeted oak. The liveoak spell triggers the tree
into animating as a treant.
If
liveoak is dispelled, the tree takes root immediately, wherever it
happens to be. If released by you, the tree tries to return to its original
location before taking root.
Locate Creature
Divination
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Duration: 10 min./level
This
spell functions like locate object, except this spell locates a known or
familiar creature.
You
slowly turn and sense when you are facing in the direction of the creature to
be located, provided it is within range. You also know in which direction the
creature is moving, if any.
The
spell can locate a creature of a specific kind or a specific creature known to
you. It cannot find a creature of a certain type. To find a kind of creature,
you must have seen such a creature up close (within 30 feet) at least once.
Running
water blocks the spell. It cannot detect objects. It can be fooled by mislead,
nondetection, and polymorph spells.
Material
Component: A
bit of fur from a bloodhound.
Locate Object
Divination
Level: Brd 2, Clr 3, Sor/Wiz 2,
Travel 2
Components: V, S, F/DF
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Area: Circle, centered on you,
with a radius of 400 ft. + 40 ft./level
Duration: 1 min./level
Saving
Throw:
None
Spell
Resistance:
No
You
sense the direction of a well-known or clearly visualized object. You can
search for general items, in which case you locate the nearest one of its kind
if more than one is within range. Attempting to find a certain item requires a
specific and accurate mental image; if the image is not close enough to the
actual object, the spell fails. You cannot specify a unique item unless you
have observed that particular item firsthand (not through divination).
The
spell is blocked by even a thin sheet of lead. Creatures cannot be found by
this spell. Polymorph any object fools it.
Arcane
Focus: A
forked twig.
Longstrider
Transmutation
Level: Drd 1, Rgr 1, Travel 1
Components: V, S, M
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
This
spell increases your base land speed by 10 feet. (This adjustment counts as an
enhancement bonus.) It has no effect on other modes of movement, such as
burrow, climb, fly, or swim.
Material
Component: A
pinch of dirt.
Lullaby
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 0
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Area: Living creatures within a
10-ft.-radius burst
Duration: Concentration + 1
round/level (D)
Saving
Throw: Will
negates
Spell
Resistance:
Yes
Any
creature within the area that fails a Will save becomes drowsy and inattentive,
taking a –5 penalty on Listen and Spot checks and a –2 penalty on Will saves
against sleep effects while the lullaby is in effect. Lullaby lasts
for as long as the caster concentrates, plus up to 1 round per caster level
thereafter.