This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
SPELLS
(M-O)
Mage Armor
Conjuration
(Creation) [Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
No
An
invisible but tangible field of force surrounds the subject of a mage armor spell,
providing a +4 armor bonus to AC.
Unlike
mundane armor, mage armor entails no armor check penalty, arcane spell
failure chance, or speed reduction. Since mage armor is made of force,
incorporeal creatures can’t bypass it the way they do normal armor.
Focus:
A piece
of cured leather.
Mage Hand
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One nonmagical,
unattended object weighing up to 5 lb.
Duration: Concentration
Saving
Throw:
None
Spell
Resistance:
No
You
point your finger at an object and can lift it and move it at will from a
distance. As a move action, you can propel the object as far as 15 feet in any
direction, though the spell ends if the distance between you and the object
ever exceeds the spell’s range.
Mage’s Disjunction
Abjuration
Level:
Magic 9,
Sor/Wiz 9
Components: V
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Area: All magical effects and
magic items within a 40-ft.-radius burst
Duration: Instantaneous
Saving
Throw: Will
negates (object)
Spell
Resistance:
No
All
magical effects and magic items within the radius of the spell, except for
those that you carry or touch, are disjoined. That is, spells and spell-like
effects are separated into their individual components (ending the effect as a dispel
magic spell does), and each permanent magic item must make a successful
Will save or be turned into a normal item. An item in a creature’s possession
uses its own Will save bonus or its possessor’s Will save bonus, whichever is
higher.
You
also have a 1% chance per caster level of destroying an antimagic field. If
the antimagic field survives the disjunction, no items within it
are disjoined.
Even
artifacts are subject to disjunction, though there is only a 1% chance
per caster level of actually affecting such powerful items. Additionally, if an
artifact is destroyed, you must make a DC 25 Will save or permanently lose all
spellcasting abilities. (These abilities cannot be recovered by mortal magic,
not even miracle or wish.)
Note:
Destroying
artifacts is a dangerous business, and it is 95% likely to attract the
attention of some powerful being who has an interest in or connection with the
device.
Mage’s Faithful
Hound
Conjuration
(Creation)
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Phantom watchdog
Duration: 1 hour/caster level or
until discharged, then 1 round/caster level; see text
Saving
Throw:
None
Spell
Resistance:
No
You
conjure up a phantom watchdog that is invisible to everyone but yourself. It
then guards the area where it was conjured (it does not move). The hound
immediately starts barking loudly if any Small or larger creature approaches
within 30 feet of it. (Those within 30 feet of the hound when it is conjured
may move about in the area, but if they leave and return, they activate the
barking.) The hound sees invisible and ethereal creatures. It does not react to
figments, but it does react to shadow illusions.
If
an intruder approaches to within 5 feet of the hound, the dog stops barking and
delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage)
once per round. The dog also gets the bonuses appropriate to an invisible
creature.
The
dog is considered ready to bite intruders, so it delivers its first bite on the
intruder’s turn. Its bite is the equivalent of a magic weapon for the purpose
of damage reduction. The hound cannot be attacked, but it can be dispelled.
The
spell lasts for 1 hour per caster level, but once the hound begins barking, it
lasts only 1 round per caster level. If you are ever more than 100 feet distant
from the hound, the spell ends.
Material
Component: A
tiny silver whistle, a piece of bone, and a thread.
Mage’s Lucubration
Transmutation
Level:
Wiz 6
Components: V, S
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: Instantaneous
You
instantly recall any one spell of 5th level or lower that you have used during
the past 24 hours. The spell must have been actually cast during that period.
The recalled spell is stored in your mind as through prepared in the normal
fashion.
If
the recalled spell requires material components, you must provide them. The
recovered spell is not usable until the material components are available.
Mage’s Magnificent
Mansion
Conjuration
(Creation)
Level: Sor/Wiz 7
Components: V, S, F
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Extradimensional mansion,
up to three 10-ft. cubes/level (S)
Duration: 2 hours/level (D)
Saving
Throw:
None
Spell
Resistance:
No
You
conjure up an extradimensional dwelling that has a single entrance on the plane
from which the spell was cast. The entry point looks like a faint shimmering in
the air that is 4 feet wide and 8 feet high. Only those you designate may enter
the mansion, and the portal is shut and made invisible behind you when you
enter. You may open it again from your own side at will. Once observers have
passed beyond the entrance, they are in a magnificent foyer with numerous
chambers beyond. The atmosphere is clean, fresh, and warm.
You
can create any floor plan you desire to the limit of the spell’s effect. The
place is furnished and contains sufficient foodstuffs to serve a nine-course
banquet to a dozen people per caster level. A staff of near-transparent
servants (as many as two per caster level), liveried and obedient, wait upon
all who enter. The servants function as unseen servant spells except
that they are visible and can go anywhere in the mansion.
Since
the place can be entered only through its special portal, outside conditions do
not affect the mansion, nor do conditions inside it pass to the plane beyond.
Focus:
A
miniature portal carved from ivory, a small piece of polished marble, and a
tiny silver spoon (each item worth 5 gp).
Mage’s Private
Sanctum
Abjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: 10
minutes
Range: Close (25 ft. + 5 ft./2
levels)
Area: 30-ft. cube/level (S)
Duration: 24 hours (D)
Saving
Throw:
None
Spell
Resistance:
No
This
spell ensures privacy. Anyone looking into the area from outside sees only a
dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how
loud, can escape the area, so nobody can eavesdrop from outside. Those inside
can see out normally.
Divination
(scrying) spells cannot perceive anything within the area, and those within are
immune to detect thoughts. The ward prevents speech between those inside
and those outside (because it blocks sound), but it does not prevent other
communication, such as a sending or message spell, or telepathic
communication, such as that between a wizard and her familiar.
The
spell does not prevent creatures or objects from moving into and out of the
area.
Mage’s
private sanctum can
be made permanent with a permanency spell.
Material
Component: A
thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and
powdered chrysolite.
Mage’s Sword
Evocation
[Force]
Level: Sor/Wiz 7
Components: V, S, F
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: One sword
Duration: 1 round/level (D)
Saving
Throw:
None
Spell
Resistance:
Yes
This
spell brings into being a shimmering, swordlike plane of force. The sword
strikes at any opponent within its range, as you desire, starting in the round
that you cast the spell. The sword attacks its designated target once each
round on your turn. Its attack bonus is equal to your caster level + your Int
bonus or your Cha bonus (for wizards or sorcerers, respectively) with an
additional +3 enhancement bonus. As a force effect, it can strike ethereal and
incorporeal creatures. It deals 4d6+3 points of force damage, with a threat
range of 19–20 and a critical multiplier of x2.
The
sword always strikes from your direction. It does not get a bonus for flanking
or help a combatant get one. If the sword goes beyond the spell range from you,
if it goes out of your sight, or if you are not directing it, the sword returns
to you and hovers.
Each
round after the first, you can use a standard action to switch the sword to a
new target. If you do not, the sword continues to attack the previous round’s
target.
The
sword cannot be attacked or harmed by physical attacks, but dispel magic,
disintegrate, a sphere of annihilation, or a rod of
cancellation affects it. The sword’s AC is 13 (10, +0 size bonus for Medium
object, +3 deflection bonus).
If
an attacked creature has spell resistance, the resistance is checked the first
time Mage’s sword strikes it. If the sword is successfully resisted, the
spell is dispelled. If not, the sword has its normal full effect on that
creature for the duration of the spell.
Focus:
A
miniature platinum sword with a grip and pommel of copper and zinc. It costs
250 gp to construct.
Magic Aura
Illusion
(Glamer)
Level: Brd 1, Magic 1, Sor/Wiz 1
Components: V, S, F
Casting
Time: 1
standard action
Range: Touch
Target: One touched object
weighing up
to
5 lb./level
Duration: One day/level (D)
Saving
Throw:
None; see text
Spell
Resistance:
No
You
alter an item’s aura so that it registers to detect spells (and spells
with similar capabilities) as though it were nonmagical, or a magic item of a
kind you specify, or the subject of a spell you specify.
If
the object bearing magic aura has identify cast on it or is
similarly examined, the examiner recognizes that the aura is false and detects
the object’s actual qualities if he succeeds on a Will save. Otherwise, he
believes the aura and no amount of testing reveals what the true magic is.
If
the targeted item’s own aura is exceptionally powerful (if it is an artifact,
for instance), magic aura doesn’t work.
Note:
A magic
weapon, shield, or suit of armor must be a masterwork item, so a sword of
average make, for example, looks suspicious if it has a magical aura.
Focus:
A small
square of silk that must be passed over the object that receives the aura.
Magic Circle
against Chaos
Abjuration
[Lawful]
Level: Clr 3, Law 3, Pal 3,
Sor/Wiz 3
This
spell functions like magic circle against evil, except that it is
similar to protection from chaos instead of protection from evil,
and it can imprison a nonlawful called creature.
Magic Circle
against Evil
Abjuration
[Good]
Level: Clr 3, Good 3, Pal 3,
Sor/Wiz 3
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Touch
Area: 10-ft.-radius emanation
from touched creature
Duration: 10 min./level
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
No; see text
All
creatures within the area gain the effects of a protection from evil spell,
and no nongood summoned creatures can enter the area either. You must overcome
a creature’s spell resistance in order to keep it at bay (as in the third
function of protection from evil), but the deflection and resistance
bonuses and the protection from mental control apply regardless of enemies’
spell resistance.
This
spell has an alternative version that you may choose when casting it. A magic
circle against evil can be focused inward rather than outward. When focused
inward, the spell binds a nongood called creature (such as those called by the lesser
planar binding, planar binding, and greater planar binding spells)
for a maximum of 24 hours per caster level, provided that you cast the spell
that calls the creature within 1 round of casting the magic circle. The
creature cannot cross the circle’s boundaries. If a creature too large to fit
into the spell’s area is the subject of the spell, the spell acts as a normal protection
from evil spell for that creature only.
A
magic circle leaves much to be desired as a trap. If the circle of
powdered silver laid down in the process of spellcasting is broken, the effect
immediately ends. The trapped creature can do nothing that disturbs the circle,
directly or indirectly, but other creatures can. If the called creature has
spell resistance, it can test the trap once a day. If you fail to overcome its
spell resistance, the creature breaks free, destroying the circle. A creature
capable of any form of dimensional travel (astral projection, blink,
dimension door, etherealness, gate, plane shift, shadow walk, teleport, and
similar abilities) can simply leave the circle through that means. You can
prevent the creature’s extradimensional escape by casting a dimensional
anchor spell on it, but you must cast the spell before the creature acts.
If you are successful, the anchor effect lasts as long as the magic
circle does. The creature cannot reach across the magic circle, but
its ranged attacks (ranged weapons, spells, magical abilities, and the like)
can. The creature can attack any target it can reach with its ranged attacks
except for the circle itself.
You
can add a special diagram (a two-dimensional bounded figure with no gaps along
its circumference, augmented with various magical sigils) to make the magic
circle more secure. Drawing the diagram by hand takes 10 minutes and
requires a DC 20 Spellcraft check. You do not know the result of this check. If
the check fails, the diagram is ineffective. You can take 10 when drawing the
diagram if you are under no particular time pressure to complete the task. This
task also takes 10 full minutes. If time is no factor at all, and you devote 3
hours and 20 minutes to the task, you can take 20.
A
successful diagram allows you to cast a dimensional anchor spell on the magic
circle during the round before casting any summoning spell. The anchor holds
any called creatures in the magic circle for 24 hours per caster level.
A creature cannot use its spell resistance against a magic circle prepared
with a diagram, and none of its abilities or attacks can cross the diagram. If
the creature tries a Charisma check to break free of the trap (see the lesser
planar binding spell), the DC increases by 5. The creature is immediately
released if anything disturbs the diagram—even a straw laid across it. However,
the creature itself cannot disturb the diagram either directly or indirectly,
as noted above.
This
spell is not cumulative with protection from evil and vice versa.
Arcane
Material Component: A little powdered silver with which you trace a
3-footdiameter circle on the floor (or ground) around the creature to be
warded.
Magic Circle
against Good
Abjuration
[Evil]
Level: Clr 3, Evil 3, Sor/Wiz 3
This
spell functions like magic circle against evil, except that it is
similar to protection from good instead of protection from evil,
and it can imprison a nonevil called creature.
Magic Circle
against Law
Abjuration
[Chaotic]
Level: Chaos 3, Clr 3, Sor/Wiz 3
This
spell functions like magic circle against evil, except that it is similar
to protection from law instead of protection from evil, and it
can imprison a nonchaotic called creature.
Magic Fang
Transmutation
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
Magic
fang gives
one natural weapon of the subject a +1 enhancement bonus on attack and damage
rolls. The spell can affect a slam attack, fist, bite, or other natural weapon.
(The spell does not change an unarmed strike’s damage from nonlethal damage to
lethal damage.)
Magic
fang can
be made permanent with a permanency spell.
Magic Fang,
Greater
Transmutation
Level: Drd 3, Rgr 3
Range: Close (25 ft. + 5 ft./2
levels)
Target: One living creature
Duration: 1 hour/level
This
spell functions like magic fang, except that the enhancement bonus on
attack and damage rolls is +1 per four caster levels (maximum +5).
Alternatively,
you may imbue all of the creature’s natural weapons with a +1 enhancement bonus
(regardless of your caster level).
Greater
magic fang can
be made permanent with a permanency spell.
Magic Jar
Necromancy
Level: Sor/Wiz 5
Components: V, S, F
Casting
Time: 1
standard action
Range: Medium (100 ft. + 10
ft./level)
Target: One creature
Duration: 1 hour/level or until you
return to your body
Saving
Throw: Will
negates; see text
Spell
Resistance:
Yes
By
casting magic jar, you place your soul in a gem or large crystal (known
as the magic jar), leaving your body lifeless. Then you can attempt to
take control of a nearby body, forcing its soul into the magic jar. You
may move back to the jar (thereby returning the trapped soul to its body) and
attempt to possess another body. The spell ends when you send your soul back to
your own body, leaving the receptacle empty.
To
cast the spell, the magic jar must be within spell range and you must
know where it is, though you do not need line of sight or line of effect to it.
When you transfer your soul upon casting, your body is, as near as anyone can
tell, dead.
While
in the magic jar, you can sense and attack any life force within 10 feet
per caster level (and on the same plane of existence). You do need line of
effect from the jar to the creatures. You cannot determine the exact creature
types or positions of these creatures. In a group of life forces, you can sense
a difference of 4 or more Hit Dice between one creature and another and can
determine whether a life force is powered by positive or negative energy.
(Undead creatures are powered by negative energy. Only sentient undead
creatures have, or are, souls.)
You
could choose to take over either a stronger or a weaker creature, but which
particular stronger or weaker creature you attempt to possess is determined
randomly.
Attempting
to possess a body is a full-round action. It is blocked by protection from
evil or a similar ward. You possess the body and force the creature’s soul
into the magic jar unless the subject succeeds on a Will save. Failure
to take over the host leaves your life force in the magic jar, and the
target automatically succeeds on further saving throws if you attempt to
possess its body again.
If
you are successful, your life force occupies the host body, and the host’s life
force is imprisoned in the magic jar. You keep your Intelligence, Wisdom,
Charisma, level, class, base attack bonus, base save bonuses, alignment, and
mental abilities. The body retains its Strength, Dexterity, Constitution, hit
points, natural abilities, and automatic abilities. A body with extra limbs
does not allow you to make more attacks (or more advantageous two-weapon
attacks) than normal. You can’t choose to activate the body’s extraordinary or
supernatural abilities. The creature’s spells and spell-like abilities do not
stay with the body.
As
a standard action, you can shift freely from a host to the magic jar if
within range, sending the trapped soul back to its body. The spell ends when
you shift from the jar to your own body.
If
the host body is slain, you return to the magic jar, if within range,
and the life force of the host departs (it is dead). If the host body is slain
beyond the range of the spell, both you and the host die. Any life force with
nowhere to go is treated as slain.
If
the spell ends while you are in the magic jar, you return to your body
(or die if your body is out of range or destroyed). If the spell ends while you
are in a host, you return to your body (or die, if it is out of range of your
current position), and the soul in the magic jar returns to its body (or
dies if it is out of range). Destroying the receptacle ends the spell, and the
spell can be dispelled at either the magic jar or at the host’s
location.
Focus:
A gem or
crystal worth at least 100 gp.
Magic Missile
Evocation
[Force]
Level: Sor/Wiz 1
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Targets: Up to five creatures, no
two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
Yes
A
missile of magical energy darts forth from your fingertip and strikes its
target, dealing 1d4+1 points of force damage.
The
missile strikes unerringly, even if the target is in melee combat or has less
than total cover or total concealment. Specific parts of a creature can’t be
singled out. Inanimate objects are not damaged by the spell.
For
every two caster levels beyond 1st, you gain an additional missile—two at 3rd
level, three at 5th, four at 7th, and the maximum of five missiles at 9th level
or higher. If you shoot multiple missiles, you can have them strike a single
creature or several creatures. A single missile can strike only one creature.
You must designate targets before you check for spell resistance or roll
damage.
Magic Mouth
Illusion
(Glamer)
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 or object
Duration: Permanent until
discharged
Saving
Throw: Will
negates (object)
Spell
Resistance:
Yes (object)
This
spell imbues the chosen object or creature with an enchanted mouth that
suddenly appears and speaks its message the next time a specified event occurs.
The message, which must be twenty-five or fewer words long, can be in any
language known by you and can be delivered over a period of 10 minutes. The
mouth cannot utter verbal components, use command words, or activate magical
effects. It does, however, move according to the words articulated; if it were
placed upon a statue, the mouth of the statue would move and appear to speak.
Of course, magic mouth can be placed upon a tree, rock, or any other
object or creature.
The
spell functions when specific conditions are fulfilled according to your
command as set in the spell. Commands can be as general or as detailed as desired,
although only visual and audible triggers can be used. Triggers react to what
appears to be the case. Disguises and illusions can fool them. Normal darkness
does not defeat a visual trigger, but magical darkness or invisibility
does. Silent movement or magical silence defeats audible triggers.
Audible triggers can be keyed to general types of noises or to a specific noise
or spoken word. Actions can serve as triggers if they are visible or audible. A
magic mouth cannot distinguish alignment, level, Hit Dice, or class
except by external garb.
The
range limit of a trigger is 15 feet per caster level, so a 6th-level caster can
command a magic mouth to respond to triggers as far as 90 feet away.
Regardless of range, the mouth can respond only to visible or audible triggers
and actions in line of sight or within hearing distance.
Magic
mouth can
be made permanent with a permanency spell.
Material
Component: A
small bit of honeycomb and jade dust worth 10 gp.
Magic Stone
Transmutation
Level: Clr 1, Drd 1, Earth 1
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Targets: Up to three pebbles
touched
Duration: 30 minutes or until
discharged
Saving
Throw: Will
negates (harmless, object)
Spell
Resistance:
Yes (harmless, object)
You
transmute as many as three pebbles, which can be no larger than sling bullets,
so that they strike with great force when thrown or slung. If hurled, they have
a range increment of 20 feet. If slung, treat them as sling bullets (range
increment 50 feet). The spell gives them a +1 enhancement bonus on attack and
damage rolls. The user of the stones makes a normal ranged attack. Each
stone that hits deals 1d6+1 points of damage (including the spell’s enhancement
bonus), or 2d6+2 points against undead.
Magic Vestment
Transmutation
Level: Clr 3, Strength 3, War 3
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target: Armor or shield touched
Duration: 1 hour/level
Saving
Throw: Will
negates (harmless, object)
Spell
Resistance:
Yes (harmless, object)
You
imbue a suit of armor or a shield with an enhancement bonus of +1 per four
caster levels (maximum +5 at 20th level).
An
outfit of regular clothing counts as armor that grants no AC bonus for the
purpose of this spell.
Magic Weapon
Transmutation
Level: Clr 1, Pal 1, Sor/Wiz 1,
War 1
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target:
Weapon
touched
Duration: 1 min./level
Saving
Throw: Will
negates (harmless, object)
Spell
Resistance:
Yes (harmless, object)
Magic
weapon gives
a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement
bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.)
You
can’t cast this spell on a natural weapon, such as an unarmed strike (instead,
see magic fang). A monk’s unarmed strike is considered a weapon, and
thus it can be enhanced by this spell.
Magic Weapon,
Greater
Transmutation
Level: Clr 4, Pal 3, Sor/Wiz 3
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One weapon or fifty
projectiles (all of which must be in contact with each other at the time of
casting)
Duration: 1 hour/level
Saving
Throw: Will
negates (harmless, object)
Spell
Resistance:
Yes (harmless, object)
This
spell functions like magic weapon, except that it gives a weapon an
enhancement bonus on attack and damage rolls of +1 per four caster levels
(maximum +5).
Alternatively,
you can affect as many as fifty arrows, bolts, or bullets. The projectiles must
be of the same kind, and they have to be together (in the same quiver or other
container). Projectiles, but not thrown weapons, lose their transmutation when
used. (Treat shuriken as projectiles, rather than as thrown weapons, for the
purpose of this spell.)
Arcane
Material Component: Powdered lime and carbon.
Major Creation
Conjuration
(Creation)
Level: Sor/Wiz 5
Casting
Time: 10
minutes
Range: Close (25 ft. + 5 ft./2
levels)
Duration: See text
This
spell functions like minor creation, except that you can also create an
object of mineral nature: stone, crystal, metal, or the like. The duration of
the created item varies with its relative hardness and rarity, as indicated on
the following table.
Hardness and Rarity Examples |
Duration |
Vegetable
matter |
2
hr./level |
Stone,
crystal, base metals |
1
hr./level |
Precious
metals |
20
min./level |
Gems |
10
min./level |
Rare
metal1 |
1
round/level |
1
Includes adamantine, alchemical silver, and mithral. You can’t use major
creation to create a cold iron item. |
Major Image
Illusion
(Figment)
Level: Brd 3, Sor/Wiz 3
Duration: Concentration + 3 rounds
This
spell functions like silent image, except that sound, smell, and thermal
illusions are included in the spell effect. While concentrating, you can move
the image within the range.
The
image disappears when struck by an opponent unless you cause the illusion to
react appropriately.
Make Whole
Transmutation
Level: Clr 2
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One object of up to 10
cu. ft./ level
This
spell functions like mending, except that make whole completely
repairs an object made of any substance, even one with multiple breaks, to be
as strong as new. The spell does not restore the magical abilities of a broken
magic item made whole, and it cannot mend broken magic rods, staffs, or wands.
The spell does not repair items that have been warped, burned, disintegrated,
ground to powder, melted, or vaporized, nor does it affect creatures (including
constructs).
Mark of Justice
Necromancy
Level: Clr 5, Pal 4
Components: V, S, DF
Casting
Time: 10
minutes
Range: Touch
Target: Creature touched
Duration: Permanent; see text
Saving
Throw:
None
Spell
Resistance:
Yes
You
draw an indelible mark on the subject and state some behavior on the part of
the subject that will activate the mark. When activated, the mark curses the
subject. Typically, you designate some sort of criminal behavior that activates
the mark, but you can pick any act you please. The effect of the mark is
identical with the effect of bestow curse.
Since
this spell takes 10 minutes to cast and involves writing on the target, you can
cast it only on a creature that is willing or restrained.
Like
the effect of bestow curse, a mark of justice cannot be
dispelled, but it can be removed with a break enchantment, limited
wish, miracle, remove curse, or wish spell. Remove
curse works only if its caster level is equal to or higher than your mark
of justice caster level. These restrictions apply regardless of whether the
mark has activated.
Mass (Spell Name)
Any
spell whose name begins with mass is alphabetized in this chapter
according to the second word of the spell name. Thus, the description of a mass
spell appears near the description of the spell on which it is based. Spell
chains that have mass spells in them include those based on the spells bear’s
endurance, bull’s strength, cat’s grace, charm monster, cure critical wounds,
cure light wounds, cure moderate wounds, cure serious wounds, eagle’s splendor,
enlarge person, fox’s cunning, heal, hold monster, hold person, inflict
critical wounds, inflict light wounds, inflict moderate wounds, inflict serious
wounds, invisibility, owl’s wisdom, reduce person, and suggestion.
Maze
Conjuration
(Teleportation)
Level: Sor/Wiz 8
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One creature
Duration: See text
Saving
Throw:
None
Spell
Resistance:
Yes
You
banish the subject into an extradimensional labyrinth of force planes. Each
round on its turn, it may attempt a DC 20 Intelligence check to escape the
labyrinth as a full-round action. If the subject doesn’t escape, the maze
disappears after 10 minutes, forcing the subject to leave.
On
escaping or leaving the maze, the subject reappears where it had been when the maze
spell was cast. If this location is filled with a solid object, the subject
appears in the nearest open space. Spells and abilities that move a creature
within a plane, such as teleport and dimension door, do not help
a creature escape a maze spell, although a plane shift spell
allows it to exit to whatever plane is designated in that spell. Minotaurs are
not affected by this spell.
Meld into Stone
Transmutation
[Earth]
Level: Clr 3, Drd 3
Components: V, S, DF
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 10 min./level
Meld
into stone enables
you to meld your body and possessions into a single block of stone. The stone
must be large enough to accommodate your body in all three dimensions. When the
casting is complete, you and not more than 100 pounds of nonliving gear merge
with the stone. If either condition is violated, the spell fails and is wasted.
While
in the stone, you remain in contact, however tenuous, with the face of the
stone through which you melded. You remain aware of the passage of time and can
cast spells on yourself while hiding in the stone. Nothing that goes on outside
the stone can be seen, but you can still hear what happens around you. Minor
physical damage to the stone does not harm you, but its partial destruction (to
the extent that you no longer fit within it) expels you and deals you 5d6
points of damage. The stone’s complete destruction expels you and slays you
instantly unless you make a DC 18 Fortitude save.
Any
time before the duration expires, you can step out of the stone through the
surface that you entered. If the spell’s duration expires or the effect is
dispelled before you voluntarily exit the stone, you are violently expelled and
take 5d6 points of damage.
The
following spells harm you if cast upon the stone that you are occupying: Stone
to flesh expels you and deals you 5d6 points of damage. Stone shape deals
you 3d6 points of damage but does not expel you. Transmute rock to mud expels
you and then slays you instantly unless you make a DC 18 Fortitude save, in
which case you are merely expelled. Finally, passwall expels you without
damage.
Mending
Transmutation
Level: Brd 0, Clr 0, Drd 0,
Sor/Wiz 0
Components: V, S
Casting
Time: 1
standard action
Range: 10 ft.
Target: One object of up to 1 lb.
Duration: Instantaneous
Saving
Throw: Will
negates (harmless, object)
Spell
Resistance:
Yes (harmless, object)
Mending
repairs
small breaks or tears in objects (but not warps, such as might be caused by a warp
wood spell). It will weld broken metallic objects such as a ring, a chain
link, a medallion, or a slender dagger, providing but one break exists.
Ceramic
or wooden objects with multiple breaks can be invisibly rejoined to be as
strong as new. A hole in a leather sack or a wineskin is completely healed over
by mending. The spell can repair a magic item, but the item’s magical
abilities are not restored. The spell cannot mend broken magic rods, staffs, or
wands, nor does it affect creatures (including constructs).
Message
Transmutation
[Language-Dependent]
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 min./level
Saving
Throw:
None
Spell
Resistance:
No
You
can whisper messages and receive whispered replies with little chance of being
overheard. You point your finger at each creature you want to receive the
message. When you whisper, the whispered message is audible to all targeted
creatures within range. Magical silence, 1 foot of stone, 1 inch of
common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the
spell. The message does not have to travel in a straight line. It can
circumvent a barrier if there is an open path between you and the subject, and
the path’s entire length lies within the spell’s range. The creatures that
receive the message can whisper a reply that you hear. The spell transmits
sound, not meaning. It doesn’t transcend language barriers.
Note:
To speak
a message, you must mouth the words and whisper, possibly allowing observers
the opportunity to read your lips.
Focus:
A short
piece of copper wire.
Meteor Swarm
Evocation
[Fire]
Level: Sor/Wiz 9
Components: V, S
Casting
Time: 1
standard action
Range: Long (400 ft. + 40 ft./level)
Area: Four 40-ft.-radius
spreads; see text
Duration: Instantaneous
Saving
Throw:
None or Reflex half; see text
Spell
Resistance:
Yes
Meteor
swarm is
a very powerful and spectacular spell that is similar to fireball in
many aspects. When you cast it, four 2- foot-diameter spheres spring from your
outstretched hand and streak in straight lines to the spots you select. The
meteor spheres leave a fiery trail of sparks.
If
you aim a sphere at a specific creature, you may make a ranged touch attack to strike
the target with the meteor. Any creature struck by one of these spheres takes
2d6 points of bludgeoning damage (no save) and receives no saving throw against
the sphere’s fire damage (see below). If a targeted sphere misses its target,
it simply explodes at the nearest corner of the target’s space. You may aim
more than one meteor at the same target.
Once
a sphere reaches its destination, it explodes in a 40-foot-radius spread,
dealing 6d6 points of fire damage to each creature in the area. If a creature
is within the area of more than one sphere, it must save separately against
each. (Fire resistance applies to each sphere’s damage individually.)
Mind Blank
Abjuration
Level: Protection 8, Sor/Wiz 8
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One creature
Duration: 24 hours
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
The
subject is protected from all devices and spells that detect, influence, or
read emotions or thoughts. This spell protects against all mind-affecting
spells and effects as well as information gathering by divination spells or
effects. Mind blank even foils limited wish, miracle, and wish
spells when they are used in such a way as to affect the subject’s mind or
to gain information about it. In the case of scrying that scans an area the
creature is in, such as arcane eye, the spell works but the creature
simply isn’t detected. Scrying attempts that are targeted specifically at the
subject do not work at all.
Mind Fog
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
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: 30 minutes and 2d6
rounds; see text
Saving
Throw: Will
negates
Spell
Resistance:
Yes
Mind
fog produces
a bank of thin mist that weakens the mental resistance of those caught in it.
Creatures in the mind fog take a –10 competence penalty on Wisdom checks
and Will saves. (A creature that successfully saves against the fog is not
affected and need not make further saves even if it remains in the fog.)
Affected creatures take the penalty as long as they remain in the fog and for
2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until
dispersed by wind).
A
moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+
mph) disperses the fog in 1 round.
The
fog is thin and does not significantly hamper vision.
Minor Creation
Conjuration
(Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 1
minute
Range: 0 ft.
Effect: Unattended, nonmagical
object of nonliving plant matter, up to 1 cu. ft./level
Duration: 1 hour/level (D)
Saving
Throw:
None
Spell
Resistance:
No
You
create a nonmagical, unattended object of nonliving, vegetable matter. The
volume of the item created cannot exceed 1 cubic foot per caster level. You
must succeed on an appropriate skill check to make a complex item.
Attempting
to use any created object as a material component causes the spell to fail.
Material
Component: A
tiny piece of matter of the same sort of item you plan to create with minor
creation.
Minor Image
Illusion
(Figment)
Level: Brd 2, Sor/Wiz 2
Duration: Concentration +2 rounds
This
spell functions like silent image, except that minor image includes
some minor sounds but not understandable speech.
Miracle
Evocation
Level: Clr 9, Luck 9
Components: V, S, XP; see text
Casting
Time: 1
standard action
Range: See text
Target,
Effect, or Area: See text
Duration: See text
Saving
Throw:
See text
Spell
Resistance:
Yes
You
don’t so much cast a miracle as request one. You state what you would
like to have happen and request that your deity (or the power you pray to for
spells) intercede.
A
miracle can do any of the following things.
• Duplicate any cleric spell
of 8th level or lower (including spells to which you have access because of
your domains).
• Duplicate any other spell
of 7th level or lower.
• Undo the harmful effects
of certain spells, such as feeblemind or insanity.
• Have any effect whose
power level is in line with the above effects.
If
the miracle has any of the above effects, casting it has no experience
point cost.
Alternatively,
a cleric can make a very powerful request. Casting such a miracle costs
the cleric 5,000 XP because of the powerful divine energies involved. Examples
of especially powerful miracles of this sort could include the
following.
• Swinging the tide of a
battle in your favor by raising fallen allies to continue fighting.
• Moving you and your
allies, with all your and their gear, from one plane to another through planar
barriers to a specific locale with no chance of error.
• Protecting a city from an
earthquake, volcanic eruption, flood, or other major natural disaster.
In
any event, a request that is out of line with the deity’s (or alignment’s)
nature is refused.
A
duplicated spell allows saving throws and spell resistance as normal, but the
save DCs are as for a 9th-level spell. When a miracle duplicates a spell
that has an XP cost, you must pay that cost. When a miracle spell
duplicates a spell with a material component that costs more than 100 gp, you
must provide that component.
XP
Cost: 5,000
XP (for some uses of the miracle spell; see above).
Mirage Arcana
Illusion
(Glamer)
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting
Time: 1
standard action
Area: One 20-ft. cube/level (S)
Duration: Concentration +1 hour/
level (D)
This
spell functions like hallucinatory terrain, except that it enables you
to make any area appear to be something other than it is. The illusion includes
audible, visual, tactile, and olfactory elements. Unlike hallucinatory
terrain, the spell can alter the appearance of structures (or add them
where none are present). Still, it can’t disguise, conceal, or add creatures
(though creatures within the area might hide themselves within the illusion
just as they can hide themselves within a real location).
Mirror Image
Illusion
(Figment)
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting
Time: 1
standard action
Range: Personal; see text
Target: You
Duration: 1 min./level (D)
Several
illusory duplicates of you pop into being, making it difficult for enemies to
know which target to attack. The figments stay near you and disappear when
struck.
Mirror
image creates
1d4 images plus one image per three caster levels (maximum eight images total).
These figments separate from you and remain in a cluster, each within 5 feet of
at least one other figment or you. You can move into and through a mirror
image. When you and the mirror image separate, observers can’t use
vision or hearing to tell which one is you and which the image. The figments
may also move through each other. The figments mimic your actions, pretending
to cast spells when you cast a spell, drink potions when you drink a potion,
levitate when you levitate, and so on.
Enemies
attempting to attack you or cast spells at you must select from among
indistinguishable targets. Generally, roll randomly to see whether the selected
target is real or a figment. Any successful attack against an image destroys
it. An image’s AC is 10 + your size modifier + your Dex modifier. Figments seem
to react normally to area spells (such as looking like they’re burned or dead
after being hit by a fireball).
While
moving, you can merge with and split off from figments so that enemies who have
learned which image is real are again confounded.
An
attacker must be able to see the images to be fooled. If you are invisible or
an attacker shuts his or her eyes, the spell has no effect. (Being unable to
see carries the same penalties as being blinded.)
Misdirection
Illusion
(Glamer)
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One creature or object,
up to a 10-ft. cube in size
Duration: 1 hour/level
Saving
Throw:
None or Will negates; see text
Spell
Resistance:
No
By
means of this spell, you misdirect the information from divination spells that
reveal auras (detect evil, detect magic, discern lies, and the like). On
casting the spell, you choose another object within range. For the duration of
the spell, the subject of misdirection is detected as if it were the other
object. (Neither the subject nor the other object gets a saving throw against
this effect.) Detection spells provide information based on the second object
rather than on the actual target of the detection unless the caster of the
detection succeeds on a Will save. For instance, you could make yourself detect
as a tree if one were within range at casting: not evil, not lying, not
magical, neutral in alignment, and so forth. This spell does not affect other
types of divination magic (augury, detect thoughts,
clairaudience/clairvoyance, and the like).
Mislead
Illusion
(Figment, Glamer)
Level: Brd 5, Luck 6, Sor/Wiz 6,
Trickery 6
Components: S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target/Effect: You/one illusory double
Duration: 1 round/level (D) and
concentration + 3 rounds; see text
Saving
Throw:
None or Will disbelief (if interacted with); see text
Spell
Resistance:
No
You
become invisible (as improved invisibility, a glamer), and at the same
time, an illusory double of you (as major image, a figment) appears. You
are then free to go elsewhere while your double moves away. The double appears
within range but thereafter moves as you direct it (which requires
concentration beginning on the first round after the casting). You can make the
figment appear superimposed perfectly over your own body so that observers
don’t notice an image appearing and you turning invisible. You and the figment
can then move in different directions. The double moves at your speed and can
talk and gesture as if it were real, but it cannot attack or cast spells,
though it can pretend to do so.
The
illusory double lasts as long as you concentrate upon it, plus 3 additional
rounds. After you cease concentration, the illusory double continues to carry
out the same activity until the duration expires. The improved invisibility lasts
for 1 round per level, regardless of concentration.
Mnemonic Enhancer
Transmutation
Level:
Wiz 4
Components: V, S, M, F
Casting
Time: 10
minutes
Range: Personal
Target: You
Duration: Instantaneous
Casting
this spell allows you to prepare additional spells or retain spells recently
cast. Pick one of these two versions when the spell is cast.
Prepare:
You
prepare up to three additional levels of spells. A cantrip counts as 1/2 level
for this purpose. You prepare and cast these spells normally.
Retain:
You
retain any spell of 3rd level or lower that you had cast up to 1 round before
you started casting the mnemonic enhancer. This restores the previously
cast spell to your mind.
In
either event, the spell or spells prepared or retained fade after 24 hours (if
not cast).
Material
Component: A
piece of string, and ink consisting of squid secretion with black dragon’s
blood.
Focus:
An ivory
plaque of at least 50 gp value.
Modify Memory
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 4
Components: V, S
Casting
Time: 1
round; see text
Range: Close (25 ft. + 5 ft./2
levels)
Target: One living creature
Duration: Permanent
Saving
Throw: Will
negates
Spell
Resistance:
Yes
You
reach into the subject’s mind and modify as many as 5 minutes of its memories
in one of the following ways.
• Eliminate all memory of an
event the subject actually experienced. This spell cannot negate charm,
geas/quest, suggestion, or similar spells.
• Allow the subject to
recall with perfect clarity an event it actually experienced.
• Change the details of an
event the subject actually experienced.
• Implant a memory of an
event the subject never experienced.
Casting
the spell takes 1 round. If the subject fails to save, you proceed with the
spell by spending as much as 5 minutes (a period of time equal to the amount of
memory time you want to modify) visualizing the memory you wish to modify in
the subject. If your concentration is disturbed before the visualization is
complete, or if the subject is ever beyond the spell’s range during this time,
the spell is lost.
A
modified memory does not necessarily affect the subject’s actions, particularly
if it contradicts the creature’s natural inclinations. An illogical modified
memory is dismissed by the creature as a bad dream or a memory muddied by too
much wine.
Moment of
Prescience
Divination
Level: Luck 8, Sor/Wiz 8
Components: V, S
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 hour/level or until
discharged
This
spell grants you a powerful sixth sense in relation to yourself. Once during
the spell’s duration, you may choose to use its effect. This spell grants you
an insight bonus equal to your caster level (maximum +25) on any single attack
roll, opposed ability or skill check, or saving throw. Alternatively, you can
apply the insight bonus to your AC against a single attack (even if
flatfooted). Activating the effect doesn’t take an action; you can even
activate it on another character’s turn if needed. You must choose to use the moment
of prescience before you make the roll it is to modify. Once used, the
spell ends.
You
can’t have more than one moment of prescience active on you at the same
time.
Mount
Conjuration
(Summoning)
Level: Sor/Wiz 1
Components: V, S, M
Casting
Time: 1
round
Range: Close (25 ft. + 5 ft./2
levels)
Effect: One mount
Duration: 2 hours/level (D)
Saving
Throw:
None
Spell
Resistance:
No
You
summon a light horse or a pony (your choice) to serve you as a mount. The steed
serves willingly and well. The mount comes with a bit and bridle and a riding
saddle.
Material
Component: A
bit of horse hair.
Move Earth
Transmutation
[Earth]
Level: Drd 6, Sor/Wiz 6
Components: V, S, M
Casting
Time: See
text
Range: Long (400 ft. + 40
ft./level)
Area: Dirt in an area up to 750
ft. square and up to 10 ft. deep (S)
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
Move
earth moves
dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting
dunes, and so forth.
However,
in no event can rock formations be collapsed or moved. The area to be affected
determines the casting time. For every 150-foot square (up to 10 feet deep),
casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours
and 10 minutes to move.
This
spell does not violently break the surface of the ground. Instead, it creates
wavelike crests and troughs, with the earth reacting with glacierlike fluidity
until the desired result is achieved. Trees, structures, rock formations, and
such are mostly unaffected except for changes in elevation and relative
topography.
The
spell cannot be used for tunneling and is generally too slow to trap or bury
creatures. Its primary use is for digging or filling moats or for adjusting
terrain contours before a battle.
This
spell has no effect on earth creatures.
Material
Component: A
mixture of soils (clay, loam, and sand) in a small bag, and an iron blade.
Neutralize Poison
Conjuration
(Healing)
Level: Brd 4, Clr 4, Drd 3, Pal
4, Rgr 3
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Touch
Target: Creature or object of up
to 1 cu. ft./level touched
Duration: 10 min./level
Saving
Throw: Will
negates (harmless, object)
Spell
Resistance:
Yes (harmless, object)
You
detoxify any sort of venom in the creature or object touched. A poisoned
creature suffers no additional effects from the poison, and any temporary
effects are ended, but the spell does not reverse instantaneous effects, such
as hit point damage, temporary ability damage, or effects that don’t go away on
their own.
The
creature is immune to any poison it is exposed to during the duration of the
spell. Unlike with delay poison, such effects aren’t postponed until
after the duration —the creature need not make any saves against poison effects
applied to it during the length of the spell.
This
spell can instead neutralize the poison in a poisonous creature or object for
the duration of the spell, at the caster’s option.
Arcane
Material Component: A bit of charcoal.
Nightmare
Illusion
(Phantasm) [Mind-Affecting, Evil]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting
Time: 10
minutes
Range: Unlimited
Target: One living creature
Duration: Instantaneous
Saving
Throw: Will
negates; see text
Spell
Resistance:
Yes
You
send a hideous and unsettling phantasmal vision to a specific creature that you
name or otherwise specifically designate.
The
nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare
leaves the subject fatigued and unable to regain arcane spells for the next
24 hours.
The
difficulty of the save depends on how well you know the subject and what sort
of physical connection (if any) you have to that creature.
Knowledge |
Will
Save Modifier |
None1 |
+10 |
Secondhand
(you have heard of the subject) |
+5 |
Firsthand
(you have met the subject) |
+0 |
Familiar
(you know the subject well) |
–5 |
1
You must have some sort of connection to a creature you have no knowledge of. |
Connection |
Will
Save Modifier |
Likeness
or picture |
–2 |
Possession
or garment |
–4 |
Body
part, lock of hair, bit of nail, etc. |
–10 |
Dispel
evil cast
on the subject while you are casting the spell dispels the nightmare and
causes you to be stunned for 10 minutes per caster level of the dispel evil.
If
the recipient is awake when the spell begins, you can choose to cease casting
(ending the spell) or to enter a trance until the recipient goes to sleep,
whereupon you become alert again and complete the casting. If you are disturbed
during the trance, you must succeed on a Concentration check as if you were in
the midst of casting a spell or the spell ends.
If
you choose to enter a trance, you are not aware of your surroundings or the
activities around you while in the trance.
You
are defenseless, both physically and mentally, while in the trance. (You always
fail any saving throw, for example.)
Creatures
who don’t sleep (such as elves, but not half-elves) or dream are immune to this
spell.
Nondetection
Abjuration
Level: Rgr 4, Sor/Wiz 3, Trickery
3
Components: V, S, M
Casting
Time: 1
standard action
Range: Touch
Target: Creature or object
touched
Duration: 1 hour/level
Saving
Throw: Will
negates (harmless, object)
Spell
Resistance:
Yes (harmless, object)
The
warded creature or object becomes difficult to detect by divination spells such
as clairaudience/clairvoyance, locate object, and detect spells. Nondetection
also prevents location by such magic items as crystal balls. If a
divination is attempted against the warded creature or item, the caster of the
divination must succeed on a caster level check (1d20 + caster level) against a
DC of 11 + the caster level of the spellcaster who cast nondetection. If
you cast nondetection on yourself or on an item currently in your
possession, the DC is 15 + your caster level.
If
cast on a creature, nondetection wards the creature’s gear as well as
the creature itself.
Material
Component: A
pinch of diamond dust worth 50 gp.
Obscure Object
Abjuration
Level: Brd 1, Clr 3, Sor/Wiz 2
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Touch
Target: One object touched of up
to 100 lb./level
Duration: 8 hours (D)
Saving
Throw: Will
negates (object)
Spell
Resistance:
Yes (object)
This
spell hides an object from location by divination (scrying) effects, such as
the scrying spell or a crystal ball. Such an attempt
automatically fails (if the divination is targeted on the object) or fails to
perceive the object (if the divination is targeted on a nearby location,
object, or person).
Arcane
Material Component: A piece of chameleon skin.
Obscuring Mist
Conjuration
(Creation)
Level: Air 1, Clr 1, Drd 1,
Sor/Wiz 1, Water 1
Components: V, S
Casting
Time: 1
standard action
Range: 20 ft.
Effect: Cloud spreads in 20-ft.
radius from you, 20 ft. high
Duration: 1 min./level
Saving
Throw:
None
Spell
Resistance:
No
A
misty vapor arises around you. It is stationary once created. The vapor
obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away
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).
A
moderate wind (11+ mph), such as from a gust of wind spell, disperses
the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball,
flame strike, or similar spell burns away the fog in the explosive or fiery
spell’s area. A wall of fire burns away the fog in the area into which
it deals damage.
This
spell does not function underwater.
Open/Close
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: Object weighing up to 30
lb. or portal that can be opened or closed
Duration: Instantaneous
Saving
Throw: Will
negates (object)
Spell
Resistance:
Yes (object)
You
can open or close (your choice) a door, chest, box, window, bag, pouch, bottle,
barrel, or other container. If anything resists this activity (such as a bar on
a door or a lock on a chest), the spell fails. In addition, the spell can only
open and close things weighing 30 pounds or less. Thus, doors, chests, and
similar objects sized for enormous creatures may be beyond this spell’s ability
to affect.
Focus:
A brass
key.
Order’s Wrath
Evocation
[Lawful]
Level: Law 4
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Area: Nonlawful creatures
within a burst that fills a 30-ft. cube
Duration: Instantaneous (1 round);
see text
Saving
Throw: Will
partial; see text
Spell
Resistance:
Yes
You
channel lawful power to smite enemies. The power takes the form of a
three-dimensional grid of energy. Only chaotic and neutral (not lawful)
creatures are harmed by the spell.
The
spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic
creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic
outsiders) and causes them to be dazed for 1 round. A successful Will save
reduces the damage to half and negates the daze effect.
The
spell deals only half damage to creatures who are neither chaotic nor lawful,
and they are not dazed. They can reduce the damage in half again (down to
one-quarter of the roll) with a successful Will save.
Overland Flight
Transmutation
Level: Sor/Wiz 5
Components: V, S
Range: Personal
Target: You
Duration: 1 hour/level
This
spell functions like a fly spell, except you can fly at a speed of 40
feet (30 feet if wearing medium or heavy armor, or if carrying a medium or
heavy load) with average maneuverability. When using this spell for long-distance
movement, you can hustle without taking nonlethal damage (a forced march still
requires Constitution checks). This means you can cover 64 miles in an
eight-hour period of flight (or 48 miles at a speed of 30 feet).
Owl’s Wisdom
Transmutation
Level: Clr 2, Drd 2, Pal 2, Rgr
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 wiser. The spell grants a +4 enhancement bonus to
Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids,
paladins, and rangers (and other Wisdom-based spellcasters) who receive owl’s
wisdom do not gain any additional bonus spells for the increased Wisdom,
but the save DCs for their spells increase.
Arcane
Material Component: A few feathers, or a pinch of droppings, from an owl.
Owl’s Wisdom, Mass
Transmutation
Level: Clr 6, Drd 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 owl’s wisdom, except that it affects multiple
creatures.