This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
SPELLS
(P-R)
Passwall
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: 1
standard action
Range: Touch
Effect: 5 ft. by 8 ft. opening,
10 ft. deep plus 5 ft. deep per three additional levels
Duration: 1 hour/level (D)
Saving
Throw:
None
Spell
Resistance:
No
You
create a passage through wooden, plaster, or stone walls, but not through metal
or other harder materials. The passage is 10 feet deep plus an additional 5
feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th,
and a maximum of 25 feet deep at 18th level). If the wall’s thickness is more
than the depth of the passage created, then a single passwall simply
makes a niche or short tunnel. Several passwall spells can then form a
continuing passage to breach very thick walls. When passwall ends,
creatures within the passage are ejected out the nearest exit. If someone
dispels the passwall or you dismiss it, creatures in the passage are
ejected out the far exit, if there is one, or out the sole exit if there is
only one.
Material
Component: A
pinch of sesame seeds.
Pass without Trace
Transmutation
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Targets: One creature/level
touched
Duration: 1 hour/level (D)
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
The
subject or subjects can move through any type of terrain and leave neither footprints
nor scent. Tracking the subjects is impossible by nonmagical means.
Permanency
Universal
Level: Sor/Wiz 5
Components: V, S, XP
Casting
Time: 2
rounds
Range: See text
Target,
Effect, or Area: See text
Duration: Permanent; see text
Saving
Throw:
None
Spell
Resistance:
No
This
spell makes certain other spells permanent.
Depending on the
spell, you must be of a minimum caster level and must expend a number of XP.
You
can make the following spells permanent in regard to yourself.
Spell |
Minimum Caster Level
|
XP Cost
|
Arcane
sight |
11th |
1,500 XP |
Comprehend
languages |
9th |
500 XP |
Darkvision |
10th |
1,000 XP |
Detect
magic |
9th |
500 XP |
Read
magic |
9th |
500 XP |
See
invisibility |
10th |
1,000 XP |
Tongues |
11th |
1,500 XP |
You
cast the desired spell and then follow it with the permanency spell. You
cannot cast these spells on other creatures. This application of permanency can
be dispelled only by a caster of higher level than you were when you cast the
spell.
In
addition to personal use, permanency can be used to make the following
spells permanent on yourself, another creature, or an object (as appropriate).
Spell |
Minimum Caster Level
|
XP Cost
|
Enlarge
person |
9th |
500 XP |
Magic
fang |
9th |
500 XP |
Magic
fang, greater |
11th |
1,500 XP |
Reduce
person |
9th |
500 XP |
Resistance |
9th |
500 XP |
Telepathic
bond1 |
13th |
2,500 XP |
1
Only bonds two creatures per casting of permanency. |
Additionally,
the following spells can be cast upon objects or areas only and rendered
permanent.
Spell |
Minimum Caster
Level
|
XP Cost
|
Alarm |
9th |
500 XP |
Animate
objects |
14th |
3,000 XP |
Dancing
lights |
9th |
500 XP |
Ghost
sound |
9th |
500 XP |
Gust
of wind |
11th |
1,500 XP |
Invisibility |
10th |
1,000 XP |
Mage’s
private sanctum |
13th |
2,500 XP |
Magic
mouth |
10th |
1,000 XP |
Phase
door |
15th |
3,500 XP |
Prismatic
sphere |
17th |
4,500 XP |
Prismatic
wall |
16th |
4,000 XP |
Shrink
item |
11th |
1,500 XP |
Solid
fog |
12th |
2,000 XP |
Stinking
cloud |
11th |
1,500 XP |
Symbol
of death |
16th |
4,000 XP |
Symbol
of fear |
14th |
3,000 XP |
Symbol
of insanity |
16th |
4,000 XP |
Symbol
of pain |
13th |
2,500 XP |
Symbol
of persuasion |
14th |
3,000 XP |
Symbol
of sleep |
16th |
4,000 XP |
Symbol
of stunning |
15th |
3,500 XP |
Symbol
of weakness |
15th |
3,500 XP |
Teleportation
circle |
17th |
4,500 XP |
Wall
of fire |
12th |
2,000 XP |
Wall
of force |
13th |
2,500 XP |
Web |
10th |
1,000 XP |
Spells
cast on other creatures, objects, or locations (not on you) are vulnerable to dispel
magic as normal.
XP
Cost: See
tables above.
Permanent Image
Illusion
(Figment)
Level: Brd 6, Sor/Wiz 6
Effect: Figment that cannot
extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
Duration: Permanent (D)
This
spell functions like silent image, except that the figment includes
visual, auditory, olfactory, and thermal elements, and the spell is permanent.
By concentrating, you can move the image within the limits of the range, but it
is static while you are not concentrating.
Material
Component: A
bit of fleece plus powdered jade worth 100 gp.
Persistent Image
Illusion
(Figment)
Level: Brd 5, Sor/Wiz 5
Duration: 1 min./level (D)
This
spell functions like silent image, except that the figment includes
visual, auditory, olfactory, and thermal components, and the figment follows a
script determined by you. The figment follows that script without your having
to concentrate on it. The illusion can include intelligible speech if you wish.
Material
Component: A
bit of fleece and several grains of sand.
Phantasmal Killer
Illusion
(Phantasm) [Fear, Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving
Throw: Will
disbelief (if interacted with), then Fortitude partial; see text
Spell
Resistance:
Yes
You
create a phantasmal image of the most fearsome creature imaginable to the
subject simply by forming the fears of the subject’s subconscious mind into
something that its conscious mind can visualize: this most horrible beast. Only
the spell’s subject can see the phantasmal killer. You see only a vague shape.
The target first gets a Will save to recognize the image as unreal. If that
save fails, the phantasm touches the subject, and the subject must succeed on a
Fortitude save or die from fear. Even if the Fortitude save is successful, the
subject takes 3d6 points of damage.
If
the subject of a phantasmal killer attack succeeds in disbelieving and
is wearing a helm of telepathy, the beast can be turned upon you. You
must then disbelieve it or become subject to its deadly fear attack.
Phantom Steed
Conjuration
(Creation)
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting
Time: 10
minutes
Range: 0 ft.
Effect: One quasi-real, horselike
creature
Duration: 1 hour/level (D)
Saving
Throw:
None
Spell
Resistance:
No
You
conjure a Large, quasi-real, horselike creature. The steed can be ridden only
by you or by the one person for whom you specifically created the mount. A
phantom steed has a black head and body, gray mane and tail, and smoke-colored,
insubstantial hooves that make no sound. It has what seems to be a saddle, bit,
and bridle. It does not fight, but animals shun it and refuse to attack it.
The
mount has an AC of 18 (–1 size, +4 natural armor, +5 Dex) and 7 hit points +1
hit point per caster level. If it loses all its hit points, the phantom steed
disappears. A phantom steed has a speed of 20 feet per caster level, to a
maximum of 240 feet. It can bear its rider’s weight plus up to 10 pounds per
caster level.
These mounts
gain certain powers according to caster level. A mount’s abilities include
those of mounts of lower caster levels.
8th
Level: The
mount can ride over sandy, muddy, or even swampy ground without difficulty or
decrease in speed.
10th
Level: The
mount can use water walk at will (as the spell, no action required to
activate this ability).
12th
Level: The
mount can use air walk at will (as the spell, no action required to
activate this ability) for up to 1 round at a time, after which it falls to the
ground.
14th
Level: The
mount can fly at its speed (average maneuverability).
Phantom Trap
Illusion
(Glamer)
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1
standard action
Range: Touch
Target: Object touched
Duration: Permanent (D)
Saving
Throw:
None
Spell
Resistance:
No
This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is “sprung”; its primary purpose is to frighten away thieves or make them waste precious time.
If
another phantom trap is active within 50 feet when the spell is cast,
the casting fails.
Material
Component: A
piece of iron pyrite touched to the object to be trapped while the object is
sprinkled with a special dust requiring 50 gp to prepare.
Phase Door
Conjuration
(Creation)
Level: Sor/Wiz 7, Travel 8
Components: V
Casting
Time: 1
standard action
Range: 0 ft.
Effect: Ethereal 5 ft. by 8 ft.
opening, 10 ft. deep + 5 ft. deep per three levels
Duration: One usage per two levels
Saving
Throw:
None
Spell
Resistance:
No
This
spell creates an ethereal passage through wooden, plaster, or stone walls, but
not other materials. The phase door is invisible and inaccessible to all
creatures except you, and only you can use the passage. You disappear when you
enter the phase door and appear when you exit. If you desire, you can
take one other creature (Medium or smaller) through the door. This counts as
two uses of the door. The door does not allow light, sound, or spell effects
through it, nor can you see through it without using it. Thus, the spell can
provide an escape route, though certain creatures, such as phase spiders, can
follow with ease. A gem of true seeing or similar magic reveals the
presence of a phase door but does not allow its use.
A
phase door is subject to dispel magic. If anyone is within the
passage when it is dispelled, he is harmlessly ejected just as if he were
inside a passwall effect.
You
can allow other creatures to use the phase door by setting some
triggering condition for the door. Such conditions can be as simple or
elaborate as you desire. They can be based on a creature’s name, identity, or
alignment, but otherwise must be based on observable actions or qualities.
Intangibles such as level, class, Hit Dice, and hit points don’t qualify.
Phase
door can
be made permanent with a permanency spell.
Planar Ally
Conjuration
(Calling) [see text for lesser planar ally]
Level: Clr 6
Effect: One or two called
elementals or outsiders, totaling no more than 12 HD, which cannot be more than
30 ft. apart when they appear
This
spell functions like lesser planar ally, except you may call a single
creature of 12 HD or less, or two creatures of the same kind whose Hit Dice
total no more than 12. The creatures agree to help you and request your return
payment together.
XP
Cost: 250
XP.
Planar Ally,
Greater
Conjuration
(Calling) [see text for lesser planar ally]
Level: Clr 8
Effect: Up to three called
elementals or outsiders, totaling no more than 18 HD, no two of which can be
more than 30 ft. apart when they appear.
This
spell functions like lesser planar ally, except that you may call a
single creature of 18 HD or less, or up to three creatures of the same kind
whose Hit Dice total no more than 18. The creatures agree to help you and
request your return payment together.
XP
Cost: 500
XP.
Planar Ally,
Lesser
Conjuration
(Calling) [see text]
Level: Clr 4
Components: V, S, DF, XP
Casting
Time: 10
minutes
Range: Close (25 ft. + 5 ft./2
levels)
Effect: One called elemental or
outsider of 6 HD or less
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
By
casting this spell, you request your deity to send you an elemental or outsider
(of 6 HD or less) of the deity’s choice. If you serve no particular deity, the
spell is a general plea answered by a creature sharing your philosophical
alignment. If you know an individual creature’s name, you may request that
individual by speaking the name during the spell (though you might get a
different creature anyway).
You
may ask the creature to perform one task in exchange for a payment from you.
Tasks might range from the simple to the complex. You must be able to
communicate with the creature called in order to bargain for its services.
The
creature called requires a payment for its services. This payment can take a
variety of forms, from donating gold or magic items to an allied temple, to a
gift given directly to the creature, to some other action on your part that
matches the creature’s alignment and goals. Regardless, this payment must be
made before the creature agrees to perform any services. The bargaining takes
at least 1 round, so any actions by the creature begin in the round after it
arrives.
A
task taking up to 1 minute per caster level requires a payment of 100 gp per HD
of the creature called. For a task taking up to 1 hour per caster level, the
creature requires a payment of 500 gp per HD. A long-term task, one requiring
up to one day per caster level, requires a payment of 1,000 gp per HD.
A
nonhazardous task requires only half the indicated payment, while an especially
hazardous task might require a greater gift. Few if any creatures will accept a
task that seems suicidal (remember, a called creature actually dies when it is
killed, unlike a summoned creature). However, if the task is strongly aligned
with the creature’s ethos, it may halve or even waive the payment.
At
the end of its task, or when the duration bargained for expires, the creature
returns to its home plane (after reporting back to you, if appropriate and
possible).
Note:
When you
use a calling spell that calls an air, chaotic, earth, evil, fire, good,
lawful, or water creature, it is a spell of that type.
XP
Cost: 100
XP.
Planar Binding
Conjuration
(Calling) [see text for lesser planar binding]
Level: Sor/Wiz 6
Components: V, S
Targets: Up to three elementals or
outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft.
apart when they appear
This
spell functions like lesser planar binding, except that you may call a
single creature of 12 HD or less, or up to three creatures of the same kind
whose Hit Dice total no more than 12. Each creature gets a save, makes an
independent attempt to escape, and must be individually persuaded to aid you.
Planar Binding,
Greater
Conjuration
(Calling) [see text for lesser planar binding]
Level: Sor/Wiz 8
Components: V, S
Targets: Up to three elementals or
outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft.
apart when they appear.
This
spell functions like lesser planar binding, except that you may call a
single creature of 18 HD or less, or up to three creatures of the same kind
whose Hit Dice total no more than 18. Each creature gets a saving throw, makes
independent attempts to escape, and must be persuaded to aid you individually.
Planar Binding,
Lesser
Conjuration
(Calling) [see text]
Level: Sor/Wiz 5
Components: V, S
Casting
Time: 10
minutes
Range: Close (25 ft. + 5 ft./2
levels); see text
Target: One elemental or outsider
with 6 HD or less
Duration: Instantaneous
Saving
Throw: Will
negates
Spell
Resistance:
No and Yes; see text
Casting
this spell attempts a dangerous act: to lure a creature from another plane to a
specifically prepared trap, which must lie within the spell’s range. The called
creature is held in the trap until it agrees to perform one service in return
for its freedom.
To
create the trap, you must use a magic circle spell, focused inward. The
kind of creature to be bound must be known and stated. If you wish to call a
specific individual, you must use that individual’s proper name in casting the
spell.
The
target creature is allowed a Will saving throw. If the saving throw succeeds,
the creature resists the spell. If the saving throw fails, the creature is
immediately drawn to the trap (spell resistance does not keep it from being
called). The creature can escape from the trap with by successfully pitting its
spell resistance against your caster level check, by dimensional travel, or
with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha
modifier). It can try each method once per day. If it breaks loose, it can flee
or attack you. A dimensional anchor cast on the creature prevents its
escape via dimensional travel. You can also employ a calling diagram (see magic
circle against evil) to make the trap more secure.
If
the creature does not break free of the trap, you can keep it bound for as long
as you dare. You can attempt to compel the creature to perform a service by
describing the service and perhaps offering some sort of reward. You make a
Charisma check opposed by the creature’s Charisma check. The check is assigned
a bonus of +0 to +6 based on the nature of the service and the reward. If the
creature wins the opposed check, it refuses service. New offers, bribes, and
the like can be made or the old ones reoffered every 24 hours. This process can
be repeated until the creature promises to serve, until it breaks free, or
until you decide to get rid of it by means of some other spell. Impossible
demands or unreasonable commands are never agreed to. If you roll a 1 on the
Charisma check, the creature breaks free of the binding and can escape or
attack you.
Once
the requested service is completed, the creature need only so inform you to be
instantly sent back whence it came. The creature might later seek revenge. If
you assign some open-ended task that the creature cannot complete though its
own actions the spell remains in effect for a maximum of one day per caster
level, and the creature gains an immediate chance to break free. Note that a
clever recipient can subvert some instructions.
When
you use a calling spell to call an air, chaotic, earth, evil, fire, good,
lawful, or water creature, it is a spell of that type.
Plane Shift
Conjuration
(Teleportation)
Level: Clr 5, Sor/Wiz 7
Components: V, S, F
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched, or up
to eight willing creatures joining hands
Duration: Instantaneous
Saving
Throw: Will
negates
Spell
Resistance:
Yes
You
move yourself or some other creature to another plane of existence or alternate
dimension. If several willing persons link hands in a circle, as many as eight
can be affected by the plane shift at the same time. Precise accuracy as
to a particular arrival location on the intended plane is nigh impossible. From
the Material Plane, you can reach any other plane, though you appear 5 to 500
miles (5d%) from your intended destination.
Note:
Plane shift transports
creatures instantaneously and then ends. The creatures need to find other means
if they are to travel back.
Focus:
A small,
forked metal rod. The size and metal type dictates to which plane of existence
or alternate dimension the spell sends the affected creatures.
Plant Growth
Transmutation
Level: Drd 3, Plant 3, Rgr 3
Components: V, S, DF
Casting
Time: 1
standard action
Range: See text
Target
or Area:
See text
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
Plant
growth has
different effects depending on the version chosen.
Overgrowth:
This
effect causes normal vegetation (grasses, briars, bushes, creepers, thistles,
trees, vines) within long range (400 feet + 40 feet per caster level) to become
thick and overgrown. The plants entwine to form a thicket or jungle that
creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet
for Large or larger creatures. The area must have brush and trees in it for
this spell to take effect.
At
your option, the area can be a 100-foot-radius circle, a 150-foot-radius
semicircle, or a 200-foot-radius quarter circle.
You
may designate places within the area that are not affected.
Enrichment:
This
effect targets plants within a range of one-half mile, raising their potential
productivity over the course of the next year to one-third above normal.
Plant
growth counters
diminish plants.
This
spell has no effect on plant creatures.
Poison
Necromancy
Level: Clr 4, Drd 3
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous; see text
Saving
Throw:
Fortitude negates; see text
Spell
Resistance:
Yes
Calling
upon the venomous powers of natural predators, you infect the subject with a
horrible poison by making a successful melee touch attack. The poison deals
1d10 points of temporary Constitution damage immediately and another 1d10
points of temporary Constitution damage 1 minute later. Each instance of damage
can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis
modifier).
Polar Ray
Evocation
[Cold]
Level: Sor/Wiz 8
Components: V, S, F
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Ray
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
Yes
A
blue-white ray of freezing air and ice springs from your hand. You must succeed
on a ranged touch attack with the ray to deal damage to a target. The ray deals
1d6 points of cold damage per caster level (maximum 25d6).
Focus:
A small,
white ceramic cone or prism.
Polymorph
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 1
standard action
Range: Touch
Target:
Willing
living creature touched
Duration: 1 min./level (D)
Saving
Throw:
None
Spell
Resistance:
No
This
spell functions like alter self, except that you change the willing
subject into another form of living creature. The new form may be of the same
type as the subject or any of the following types: aberration, animal, dragon,
fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or
vermin. The assumed form can’t have more Hit Dice than your caster level (or
the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th level. You
can’t cause a subject to assume a form smaller than Fine, nor can you cause a
subject to assume an incorporeal or gaseous form. The subject’s creature type
and subtype (if any) change to match the new form.
Upon
changing, the subject regains lost hit points as if it had rested for a night
(though this healing does not restore temporary ability damage and provide
other benefits of resting; and changing back does not heal the subject
further). If slain, the subject reverts to its original form, though it remains
dead.
The
subject gains the Strength, Dexterity, and Constitution scores of the new form
but retains its own Intelligence, Wisdom, and Charisma scores. It also gains
all extraordinary special attacks possessed by the form but does not gain the
extraordinary special qualities possessed by the new form or any supernatural
or spell-like abilities.
Incorporeal
or gaseous creatures are immune to being polymorphed, and a creature
with the shapechanger subtype can revert to its natural form as a standard
action.
Material
Component: An
empty cocoon.
Polymorph Any
Object
Transmutation
Level: Sor/Wiz 8, Trickery 8
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One creature, or one
nonmagical object of up to 100 cu. ft./level
Duration: See text
Saving
Throw:
Fortitude negates (object); see text
Spell
Resistance:
Yes (object)
This
spell functions like polymorph, except that it changes one object or
creature into another. The duration of the spell depends on how radical a
change is made from the original state to its enchanted state. The duration is
determined by using the following guidelines.
Changed
Subject Is: |
Increase to Duration Factor1 |
Same
kingdom (animal, vegetable, mineral) |
+5 |
Same
class (mammals, fungi, metals, etc.) |
+2 |
Same
size |
+2 |
Related
(twig is to tree, wolf fur is to wolf, etc.) |
+2 |
Same
or lower Intelligence |
+2 |
1
Add all that apply. Look up the total on the next table. |
Duration Factor |
Duration |
Example |
0 |
20
minutes |
Pebble
to human |
2 |
1
hour |
Marionette
to human |
4 |
3
hours |
Human
to marionette |
5 |
12
hours |
Lizard
to manticore |
6 |
2
days |
Sheep
to wool coat |
7 |
1
week |
Shrew
to manticore |
9+ |
Permanent |
Manticore
to shrew |
Unlike
polymorph, polymorph any object does grant the creature the Intelligence
score of its new form. If the original form didn’t have a Wisdom or Charisma
score, it gains those scores as appropriate for the new form.
Damage
taken by the new form can result in the injury or death of the polymorphed
creature. In general, damage occurs when the new form is changed through
physical force.
A
nonmagical object cannot be made into a magic item with this spell. Magic items
aren’t affected by this spell.
This
spell cannot create material of great intrinsic value, such as copper, silver,
gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce
the special properties of cold iron in order to overcome the damage reduction
of certain creatures.
This
spell can also be used to duplicate the effects of baleful polymorph,
polymorph, flesh to stone, stone to flesh, transmute mud to rock,
transmute metal to wood, or transmute rock to mud.
Arcane
Material Component: Mercury, gum arabic, and smoke.
Power Word Blind
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 7, War 7
Components: V
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One creature with 200 hp
or less
Duration: See text
Saving
Throw:
None
Spell
Resistance:
Yes
You
utter a single word of power that causes one creature of your choice to become
blinded, whether the creature can hear the word or not. The duration of the
spell depends on the target’s current hit point total. Any creature that
currently has 201 or more hit points is unaffected by power word blind.
Hit Points |
Duration |
50
or less |
Permanent |
51–100 |
1d4+1
minutes |
101–200 |
1d4+1
rounds |
Power Word Kill
Enchantment
(Compulsion) [Death, Mind-Affecting]
Level: Sor/Wiz 9, War 9
Components: V
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One living creature with
100 hp or less
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
Yes
You
utter a single word of power that instantly kills one creature of your choice,
whether the creature can hear the word or not. Any creature that currently has
101 or more hit points is unaffected by power word kill.
Power Word Stun
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8, War 8
Components: V
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One creature with 150 hp
or less
Duration: See text
Saving
Throw:
None
Spell
Resistance:
Yes
You
utter a single word of power that instantly causes one creature of your choice
to become stunned, whether the creature can hear the word or not. The duration
of the spell depends on the target’s current hit point total. Any creature that
currently has 151 or more hit points is unaffected by power word stun.
Hit Points |
Duration |
50
or less |
4d4
rounds |
51–100 |
2d4
rounds |
101–150 |
1d4
rounds |
Prayer
Enchantment
(Compulsion) [Mind-Affecting]
Level: Clr 3, Pal 3
Components: V, S, DF
Casting
Time: 1
standard action
Range: 40 ft.
Area: All allies and foes
within a 40-ft.-radius burst centered on you
Duration: 1 round/level
Saving
Throw:
None
Spell
Resistance:
Yes
You
bring special favor upon yourself and your allies while bringing disfavor to
your enemies. You and your each of your allies gain a +1 luck bonus on attack
rolls, weapon damage rolls, saves, and skill checks, while each of your foes
takes a –1 penalty on such rolls.
Prestidigitation
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting
Time: 1
standard action
Range: 10 ft.
Target,
Effect, or Area: See text
Duration: 1 hour
Saving
Throw:
See text
Spell
Resistance:
No
Prestidigitations
are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation
spell enables you to perform simple magical effects for 1 hour. The effects
are minor and have severe limitations. A prestidigitation can slowly lift 1
pound of material. It can color, clean, or soil items in a 1-foot cube each
round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot
deal damage or affect the concentration of spellcasters. Prestidigitation can
create small objects, but they look crude and artificial. The materials created
by a prestidigitation spell are extremely fragile, and they cannot be
used as tools, weapons, or spell components. Finally, a prestidigitation lacks
the power to duplicate any other spell effects. Any actual change to an object
(beyond just moving, cleaning, or soiling it) persists only 1 hour.
Prismatic Sphere
Abjuration
Level: Protection 9, Sor/Wiz 9,
Sun 9
Components: V
Range: 10 ft.
Effect: 10-ft.-radius sphere
centered on you
This
spell functions like prismatic wall, except you conjure up an immobile,
opaque globe of shimmering, multicolored light that surrounds you and protects
you from all forms of attack. The sphere flashes in all colors of the visible
spectrum.
The
sphere’s blindness effect on creatures with less than 8 HD lasts 2d4x10
minutes.
You
can pass into and out of the prismatic sphere and remain near it without
harm. However, when you’re inside it, the sphere blocks any attempt to project
something through the sphere (including spells). Other creatures that attempt
to attack you or pass through suffer the effects of each color, one at a time.
Typically,
only the upper hemisphere of the globe will exist, since you are at the center
of the sphere, so the lower half is usually excluded by the floor surface you
are standing on.
The
colors of the sphere have the same effects as the colors of a prismatic
wall.
Prismatic
sphere can
be made permanent with a permanency spell.
Prismatic Spray
Evocation
Level: Sor/Wiz 7
Components: V, S
Casting
Time: 1
standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving
Throw:
See text
Spell
Resistance:
Yes
This
spell causes seven shimmering, intertwined, multicolored beams of light to
spray from your hand. Each beam has a different power. Creatures in the area of
the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every
creature in the area is randomly struck by one or more beams, which have
additional effects.
1d8 |
Color
of Beam |
Effect |
1 |
Red |
20
points fire damage (Reflex half) |
2 |
Orange |
40
points acid damage (Reflex half) |
3 |
Yellow |
80
points electricity damage (Reflex half) |
4 |
Green |
Poison
(Kills; Fortitude partial, take 1d6 points of Con damage instead) |
5 |
Blue |
Turned
to stone (Fortitude negates) |
6 |
Indigo |
Insane,
as insanity spell (Will negates) |
7 |
Violet |
Sent
to another plane (Will negates) |
8 |
Struck
by two rays; roll twice more, ignoring any “8” results. |
Prismatic Wall
Abjuration
Level: Sor/Wiz 8
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect:Wall 4 ft./level wide, 2
ft./level high
Duration: 10 min./level (D)
Saving
Throw:
See text
Spell
Resistance:
See text
Prismatic
wall creates
a vertical, opaque wall—a shimmering, multicolored plane of light that protects
you from all forms of attack. The wall flashes with seven colors, each of which
has a distinct power and purpose. The wall is immobile, and you can pass
through and remain near the wall without harm. However, any other creature with
less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by
the colors if it looks at the wall.
The
wall’s maximum proportions are 4 feet wide per caster level and 2 feet high per
caster level. A prismatic wall spell cast to materialize in a space
occupied by a creature is disrupted, and the spell is wasted.
Each
color in the wall has a special effect. The accompanying table shows the seven
colors of the wall, the order in which they appear, their effects on creatures
trying to attack you or pass through the wall, and the magic needed to negate
each color.
The
wall can be destroyed, color by color, in consecutive order, by various magical
effects; however, the first color must be brought down before the second can be
affected, and so on. A rod of cancellation or a mage’s disjunction spell
destroys a prismatic wall, but an antimagic field fails to
penetrate it. Dispel magic and greater dispel magic cannot dispel
the wall or anything beyond it. Spell resistance is effective against a prismatic
wall, but the caster level check must be repeated for each color present.
Prismatic
wall can
be made permanent with a permanency spell.
Color |
Order |
Effect of Color |
Negated By |
Red |
1st |
Stops
nonmagical ranged weapons. Deals
20 points of fire damage (Reflex half). |
Cone
of cold |
Orange |
2nd |
Stops
magical ranged weapons. Deals
40 points of acid damage (Reflex half). |
Gust
of wind |
Yellow |
3rd |
Stops
poisons, gases, and petrification. Deals
80 points of electricity damage (Reflex half). |
Disintegrate |
Green |
4th |
Stops
breath weapons. Poison
(Kills; Fortitude partial for 1d6 points of Con damage instead). |
Passwall |
Blue |
5th |
Stops
divination and mental attacks. Turned
to stone (Fortitude negates). |
Magic
missile |
Indigo |
6th |
Stops
all spells. Will
save or become insane (as insanity spell). |
Daylight |
Violet |
7th |
Energy
field destroys all objects and effects.1 Creatures
sent to another plane (Will negates). |
Dispel
magic |
1
The violet effect makes the special effects of the other six colors
redundant, but these six effects are included here because certain magic
items can create prismatic effects one color at a time, and spell resistance
might render some colors ineffective (see above). |
Produce Flame
Evocation
[Fire]
Level: Drd 1, Fire 2
Components: V, S
Casting
Time: 1
standard action
Range: 0 ft.
Effect: Flame in your palm
Duration: 1 min./level (D)
Saving
Throw:
None
Spell
Resistance:
Yes
Flames
as bright as a torch appear in your open hand. The flames harm neither you nor
your equipment.
In
addition to providing illumination, the flames can be hurled or used to touch
enemies. You can strike an opponent with a melee touch attack, dealing fire
damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you
can hurl the flames up to 120 feet as a thrown weapon. When doing so, you
attack with a ranged touch attack (with no range penalty) and deal the same
damage as with the melee attack. No sooner do you hurl the flames than a new
set appears in your hand. Each attack you make reduces the remaining duration
by 1 minute. If an attack reduces the remaining duration to 0 minutes or less,
the spell ends after the attack resolves.
This
spell does not function underwater.
Programmed Image
Illusion
(Figment)
Level: Brd 6, Sor/Wiz 6
Effect: Visual figment that
cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
Duration: Permanent until
triggered, then 1 round/level
This
spell functions like silent image, except that this spell’s figment
activates when a specific condition occurs. The figment includes visual,
auditory, olfactory, and thermal elements, including intelligible speech.
You
set the triggering condition (which may be a special word) when casting the
spell. The event that triggers the illusion can be as general or as specific
and detailed as desired but must be based on an audible, tactile, olfactory, or
visual trigger. The trigger cannot be based on some quality not normally
obvious to the senses, such as alignment. (See magic mouth for more
details about such triggers.)
Material
Component: A
bit of fleece and jade dust worth 25 gp.
Project Image
Illusion
(Shadow)
Level: Brd 6, Sor/Wiz 7
Components: V, S, M
Casting
Time: 1
standard action
Range: Medium (100 ft. + 10
ft./level)
Effect: One shadow duplicate
Duration: 1 round/level (D)
Saving
Throw: Will
disbelief (if interacted with)
Spell
Resistance:
No
You tap energy
from the Plane of Shadow to create a quasi-real, illusory version of yourself.
The projected image looks, sounds, and smells like you but is intangible. The
projected image mimics your actions (including speech) unless you direct it to
act differently (which is a move action).
You
can see through its eyes and hear through its ears as if you were standing
where it is, and during your turn you can switch from using its senses to using
your own, or back again, as a free action. While you are using its senses, your
body is considered blinded and deafened.
If
you desire, any spell you cast whose range is touch or greater can originate
from the projected image instead of from you. The projected image can’t cast
any spells on itself except for illusion spells. The spells affect other
targets normally, despite originating from the projected image.
Objects
are affected by the projected image as if they had succeeded on their Will
save.
You
must maintain line of effect to the projected image at all times. If your line
of effect is obstructed, the spell ends. If you use dimension door,
teleport, plane shift, or a similar spell that breaks your line of effect,
even momentarily, the spell ends.
Material
Component: A
small replica of you (a doll), which costs 5 gp to create.
Protection from
Arrows
Abjuration
Level: Sor/Wiz 2
Components: V, S, F
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level or until
discharged
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
The
warded creature gains resistance to ranged weapons. The subject gains damage
reduction 10/magic against ranged weapons. (This spell doesn’t grant you the
ability to damage creatures with similar damage reduction.) Once the spell has
prevented a total of 10 points of damage per caster level (maximum 100 points),
it is discharged.
Focus:
A piece
of shell from a tortoise or a turtle.
Protection from
Chaos
Abjuration
[Lawful]
Level: Clr 1, Law 1, Pal 1,
Sor/Wiz 1
This
spell functions like protection from evil, except that the deflection
and resistance bonuses apply to attacks from chaotic creatures, and chaotic
summoned creatures cannot touch the subject.
Protection from
Energy
Abjuration
Level: Clr 3, Drd 3, Luck 3,
Protection 3, Rgr 2, Sor/Wiz 3
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level or until
discharged
Saving
Throw:
Fortitude negates (harmless)
Spell
Resistance:
Yes (harmless)
Protection
from energy grants
temporary immunity to the type of energy you specify when you cast it (acid,
cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster
level of energy damage (to a maximum of 120 points at 10th level), it is
discharged.
Note:
Protection from energy overlaps (and does not stack with) resist energy. If a
character is warded by protection from energy and resist energy, the
protection spell absorbs damage until its power is exhausted.
Protection from
Evil
Abjuration
[Good]
Level: Clr 1, Good 1, Pal 1,
Sor/Wiz 1
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
No; see text
This
spell wards a creature from attacks by evil creatures, from mental control, and
from summoned creatures. It creates a magical barrier around the subject at a
distance of 1 foot. The barrier moves with the subject and has three major
effects.
First,
the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on
saves. Both these bonuses apply against attacks made or effects created by evil
creatures.
Second,
the barrier blocks any attempt to possess the warded creature (by a magic
jar attack, for example) or to exercise mental control over the creature
(including enchantment (charm) effects and enchantment (compulsion) effects
that grant the caster ongoing control over the subject, such as dominate
person). The protection does not prevent such effects from targeting the
protected creature, but it suppresses the effect for the duration of the protection
from evil effect. If the protection from evil effect ends before the
effect granting mental control does, the would-be controller would then be able
to mentally command the controlled creature. Likewise, the barrier keeps out a
possessing life force but does not expel one if it is in place before the spell
is cast. This second effect works regardless of alignment.
Third,
the spell prevents bodily contact by summoned creatures. This causes the
natural weapon attacks of such creatures to fail and the creatures to recoil if
such attacks require touching the warded creature. Good summoned creatures are
immune to this effect. The protection against contact by summoned creatures
ends if the warded creature makes an attack against or tries to force the
barrier against the blocked creature. Spell resistance can allow a creature to
overcome this protection and touch the warded creature.
Arcane
Material Component: A little powdered silver with which you trace a 3-foot
-diameter circle on the floor (or ground) around the creature to be warded.
Protection from
Good
Abjuration
[Evil]
Level: Clr 1, Evil 1, Sor/Wiz 1
This
spell functions like protection from evil, except that the deflection
and resistance bonuses apply to attacks from good creatures, and good summoned
creatures cannot touch the subject.
Protection from
Law
Abjuration
[Chaotic]
Level: Chaos 1, Clr 1, Sor/Wiz 1
This
spell functions like protection from evil, except that the deflection
and resistance bonuses apply to attacks from lawful creatures, and lawful
summoned creatures cannot touch the subject.
Protection from
Spells
Abjuration
Level:
Magic 8,
Sor/Wiz 8
Components: V, S, M, F
Casting
Time: 1
standard action
Range: Touch
Targets: Up to one creature
touched per four levels
Duration: 10 min./level
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
The
subject gains a +8 resistance bonus on saving throws against spells and
spell-like abilities (but not against supernatural and extraordinary
abilities).
Material
Component: A
diamond of at least 500 gp value, which must be crushed and sprinkled over the
targets.
Focus:
One 1,000
gp diamond per creature to be granted the protection. Each subject must carry
one such gem for the duration of the spell. If a subject loses the gem, the
spell ceases to affect him.
Prying Eyes
Divination
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: 1
minute
Range: One mile
Effect: Ten or more levitating
eyes
Duration: 1 hour/level; see text
(D)
Saving
Throw:
None
Spell
Resistance:
No
You
create a number of semitangible, visible magical orbs (called “eyes”) equal to
1d4 + your caster level. These eyes move out, scout around, and return as you
direct them when casting the spell. Each eye can see 120 feet (normal vision
only) in all directions.
While
the individual eyes are quite fragile, they’re small and difficult to spot.
Each eye is a Fine construct, about the size of a small apple, that has 1 hit
point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with perfect
maneuverability, and has a +16 Hide modifier. It has a Spot modifier equal to
your caster level (maximum +15) and is subject to illusions, darkness, fog, and
any other factors that would affect your ability to receive visual information
about your surroundings. An eye traveling through darkness must find its way by
touch.
When
you create the eyes, you specify instructions you want them to follow in a
command of no more than twenty-five words. Any knowledge you possess is known
by the eyes as well.
In
order to report their findings, the eyes must return to your hand. Each replays
in your mind all it has seen during its existence. It takes an eye 1 round to
replay 1 hour of recorded images. After relaying its findings, an eye
disappears.
If
an eye ever gets more than 1 mile away from you, it instantly ceases to exist.
However, your link with the eye is such that you won’t know if the eye was
destroyed because it wandered out of range or because of some other event.
The
eyes exist for up to 1 hour per caster level or until they return to you. Dispel
magic can destroy eyes. Roll separately for each eye caught in an area
dispel. Of course, if an eye is sent into darkness, it could hit a wall or
similar obstacle and destroy itself.
Material
Component: A
handful of crystal marbles.
Prying Eyes,
Greater
Divination
Level: Sor/Wiz 8
This
spell functions like prying eyes, except that the eyes can see all
things as they actually are, just as if they had true seeing with a
range of 120 feet. Thus, they can navigate darkened areas at full normal speed.
Also, a greater prying eye’s maximum Spot modifier is +25 instead of
+15.
Purify Food and
Drink
Transmutation
Level: Clr 0, Drd 0
Components: V, S
Casting
Time: 1
standard action
Range: 10 ft.
Target: 1 cu. ft./level of
contaminated food and water
Duration: Instantaneous
Saving
Throw: Will
negates (object)
Spell
Resistance:
Yes (object)
This
spell makes spoiled, rotten, poisonous, or otherwise contaminated food and
water pure and suitable for eating and drinking. This spell does not prevent
subsequent natural decay or spoilage. Unholy water and similar food and drink
of significance is spoiled by purify food and drink, but the spell has
no effect on creatures of any type nor upon magic potions.
Note:
Water
weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8
gallons and weighs about 60 pounds.
Pyrotechnics
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Target: One fire source, up to a
20-ft. cube
Duration: 1d4+1 rounds, or 1d4+1
rounds after creatures leave the smoke cloud; see text
Saving
Throw: Will
negates or Fortitude negates; see text
Spell
Resistance:
Yes or No; see text
Pyrotechnics
turns a
fire into either a burst of blinding fireworks or a thick cloud of choking
smoke, depending on the version you choose.
Fireworks:
The
fireworks are a flashing, fiery, momentary burst of glowing, colored aerial
lights. This effect causes creatures within 120 feet of the fire source to
become blinded for 1d4+1 rounds (Will negates). These creatures must have line
of sight to the fire to be affected. Spell resistance can prevent blindness.
Smoke
Cloud: A
writhing stream of smoke billows out from the source, forming a choking cloud.
The cloud spreads 20 feet in all directions and lasts for 1 round per caster
level. All sight, even darkvision, is ineffective in or through the cloud. All
within the cloud take –4 penalties to Strength and Dexterity (Fortitude
negates). These effects last for 1d4+1 rounds after the cloud dissipates or
after the creature leaves the area of the cloud. Spell resistance does not
apply.
Material
Component: The
spell uses one fire source, which is immediately extinguished. A fire so large
that it exceeds a 20-foot cube is only partly extinguished. Magical fires are
not extinguished, although a fire-based creature used as a source takes 1 point
of damage per caster level.
Quench
Transmutation
Level: Drd 3
Components: V, S, DF
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Area
or Target:
One 20-ft. cube/level (S) or one fire-based magic item
Duration: Instantaneous
Saving
Throw:
None or Will negates (object)
Spell
Resistance:
No or Yes (object)
Quench
is often
used to put out forest fires and other conflagrations. It extinguishes all
nonmagical fires in its area. The spell also dispels any fire spells in its
area, though you must succeed on a dispel check (1d20 +1 per caster level,
maximum +15) against each spell to dispel it. The DC to dispel such spells is
11 + the caster level of the fire spell.
Each
elemental (fire) creature within the area of a quench spell takes 1d6
points of damage per caster level (maximum 15d6, no save allowed).
Alternatively,
you can target the spell on a single magic item that creates or controls flame.
The item loses all its fire-based magical abilities for 1d4 hours unless it
succeeds on a Will save. (Artifacts are immune to this effect.)
Rage
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One willing living creature per three
levels, no two of which may be more than 30 ft. apart
Duration: Concentration + 1 round/level (D)
Saving Throw: None
Spell
Resistance: Yes
Each affected
creature gains a +2 morale bonus to Strength and Constitution, a +1 morale
bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a
barbarian’s rage except that the subjects aren’t fatigued at the end of the
rage.
Rainbow Pattern
Illusion
(Pattern) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 4
Components: V (Brd only), S, M, F;
see text
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect: Colorful lights with a
20-ft.-radius spread
Duration: Concentration +1 round/
level (D)
Saving
Throw: Will
negates
Spell
Resistance:
Yes
A
glowing, rainbow-hued pattern of interweaving colors fascinates those within
it. Rainbow pattern fascinates a maximum of 24 Hit Dice of creatures.
Creatures with the fewest HD are affected first. Among creatures with equal HD,
those who are closest to the spell’s point of origin are affected first. An
affected creature that fails its saves is fascinated by the pattern.
With
a simple gesture (a free action), you can make the rainbow pattern move up to
30 feet per round (moving its effective point of origin). All fascinated
creatures follow the moving rainbow of light, trying to get or remain within
the effect. Fascinated creatures who are restrained and removed from the
pattern still try to follow it. If the pattern leads its subjects into a
dangerous area each fascinated creature gets a second save. If the view of the
lights is completely blocked creatures who can’t see them are no longer
affected.
The
spell does not affect sightless creatures.
Verbal
Component: 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
piece of phosphor.
Focus:
A crystal
prism.
Raise Dead
Conjuration
(Healing)
Level: Clr 5
Components: V, S, M, DF
Casting
Time: 1
minute
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving
Throw:
None; see text
Spell
Resistance:
Yes (harmless)
You
restore life to a deceased creature. You can raise a creature that has been
dead for no longer than one day per caster level. In addition, the subject’s
soul must be free and willing to return. If the subject’s soul is not willing
to return, the spell does not work; therefore, a subject that wants to return
receives no saving throw.
Coming
back from the dead is an ordeal. The subject of the spell loses one level (or 1
Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an
energy-draining creature. If the subject is 1st level, it loses 2 points of
Constitution instead (if this would reduce its Con to 0 or less, it can’t be
raised). This level/HD loss or Constitution loss cannot be repaired by any
means. A character who died with spells prepared has a 50% chance of losing any
given spell upon being raised, in addition to losing spells for losing a level.
A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a
50% chance of losing any given unused spell slot as if it had been used to cast
a spell, in addition to losing spell slots for losing a level.
A
raised creature has a number of hit points equal to its current Hit Dice. Any
ability scores damaged to 0 are raised to 1. Normal poison and normal disease
are cured in the process of raising the subject, but magical diseases and
curses are not undone. While the spell closes mortal wounds and repairs lethal
damage of most kinds, the body of the creature to be raised must be whole.
Otherwise, missing parts are still missing when the creature is brought back to
life. None of the dead creature’s equipment or possessions are affected in any
way by this spell.
A
creature who has been turned into an undead creature or killed by a death
effect can’t be raised by this spell. Constructs, elementals, outsiders, and
undead creatures can’t be raised. The spell cannot bring back a creature that
has died of old age.
Material
Component: Diamonds
worth a total of least 5,000 gp.
Ray of
Enfeeblement
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Ray
Duration: 1 min./level
Saving
Throw:
None
Spell
Resistance:
Yes
A
coruscating ray springs from your hand. You must succeed on a ranged touch
attack to strike a target. The subject takes a penalty to Strength equal to
1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score
cannot drop below 1.
Ray of Exhaustion
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Ray
Duration: 1 min./level
Saving
Throw:
Fortitude partial; see text
Spell
Resistance:
Yes
A
black ray projects from your pointing finger. You must succeed on a ranged
touch attack with the ray to strike a target.
The
subject is immediately exhausted for the spell’s duration. A successful
Fortitude save means the creature is only fatigued.
A
character that is already fatigued instead becomes exhausted.
This
spell has no effect on a creature that is already exhausted. Unlike normal
exhaustion or fatigue, the effect ends as soon as the spell’s duration expires.
Material
Component: A
drop of sweat.
Ray of Frost
Evocation
[Cold]
Level: Sor/Wiz 0
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Ray
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
Yes
A
ray of freezing air and ice projects from your pointing finger. You must
succeed on a ranged touch attack with the ray to deal damage to a target. The
ray deals 1d3 points of cold damage.
Read Magic
Divination
Level: Brd 0, Clr 0, Drd 0, Pal
1, Rgr 1, Sor/Wiz 0
Components: V, S, F
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 10 min./level
By
means of read magic, you can decipher magical inscriptions on
objects—books, scrolls, weapons, and the like—that would otherwise be
unintelligible. This deciphering does not normally invoke the magic contained
in the writing, although it may do so in the case of a cursed scroll.
Furthermore, once the spell is cast and you have read the magical inscription,
you are thereafter able to read that particular writing without recourse to the
use of read magic. You can read at the rate of one page (250 words) per
minute. The spell allows you to identify a glyph of warding with a DC 13
Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft
check, or any symbol spell with a Spellcraft check (DC 10 + spell
level).
Read
magic can
be made permanent with a permanency spell.
Focus:
A clear
crystal or mineral prism.
Reduce Animal
Transmutation
Level: Drd 2, Rgr 3
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: One willing animal of
Small, Medium, Large, or Huge size
Duration: 1 hour/level (D)
Saving
Throw:
None
Spell
Resistance:
No
This
spell functions like reduce person, except that it affects a single
willing animal. Reduce the damage dealt by the animal’s natural attacks as
appropriate for its new size.
Reduce Person
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting
Time: 1
round
Range: Close (25 ft. + 5 ft./2
levels)
Target: One humanoid creature
Duration: 1 min./level (D)
Saving
Throw:
Fortitude negates
Spell
Resistance:
Yes
This
spell causes instant diminution of a humanoid creature, halving its height,
length, and width and dividing its weight by 8. This decrease changes the
creature’s size category to the next smaller one. The target gains a +2 size
bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1
bonus on attack rolls and AC due to its reduced size.
A
Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet
and a natural reach of 0 feet (meaning that it must enter an opponent’s square
to attack). A Large humanoid creature whose size decreases to Medium has a
space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the
target’s speed.
All
equipment worn or carried by a creature is similarly reduced by the spell.
Melee
and projectile weapons deal less damage. Other magical properties are not
affected by this spell. Any reduced item that leaves the reduced creature’s
possession (including a projectile or thrown weapon) instantly returns to its
normal size. This means that thrown weapons deal their normal damage
(projectiles deal damage based on the size of the weapon that fired them).
Multiple
magical effects that reduce size do not stack.
Reduce
person counters
and dispels enlarge person.
Reduce
person can
be made permanent with a permanency spell.
Material
Component: A
pinch of powdered iron.
Reduce Person,
Mass
Transmutation
Level: Sor/Wiz 4
Target: One humanoid
creature/level, no two of which can be more than 30 ft. apart
This
spell functions like reduce person, except that it affects multiple
creatures.
Refuge
Conjuration
(Teleportation)
Level: Clr 7, Sor/Wiz 9
Components: V, S, M
Casting
Time: 1
standard action
Range: Touch
Target: Object touched
Duration: Permanent until
discharged
Saving
Throw:
None
Spell
Resistance:
No
You
create powerful magic in some specially prepared object. This object contains
the power to instantly transport its possessor across any distance within the
same plane to your abode. Once the item is transmuted, you must give it
willingly to a creature and at the same time inform it of a command word to be
spoken when the item is used. To make use of the item, the subject speaks the
command word at the same time that it rends or breaks the item (a standard
action). When this is done, the individual and all objects it is wearing and
carrying (to a maximum of the character’s heavy load) are instantly transported
to your abode. No other creatures are affected (aside from a familiar that is
touching the subject).
You
can alter the spell when casting it so that it transports you to within 10 feet
of the possessor of the item when it is broken and the command word spoken. You
will have a general idea of the location and situation of the item possessor at
the time the refuge spell is discharged, but once you decide to alter
the spell in this fashion, you have no choice whether or not to be transported.
Material
Component: The
specially prepared object, whose construction requires gems worth 1,500 gp.
Regenerate
Conjuration
(Healing)
Level: Clr 7, Drd 9, Healing 7
Components: V, S, DF
Casting
Time: 3
full rounds
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving
Throw:
Fortitude negates (harmless)
Spell
Resistance:
Yes (harmless)
The
subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails,
or even heads of multiheaded creatures), broken bones, and ruined organs grow
back. After the spell is cast, the physical regeneration is complete in 1 round
if the severed members are present and touching the creature. It takes 2d10
rounds otherwise.
Regenerate
also
cures 4d8 points of damage +1 point per caster level (maximum +35), rids the
subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the
subject has taken. It has no effect on nonliving creatures (including undead).
Reincarnate
Transmutation
Level: Drd 4
Components: V, S, M, DF
Casting
Time: 10
minutes
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving
Throw:
None; see text
Spell
Resistance:
Yes (harmless)
With
this spell, you bring back a dead creature in another body, provided that its
death occurred no more than one week before the casting of the spell and the
subject’s soul is free and willing to return. If the subject’s soul is not
willing to return, the spell does not work; therefore, a subject that wants to
return receives no saving throw.
Since
the dead creature is returning in a new body, all physical ills and afflictions
are repaired. The condition of the remains is not a factor. So long as some
small portion of the creature’s body still exists, it can be reincarnated, but
the portion receiving the spell must have been part of the creature’s body at
the time of death. The magic of the spell creates an entirely new young adult
body for the soul to inhabit from the natural elements at hand. This process
takes 1 hour to complete. When the body
is ready, the subject is reincarnated.
A
reincarnated creature recalls the majority of its former life and form. It
retains any class abilities, feats, or skill ranks it formerly possessed. Its
class, base attack bonus, base save bonuses, and hit points are unchanged.
Strength, Dexterity, and Constitution scores depend partly on the new body.
First eliminate the subject’s racial adjustments (since it is no longer of his
previous race) and then apply the adjustments found below to its remaining
ability scores. The subject’s level (or Hit Dice) is reduced by 1. If the
subject was 1st level, its new Constitution score is reduced by 2. (If this
reduction would put its Con at 0 or lower, it can’t be reincarnated). This
level/HD loss or Constitution loss cannot be repaired by any means.
It’s
possible for the change in the subject’s ability scores to make it difficult
for it to pursue its previous character class. If this is the case, the subject
is well advised to become a multiclass character.
For
a humanoid creature, the new incarnation is determined using the following
table. For nonhumanoid creatures, a similar table of creatures of the same type
should be created.
A
creature that has been turned into an undead creature or killed by a death
effect can’t be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can’t be
reincarnated. The spell cannot bring back a creature who has died of old age.
d% |
Incarnation |
Str |
Dex |
Con |
01 |
Bugbear |
+4 |
+2 |
+2 |
02–13 |
Dwarf |
+0 |
+0 |
+2 |
14–25 |
Elf |
+0 |
+2 |
–2 |
26 |
Gnoll |
+4 |
+0 |
+2 |
27–38 |
Gnome |
–2 |
+0 |
+2 |
39–42 |
Goblin |
–2 |
+2 |
+0 |
43–52 |
Half-elf |
+0 |
+0 |
+0 |
53–62 |
Half-orc |
+2 |
+0 |
+0 |
63–74 |
Halfling |
–2 |
+2 |
+0 |
75–89 |
Human |
+0 |
+0 |
+0 |
90–93 |
Kobold |
–4 |
+2 |
–2 |
94 |
Lizardfolk |
+2 |
+0 |
+2 |
95–98 |
Orc |
+4 |
+0 |
+0 |
99 |
Troglodyte |
+0 |
–2 |
+4 |
100 |
Other |
? |
? |
? |
The
reincarnated creature gains all abilities associated with its new form,
including forms of movement and speeds, natural armor, natural attacks,
extraordinary abilities, and the like, but it doesn’t automatically speak the
language of the new form.
A
wish or a miracle spell can restore a reincarnated character to
his or her original form.
Material
Component: Rare
oils and unguents worth a total of least 1,000 gp, spread over the remains.
Remove
Blindness/Deafness
Conjuration
(Healing)
Level: Clr 3, Pal 3
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw:
Fortitude negates (harmless)
Spell
Resistance:
Yes (harmless)
Remove
blindness/deafness cures blindness or deafness (your choice), whether the effect
is normal or magical in nature. The spell does not restore ears or eyes that
have been lost, but it repairs them if they are damaged.
Remove
blindness/deafness counters and dispels blindness/deafness.
Remove Curse
Abjuration
Level: Brd 3, Clr 3, Pal 3, Sor/Wiz
4
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Creature or item touched
Duration: Instantaneous
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
Remove
curse instantaneously
removes all curses on an object or a creature. Remove curse does not
remove the curse from a cursed shield, weapon, or suit of armor, although the
spell typically enables the creature afflicted with any such cursed item to
remove and get rid of it. Certain special curses may not be countered by this
spell or may be countered only by a caster of a certain level or higher.
Remove
curse counters
and dispels bestow curse.
Remove Disease
Conjuration
(Healing)
Level: Clr 3, Drd 3, Rgr 3
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw:
Fortitude negates (harmless)
Spell
Resistance:
Yes (harmless)
Remove
disease cures
all diseases that the subject is suffering from. The spell also kills
parasites, including green slime and others. Certain special diseases may not
be countered by this spell or may be countered only by a caster of a certain
level or higher.
Note:
Since the
spell’s duration is instantaneous, it does not prevent reinfection after a new
exposure to the same disease at a later date.
Remove Fear
Abjuration
Level: Brd 1, Clr 1
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: One creature plus one
additional creature per four levels, no two of which can be more than 30 ft.
apart
Duration: 10 minutes; see text
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
You
instill courage in the subject, granting it a +4 morale bonus against fear effects
for 10 minutes. If the subject is under the influence of a fear effect
when receiving the spell, that effect is suppressed for the duration of the
spell.
Remove
fear counters
and dispels cause fear.
Remove Paralysis
Conjuration
(Healing)
Level: Clr 2, Pal 2
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: Up to four creatures, no
two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
You
can free one or more creatures from the effects of any temporary paralysis or
related magic, including a ghoul’s touch or a slow spell. If the spell
is cast on one creature, the paralysis is negated. If cast on two creatures,
each receives another save with a +4 resistance bonus against the effect that
afflicts it. If cast on three or four creatures, each receives another save
with a +2 resistance bonus.
The
spell does not restore ability scores reduced by penalties, damage, or drain.
Repel Metal or Stone
Abjuration
[Earth]
Level: Drd 8
Components: V, S
Casting
Time: 1
standard action
Range: 60 ft.
Area: 60-ft. line from you
Duration: 1 round/level (D)
Saving
Throw:
None
Spell
Resistance:
No
Like
repel wood, this spell creates waves of invisible and intangible energy
that roll forth from you. All metal or stone objects in the path of the spell
are pushed away from you to the limit of the range. Fixed metal or stone
objects larger than 3 inches in diameter and loose objects weighing more than
500 pounds are not affected. Anything else, including animated objects, small
boulders, and creatures in metal armor, moves back. Fixed objects 3 inches in
diameter or smaller bend or break, and the pieces move with the wave of energy.
Objects affected by the spell are repelled at the rate of 40 feet per round.
Objects
such as metal armor, swords, and the like are pushed back, dragging their
bearers with them. Even magic items with metal components are repelled,
although an antimagic field blocks the effects.
The
waves of energy continue to sweep down the set path for the spell’s duration.
After you cast the spell, the path is set, and you can then do other things or
go elsewhere without affecting the spell’s power.
Repel Vermin
Abjuration
Level: Brd 4, Clr 4, Drd 4, Rgr
3
Components: V, S, DF
Casting
Time: 1
standard action
Range: 10 ft.
Area: 10-ft.-radius emanation
centered on you
Duration: 10 min./level (D)
Saving
Throw:
None or Will negates; see text
Spell
Resistance:
Yes
An
invisible barrier holds back vermin. A vermin with Hit Dice of less than
one-third your level cannot penetrate the barrier.
A
vermin with Hit Dice of one-third your level or more can penetrate the barrier
if it succeeds on a Will save. Even so, crossing the barrier deals the vermin
2d6 points of damage, and pressing against the barrier causes pain, which
deters most vermin.
Repel Wood
Transmutation
Level: Drd 6, Plant 6
Components: V, S
Casting
Time: 1
standard action
Range: 60 ft.
Area: 60-ft. line-shaped
emanation from you
Duration: 1 min./level (D)
Saving
Throw:
None
Spell
Resistance:
No
Waves
of energy roll forth from you, moving in the direction that you determine,
causing all wooden objects in the path of the spell to be pushed away from you
to the limit of the range. Wooden objects larger than 3 inches in diameter that
are fixed firmly are not affected, but loose objects are. Objects 3 inches in
diameter or smaller that are fixed in place splinter and break, and the pieces
move with the wave of energy. Objects affected by the spell are repelled at the
rate of 40 feet per round.
Objects
such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and
bolts are pushed back, dragging those carrying them along. (A creature being
dragged by an item it is carrying can let go. A creature being dragged by a
shield can loose it as a move action and drop it as a free action.) If a spear
is planted (set) to prevent this forced movement, it splinters. Even magic
items with wooden sections are repelled, although an antimagic field blocks
the effects.
The
waves of energy continue to sweep down the set path for the spell’s duration.
After you cast the spell, the path is set, and you can then do other things or
go elsewhere without affecting the spell’s power.
Repulsion
Abjuration
Level: Clr 7, Protection 7,
Sor/Wiz 6
Components: V, S, F/DF
Casting
Time: 1
standard action
Range: Up to 10 ft./level
Area: Up to 10-ft.-radius/level
emanation centered on you
Duration: 1 round/level (D)
Saving
Throw: Will
negates
Spell
Resistance:
Yes
An
invisible, mobile field surrounds you and prevents creatures from approaching
you. You decide how big the field is at the time of casting (to the limit your
level allows). Any creature within or entering the field must attempt a save.
If it fails, it becomes unable to move toward you for the duration of the
spell. Repelled creatures’ actions are not otherwise restricted.
They
can fight other creatures and can cast spells and attack you with ranged
weapons. If you move closer to an affected creature, nothing happens. (The
creature is not forced back.) The creature is free to make melee attacks
against you if you come within reach. If a repelled creature moves away from you
and then tries to turn back toward you, it cannot move any closer if it is
still within the spell’s area.
Arcane
Focus: A
pair of small iron bars attached to two small canine statuettes, one black and
one white, the whole array worth 50 gp.
Resilient Sphere
Evocation
[Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: 1-ft.-diameter/level
sphere, centered around a creature
Duration: 1 min./level (D)
Saving
Throw:
Reflex negates
Spell
Resistance:
Yes
A
globe of shimmering force encloses a creature, provided the creature is small
enough to fit within the diameter of the sphere. The sphere contains its
subject for the spell’s duration. The sphere is not subject to damage of any
sort except from a rod of cancellation, a rod of negation, a disintegrate
spell, or a targeted dispel magic spell. These effects destroy the
sphere without harm to the subject. Nothing can pass through the sphere, inside
or out, though the subject can breathe normally.
The
subject may struggle, but the sphere cannot be physically moved either by
people outside it or by the struggles of those within.
Material
Component: A
hemispherical piece of clear crystal and a matching hemispherical piece of gum
arabic.
Resistance
Abjuration
Level: Brd 0, Clr 0, Drd 0, Pal
1, Sor/Wiz 0
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
You
imbue the subject with magical energy that protects it from harm, granting it a
+1 resistance bonus on saves.
Resistance
can be
made permanent with a permanency spell.
Arcane
Material Component: A miniature cloak.
Resist Energy
Abjuration
Level: Clr 2, Drd 2, Fire 3, Pal
2, Rgr 1, Sor/Wiz 2
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving
Throw:
Fortitude negates (harmless)
Spell
Resistance:
Yes (harmless)
This
abjuration grants a creature limited protection from damage of whichever one of
five energy types you select: acid, cold, electricity, fire, or sonic. The
subject gains energy resistance 10 against the energy type chosen, meaning that
each time the creature is subjected to such damage (whether from a natural or
magical source), that damage is reduced by 10 points before being applied to
the creature’s hit points. The value of the energy resistance granted increases
to 20 points at 7th level and to a maximum of 30 points at 11th level. The
spell protects the recipient’s equipment as well.
Resist
energy absorbs
only damage. The subject could still suffer unfortunate side effects.
Note:
Resist energy overlaps
(and does not stack with) protection from energy. If a character is
warded by protection from energy and resist energy, the protection
spell absorbs damage until its power is exhausted.
Restoration
Conjuration
(Healing)
Level: Clr 4, Pal 4
Components: V, S, M
This
spell functions like lesser restoration, except that it also dispels
negative levels and restores one experience level to a creature who has had a
level drained. The drained level is restored only if the time since the
creature lost the level is equal to or less than one day per caster level. A
character who has a level restored by restoration has exactly the
minimum number of experience points necessary to restore him or her to his or
her previous level.
Restoration
cures all
temporary ability damage, and it restores all points permanently drained from a
single ability score (your choice if more than one is drained). It also
eliminates any fatigue or exhaustion suffered by the target.
Restoration
does not
restore levels or Constitution points lost due to death.
Material
Component: Diamond
dust worth 100 gp that is sprinkled over the target.
Restoration,
Greater
Conjuration
(Healing)
Level: Clr 7
Components: V, S, XP
Casting
Time: 10
minutes
This
spell functions like lesser restoration, except that it dispels all
negative levels afflicting the healed creature. This effect also reverses level
drains by a force or creature, restoring the creature to the highest level it
had previously attained. The drained levels are restored only if the time since
the creature lost the level is no more than one week per caster level.
Greater
restoration also
dispels all magical effects penalizing the creature’s abilities, cures all
temporary ability damage, and restores all points permanently drained from all
ability scores. It also eliminates fatigue and exhaustion, and removes all
forms of insanity, confusion, and similar mental effects. Greater
restoration does not restore levels or Constitution points lost due to
death.
XP
Cost: 500
XP.
Restoration,
Lesser
Conjuration
(Healing)
Level: Clr 2, Drd 2, Pal 1
Components: V, S
Casting
Time: 3
rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
Lesser
restoration dispels
any magical effects reducing one of the subject’s ability scores or cures 1d4
points of temporary ability damage to one of the subject’s ability scores. It
also eliminates any fatigue suffered by the character, and improves an
exhausted condition to fatigued. It does not restore permanent ability drain.
Resurrection
Conjuration
(Healing)
Level: Clr 7
Casting
Time: 10
minutes
This
spell functions like raise dead, except that you are able to restore
life and complete strength to any deceased creature.
The
condition of the remains is not a factor. So long as some small portion of the
creature’s body still exists, it can be resurrected, but the portion receiving
the spell must have been part of the creature’s body at the time of death. (The
remains of a creature hit by a disintegrate spell count as a small
portion of its body.) The creature can have been dead no longer than 10 years
per caster level.
Upon
completion of the spell, the creature is immediately restored to full hit
points, vigor, and health, with no loss of prepared spells. However, the
subject loses one level, or 2 points of Constitution if the subject was 1st
level. (If this reduction would bring its Con to 0 or lower, it can’t be
resurrected). This level loss or Constitution loss cannot be repaired by any
means.
You
can resurrect someone killed by a death effect or someone who has been turned
into an undead creature and then destroyed. You cannot resurrect someone who
has died of old age. Constructs, elementals, outsiders, and undead creatures
can’t be resurrected.
Material
Component: A
sprinkle of holy water and diamonds worth a total of at least 10,000 gp.
Reverse Gravity
Transmutation
Level: Drd 8, Sor/Wiz 7
Components: V, S, M/DF
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Area: Up to one 10-ft. cube per
two levels (S)
Duration: 1 round/level (D)
Saving
Throw:
None; see text
Spell
Resistance:
No
This
spell reverses gravity in an area, causing all unattached objects and creatures
within that area to fall upward and reach the top of the area in 1 round. If
some solid object (such as a ceiling) is encountered in this fall, falling
objects and creatures strike it in the same manner as they would during a
normal downward fall. If an object or creature reaches the top of the area
without striking anything, it remains there, oscillating slightly, until the
spell ends. At the end of the spell duration, affected objects and creatures
fall downward.
Provided
it has something to hold onto, a creature caught in the area can attempt a
Reflex save to secure itself when the spell strikes. Creatures who can fly or
levitate can keep themselves from falling.
Arcane
Material Component: A lodestone and iron filings.
Righteous Might
Transmutation
Level: Clr 5, Strength 5
Components: V, S, DF
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Your
height immediately doubles, and your weight increases by a factor of eight.
This increase changes your size category to the next larger one, and you gain a
+8 size bonus to Strength and a +4 size bonus to Constitution. You gain a +4
enhancement bonus to your natural armor. You gain damage reduction 5/evil (if you
normally channel positive energy) or damage reduction 5/good (if you normally
channel negative energy). At 12th level this damage reduction becomes 10/evil
or 10/good, and at 15th level it becomes 15/evil or 15/good (the maximum). Your
size modifier for AC and attacks changes as appropriate to your new size
category. This spell doesn’t change your speed. Determine space and reach as appropriate to your new size.
If
insufficient room is available for the desired growth, you attain the maximum
possible size and may make a Strength check (using your increased Strength) to
burst any enclosures in the process. If you fail, you are constrained without
harm by the materials enclosing you— the spell cannot crush you by increasing
your size.
All
equipment you wear or carry is similarly enlarged by the spell. Melee and
projectile weapons deal more damage. Other magical properties are not affected
by this spell. Any enlarged item that leaves your possession (including a
projectile or thrown weapon) instantly returns to its normal size. This means
that thrown weapons deal their normal damage (projectiles deal damage based on
the size of the weapon that fired them).
Multiple
magical effects that increase size do not stack.
Rope Trick
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1
standard action
Range: Touch
Target: One touched piece of rope
from 5 ft. to 30 ft. long
Duration: 1 hour/level (D)
Saving
Throw:
None
Spell
Resistance:
No
When
this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the
rope rises into the air until the whole rope hangs perpendicular to the ground,
as if affixed at the upper end. The upper end is, in fact, fastened to an
extradimensional space that is outside the multiverse of extradimensional
spaces (“planes”). Creatures in the extradimensional space are hidden, beyond
the reach of spells (including divinations), unless those spells work across
planes. The space holds as many as eight creatures (of any size). Creatures in
the space can pull the rope up into the space, making the rope “disappear.” In
that case, the rope counts as one of the eight creatures that can fit in the
space. The rope can support up to 16,000 pounds. A weight greater than that can
pull the rope free.
Spells
cannot be cast across the extradimensional interface, nor can area effects
cross it. Those in the extradimensional space can see out of it as if a
3-foot-by- 5-foot window were centered on the rope. The window is present on
the Material Plane, but it’s invisible, and even creatures that can see the
window can’t see through it. Anything inside the extradimensional space drops
out when the spell ends. The rope can be climbed by only one person at a time.
The rope trick spell enables climbers to reach a normal place if they do
not climb all the way to the extradimensional space.
Note:
It is
hazardous to create an extradimensional space within an existing
extradimensional space or to take an extradimensional space into an existing
one.
Material
Component: Powdered
corn extract and a twisted loop of parchment.
Rusting Grasp
Transmutation
Level: Drd 4
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target: One nonmagical ferrous
object (or the volume of the object within 3 ft. of the touched point) or one
ferrous creature
Duration: See text
Saving
Throw:
None
Spell
Resistance:
No
Any
iron or iron alloy item you touch becomes instantaneously rusted, pitted, and
worthless, effectively destroyed. If the item is so large that it cannot fit
within a 3-foot radius a 3-foot-radius volume of the metal is rusted and
destroyed. Magic items made of metal are immune to this spell.
You
may employ rusting grasp in combat with a successful melee touch attack.
Rusting grasp used in this way instantaneously destroys 1d6 points of
Armor Class gained from metal armor (to the maximum amount of protection the
armor offered) through corrosion.
Weapons
in use by an opponent targeted by the spell are more difficult to grasp. You
must succeed on a melee touch attack against the weapon. A metal weapon that is
hit is destroyed.
Note:
Striking
at an opponent’s weapon provokes an attack of opportunity. Also, you must touch
the weapon and not the other way around.
Against
a ferrous creature, rusting grasp instantaneously deals 3d6 points of
damage +1 per caster level (maximum +15) per successful attack. The spell lasts
for 1 round per level, and you can make one melee touch attack per round.