This material is Open Game Content, and
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SPELLS
(S)
Sanctuary
Abjuration
Level: Clr 1, Protection 1
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving
Throw: Will
negates
Spell
Resistance:
No
Any
opponent attempting to strike or otherwise directly attack the warded creature,
even with a targeted spell, must attempt a Will save. If the save succeeds, the
opponent can attack normally and is unaffected by that casting of the spell. If
the save fails, the opponent can’t follow through with the attack, that part of
its action is lost, and it can’t directly attack the warded creature for the
duration of the spell. Those not attempting to attack the subject remain
unaffected. This spell does not prevent the warded creature from being attacked
or affected by area or effect spells. The subject cannot attack without
breaking the spell but may use nonattack spells or otherwise act.
Scare
Necromancy
[Fear, Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Targets: One living creature per
three levels, no two of which can be more than 30 ft. apart
Duration: 1 round/level or 1 round;
see text for cause fear
Saving
Throw: Will
partial
Spell
Resistance:
Yes
This
spell functions like cause fear, except that it causes all targeted
creatures of less than 6 HD to become frightened.
Material
Component: A
bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.
Scintillating
Pattern
Illusion
(Pattern) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V, S, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Colorful lights in a
20-ft.-radius spread
Duration: Concentration + 2 rounds
Saving
Throw:
None
Spell
Resistance:
Yes
A
twisting pattern of discordant, coruscating colors weaves through the air,
affecting creatures within it. The spell affects a total number of Hit Dice of
creatures equal to your caster level (maximum 20). Creatures with the fewest HD
are affected first; and, among creatures with equal HD, those who are closest to
the spell’s point of origin are affected first. Hit Dice that are not
sufficient to affect a creature are wasted. The spell affects each subject
according to its Hit Dice.
6
or less: Unconscious
for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4
rounds. (Treat an unconscious result as stunned for nonliving creatures.)
7
to 12: Stunned
for 1d4 rounds, then confused for 1d4 rounds.
13
or more: Confused for 1d4 rounds.
Sightless
creatures are not affected by scintillating pattern.
Material
Component: A
small crystal prism.
Scorching Ray
Evocation
[Fire]
Level: Sor/Wiz 2
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: One or more rays
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
Yes
You
blast your enemies with fiery rays. You may fire one ray, plus one additional
ray for every four levels beyond 3rd (to a maximum of three rays at 11th
level). Each ray requires a ranged touch attack to hit and deals 4d6 points of
fire damage.
The
rays may be fired at the same or different targets, but all bolts must be aimed
at targets within 30 feet of each other and fired simultaneously.
Screen
Illusion
(Glamer)
Level: Sor/Wiz 8, Trickery 7
Components: V, S
Casting
Time: 10
minutes
Range: Close (25 ft. + 5 ft./2
levels)
Area: 30-ft. cube/level (S)
Duration: 24 hours
Saving
Throw:
None or Will disbelief (if interacted with); see text
Spell
Resistance:
No
This
spell combines several elements to create a powerful protection from scrying
and direct observation. When casting the spell, you dictate what will and will
not be observed in the spell’s area. The illusion created must be stated in
general terms. Once the conditions are set, they cannot be changed.
Attempts
to scry the area automatically detect the image stated by you with no save
allowed. Sight and sound are appropriate to the illusion created.
Direct
observation may allow a save (as per a normal illusion), if there is cause to
disbelieve what is seen. Even entering the area does not cancel the illusion or
necessarily allow a save, assuming that hidden beings take care to stay out of
the way of those affected by the illusion.
Scrying
Divination
(Scrying)
Level: Brd 3, Clr 5, Drd 4,
Sor/Wiz 4
Components: V, S, M/DF, F
Casting
Time: 1
hour
Range: See text
Effect
Magical
sensor
Duration: 1 min./level
Saving
Throw:
Will negates
Spell
Resistance:
Yes
You
can see and hear some creature, which may be at any distance. If the subject
succeeds on a Will save, the scrying attempt simply fails. 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. Furthermore, if the subject is
on another plane, it gets a +5 bonus on its Will save.
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 |
If
the save fails, you can see and hear the subject and the subject’s immediate
surroundings (approximately 10 feet in all directions of the subject). If the
subject moves, the sensor follows at a speed of up to 150 feet.
As
with all divination (scrying) spells, the sensor has your full visual acuity,
including any magical effects. In addition, the following spells have a 5%
chance per caster level of operating through the sensor: detect chaos, detect
evil, detect good, detect law, detect magic, and message.
If
the save succeeds, you can’t attempt to scry on that subject again for at least
24 hours.
Arcane
Material Component: The eye of a hawk, an eagle, or a roc, plus nitric acid,
copper, and zinc.
Wizard,
Sorcerer, or Bard Focus: A mirror of finely wrought and highly polished silver costing
not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.
Cleric
Focus: A
holy water font costing not less than 100 gp.
Druid
Focus: A
natural pool of water.
Scrying, Greater
Divination
(Scrying)
Level: Brd 6, Clr 7, Drd 7,
Sor/Wiz 7
Components: V, S
Casting
Time: 1
standard action
Duration: 1 hour/level
This
spell functions like scrying, except as noted above. Additionally, all
of the following spells function reliably through the sensor: detect chaos,
detect evil, detect good, detect law, detect magic,
message, read magic, and tongues.
Sculpt Sound
Transmutation
Level: Brd 3
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: One creature or
object/level, no two of which can be more than 30 ft. apart
Duration: 1 hour/level (D)
Saving
Throw: Will
negates (object)
Spell
Resistance:
Yes (object)
You
change the sounds that creatures or objects make. You can create sounds where
none exist, deaden sounds, or transform sounds into other sounds. All affected
creatures or objects must be transmuted in the same way. Once the transmutation
is made, you cannot change it.
You
can change the qualities of sounds but cannot create words with which you are
unfamiliar yourself.
A
spellcaster whose voice is changed dramatically is unable to cast spells with
verbal components.
Searing Light
Evocation
Level: Clr 3, Sun 3
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
Yes
Focusing
divine power like a ray of the sun, you project a blast of light from your open
palm. You must succeed on a ranged touch attack to strike your target. A
creature struck by this ray of light takes 1d8 points of damage per two caster
levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster
level (maximum 10d6), and an undead creature particularly vulnerable to bright
light takes 1d8 points of damage per caster level (maximum 10d8). A construct
or inanimate object takes only 1d6 points of damage per two caster levels
(maximum 5d6).
Secret Chest
Conjuration
(Summoning)
Level: Sor/Wiz 5
Components: V, S, F
Casting
Time: 10
minutes
Range: See text
Target: One chest and up to 1 cu.
ft. of goods/caster level
Duration: Sixty days or until
discharged
Saving
Throw:
None
Spell
Resistance:
No
You
hide a chest on the Ethereal Plane for as long as sixty days and can retrieve
it at will. The chest can contain up to 1 cubic foot of material per caster
level (regardless of the chest’s actual size, which is about 3 feet by 2 feet
by 2 feet). If any living creatures are in the chest, there is a 75% chance
that the spell simply fails. Once the chest is hidden, you can retrieve it by
concentrating (a standard action), and it appears next to you.
The
chest must be exceptionally well crafted and expensive, constructed for you by
master crafters. The cost of such a chest is never less than 5,000 gp. Once it
is constructed, you must make a tiny replica (of the same materials and perfect
in every detail), so that the miniature of the chest appears to be a perfect
copy. (The replica costs 50 gp.) You can have but one pair of these chests at
any given time—even a wish spell does not allow more. The chests are
nonmagical and can be fitted with locks, wards, and so on, just as any normal
chest can be.
To
hide the chest, you cast the spell while touching both the chest and the replica.
The chest vanishes into the Ethereal Plane. You need the replica to recall the
chest. After sixty days, there is a cumulative chance of 5% per day that the
chest is irretrievably lost. If the miniature of the chest is lost or
destroyed, there is no way, not even with a wish spell, that the large
chest can be summoned back, although an extraplanar expedition might be mounted
to find it.
Living
things in the chest eat, sleep, and age normally, and they die if they run out
of food, air, water, or whatever they need to survive.
Focus:
The chest
and its replica.
Secret Page
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting
Time: 10
minutes
Range: Touch
Target: Page touched, up to 3 sq.
ft. in size
Duration: Permanent
Saving
Throw:
None
Spell
Resistance:
No
Secret
page alters the contents of a page so that they appear to be something
entirely different. The text of a spell can be changed to show even another
spell. Explosive runes or sepia snake sigil can be cast upon the secret
page.
A
comprehend languages spell alone cannot reveal a secret page’s
contents. You are able to reveal the original contents by speaking a special
word. You can then peruse the actual page, and return it to its secret page form
at will. You can also remove the spell by double repetition of the special
word. A detect magic spell reveals dim magic on the page in question but
does not reveal its true contents. True seeing reveals the presence of
the hidden material but does not reveal the contents unless cast in combination
with comprehend languages. A secret page spell can be dispelled,
and the hidden writings can be destroyed by means of an erase spell.
Material
Component: Powdered
herring scales and will-o’-wisp essence.
Secure Shelter
Conjuration
(Creation)
Level: Brd 4, Sor/Wiz 4
Components: V, S, M, F; see text
Casting
Time: 10
minutes
Range: Close (25 ft. + 5 ft./2
levels)
Effect: 20-ft.-square structure
Duration: 2 hours/level (D)
Saving
Throw:
None
Spell
Resistance:
No
You
conjure a sturdy cottage or lodge made of material that is common in the area
where the spell is cast. The floor is level, clean, and dry. In all respects
the lodging resembles a normal cottage, with a sturdy door, two shuttered
windows, and a small fireplace.
The
shelter has no heating or cooling source (other than natural insulation
qualities). Therefore, it must be heated as a normal dwelling, and extreme heat
adversely affects it and its occupants. The dwelling does, however, provide
considerable security otherwise—it is as strong as a normal stone building,
regardless of its material composition. The dwelling resists flames and fire as
if it were stone. It is impervious to normal missiles (but not the sort cast by
siege engines or giants).
The
door, shutters, and even chimney are secure against intrusion, the former two
being arcane locked and the latter secured by an iron grate at the top
and a narrow flue. In addition, these three areas are protected by an alarm spell.
Finally, an unseen servant is conjured to provide service to you for the
duration of the shelter.
The
secure shelter contains rude furnishings —eight bunks, a trestle table,
eight stools, and a writing desk.
Material
Component: A
square chip of stone, crushed lime, a few grains of sand, a sprinkling of
water, and several splinters of wood. These must be augmented by the components
of the unseen servant spell (string and a bit of wood) if this benefit
is to be included.
Focus:
The focus
of the alarm spell (silver wire and a tiny bell) if this benefit is to
be included.
See Invisibility
Divination
Level: Brd 3, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You
can see any objects or beings that are invisible within your range of vision,
as well as any that are ethereal, as if they were normally visible. Such
creatures are visible to you as translucent shapes, allowing you easily to
discern the difference between visible, invisible, and ethereal creatures.
The
spell does not reveal the method used to obtain invisibility. It does not
reveal illusions or enable you to see through opaque objects. It does not
reveal creatures who are simply hiding, concealed, or otherwise hard to see.
See
invisibility can
be made permanent with a permanency spell.
Material
Component: A
pinch of talc and a small sprinkling of powdered silver.
Seeming
Illusion
(Glamer)
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: One creature per two
levels, no two of which can be more than 30 ft. apart
Duration: 12 hours (D)
Saving
Throw: Will
negates or Will disbelief (if interacted with)
Spell
Resistance:
Yes or No; see text
This
spell functions like disguise self, except that you can change the
appearance of other people as well. Affected creatures resume their normal
appearances if slain.
Unwilling
targets can negate the spell’s effect on them by making Will saves or with
spell resistance.
Sending
Evocation
Level: Clr 4, Sor/Wiz 5
Components: V, S, M/DF
Casting
Time: 10
minutes
Range: See text
Target: One creature
Duration: 1 round; see text
Saving
Throw:
None
Spell
Resistance:
No
You
contact a particular creature with which you are familiar and send a short
message of twenty-five words or less to the subject. The subject recognizes you
if it knows you. It can answer in like manner immediately. A creature with an
Intelligence score as low as 1 can understand the sending, though the
subject’s ability to react is limited as normal by its Intelligence score. Even
if the sending is received, the subject is not obligated to act upon it
in any manner.
If
the creature in question is not on the same plane of existence as you are,
there is a 5% chance that the sending does not arrive. (Local conditions
on other planes may worsen this chance considerably.)
Arcane
Material Component: A short piece of fine copper wire.
Sepia Snake Sigil
Conjuration
(Creation) [Force]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting
Time: 10
minutes
Range: Touch
Target: One touched book or
written work
Duration: Permanent or until
discharged; until released or 1d4 days + one day/level; see text
Saving
Throw:
Reflex negates
Spell
Resistance:
No
When
you cast sepia snake sigil, a small symbol appears in the text of one
written work such as a book, scroll, or map. The text containing the symbol
must be at least twenty-five words long. When anyone reads the text containing
the symbol, the sepia snake springs into being and strikes the reader,
provided there is line of effect between the symbol and the reader.
Simply
seeing the enspelled text is not sufficient to trigger the spell; the subject
must deliberately read it. The target is entitled to a save to evade the
snake’s strike. If it succeeds, the sepia snake dissipates in a flash of
brown light accompanied by a puff of dun-colored smoke and a loud noise. If the
target fails its save, it is engulfed in a shimmering amber field of force and
immobilized until released, either at your command or when 1d4 days + one day
per caster level have elapsed.
While
trapped in the amber field of force, the subject does not age, breathe, grow
hungry, sleep, or regain spells. It is preserved in a state of suspended
animation, unaware of its surroundings. It can be damaged by outside forces
(and perhaps even killed), since the field provides no protection against
physical injury. However, a dying subject does not lose hit points or become
stable until the spell ends.
The
hidden sigil cannot be detected by normal observation, and detect magic reveals
only that the entire text is magical.
A
dispel magic can remove the sigil. An erase spell destroys the
entire page of text.
Sepia
snake sigil can
be cast in combination with other spells that hide or garble text, such as secret
page.
Material
Component: 500
gp worth of powdered amber, a scale from any snake, and a pinch of mushroom
spores.
Sequester
Abjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting
Time: 1
standard action
Range: Touch
Target: One willing creature or
object (up to a 2-ft. cube/level) touched
Duration: One day/level (D)
Saving
Throw:
None or Will negates (object)
Spell
Resistance:
No or Yes (object)
When
cast, this spell not only prevents divination spells from working to detect or
locate the creature or object affected by sequester, it also renders the
affected creature or object invisible to any form of sight or seeing (as the invisibility
spell). The spell does not prevent the subject from being discovered
through tactile means or through the use of devices. Creatures affected by sequester
become comatose and are effectively in a state of suspended animation until
the spell wears off or is dispelled.
Note:
The Will
save prevents an attended or magical object from being sequestered. There
is no save to see the sequestered creature or object or to detect it
with a divination spell.
Material
Component: A
basilisk eyelash, gum arabic, and a dram of whitewash.
Shades
Illusion
(Shadow)
Level: Sor/Wiz 9
This
spell functions like shadow conjuration, except that it mimics sorcerer
and wizard conjuration spells of 8th level or lower. The illusory conjurations
created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects
are 80% likely to work against nonbelievers.
Shadow Conjuration
Illusion
(Shadow)
Level: Brd 4, Sor/Wiz 4
Components: V, S
Casting
Time: 1
standard action
Range: See text
Effect: See text
Duration: See text
Saving
Throw: Will
disbelief (if interacted with); varies; see text
Spell
Resistance:
Yes; see text
You
use material from the Plane of Shadow to shape quasi-real illusions of one or
more creatures, objects, or forces. Shadow conjuration can mimic any
sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of
3rd level or lower.
Shadow
conjurations are
actually one-fifth (20%) as strong as the real things, though creatures who
believe the shadow conjurations to be real are affected by them at full
strength.
Any
creature that interacts with the conjured object, force, or creature can make a
Will save to recognize its true nature.
Spells
that deal damage have normal effects unless the affected creature succeeds on a
Will save. Each disbelieving creature takes only one-fifth (20%) damage from
the attack. If the disbelieved attack has a special effect other than damage,
that effect is only 20% likely to occur. Regardless of the result of the save
to disbelieve, an affected creature is also allowed any save that the spell
being simulated allows, but the save DC is set according to shadow
conjuration’s level (4th) rather than the spell’s normal level. In
addition, any effect created by shadow conjuration allows spell
resistance, even if the spell it is simulating does not. Shadow objects or
substances have normal effects except against those who disbelieve them.
Against
disbelievers, they are 20% likely to work.
A
shadow creature has one-fifth the hit points of a normal creature of its kind
(regardless of whether it’s recognized as shadowy). It deals normal damage and
has all normal abilities and weaknesses. Against a creature that recognizes it as
a shadow creature, however, the shadow creature’s damage is one-fifth (20%)
normal, and all special abilities that do not deal lethal damage are only 20%
likely to work. (Roll for each use and each affected character separately.)
Furthermore, the shadow creature’s AC bonuses are one-fifth as large.
A
creature that succeeds on its save sees the shadow conjurations as
transparent images superimposed on vague, shadowy forms.
Objects
automatically succeed on their Will saves against this spell.
Shadow Conjuration,
Greater
Illusion
(Shadow)
Level: Sor/Wiz 7
This
spell functions like shadow conjuration, except that it can duplicate
any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell
of 6th level or lower. The illusory conjurations created deal three-fifths
(60%) damage to nonbelievers, and nondamaging effects are 60% likely to work
against nonbelievers.
Shadow Evocation
Illusion
(Shadow)
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting
Time: 1
standard action
Range: See text
Effect: See text
Duration: See text
Saving
Throw: Will
disbelief (if interacted with)
Spell
Resistance:
Yes
You
tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a
sorcerer or wizard evocation spell of 4th level or lower. (For a spell with
more than one level, use the best one applicable to you.)
Spells
that deal damage have normal effects unless an affected creature succeeds on a
Will save. Each disbelieving creature takes only one-fifth damage from the
attack. If the disbelieved attack has a special effect other than damage, that
effect is one-fifth as strong (if applicable) or only 20% likely to occur. If
recognized as a shadow evocation, a damaging spell deals only one-fifth
(20%) damage. Regardless of the result of the save to disbelieve, an affected
creature is also allowed any save (or spell resistance) that the spell being
simulated allows, but the save DC is set according to shadow evocation’s
level (5th) rather than the spell’s normal level.
Nondamaging
effects have normal effects except against those who disbelieve them. Against
disbelievers, they have no effect.
Objects
automatically succeed on their Will saves against this spell.
Shadow Evocation,
Greater
Illusion
(Shadow)
Level: Sor/Wiz 8
This
spell functions like shadow evocation, except that it enables you to
create partially real, illusory versions of sorcerer or wizard evocation spells
of 7th level or lower. If recognized as a greater shadow evocation, a
damaging spell deals only three-fifths (60%) damage.
Shadow Walk
Illusion
(Shadow)
Level: Brd 5, Sor/Wiz 6
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Targets: Up to one touched
creature/ level
Duration: 1 hour/level (D)
Saving
Throw: Will
negates
Spell
Resistance:
Yes
To
use the shadow walk spell, you must be in an area of shadowy
illumination. You and any creature you touch are then transported along a
coiling path of shadowstuff to the edge of the Material Plane where it borders
the Plane of Shadow. The effect is largely illusory, but the path is
quasi-real. You can take more than one creature along with you (subject to your
level limit), but all must be touching each other.
In
the region of shadow, you move at a rate of 50 miles per hour, moving normally
on the borders of the Plane of Shadow but much more rapidly relative to the
Material Plane. Thus, you can use this spell to travel rapidly by stepping onto
the Plane of Shadow, moving the desired distance, and then stepping back onto
the Material Plane.
Because
of the blurring of reality between the Plane of Shadow and the Material Plane,
you can’t make out details of the terrain or areas you pass over during
transit, nor can you predict perfectly where your travel will end. It’s
impossible to judge distances accurately, making the spell virtually useless
for scouting or spying. Furthermore, when the spell effect ends, you are
shunted 1d10x100 feet in a random horizontal direction from your desired
endpoint. If this would place you within a solid object, you are shunted
1d10x1,000 feet in the same direction. If this would still place you within a
solid object, you (and any creatures with you) are shunted to the nearest empty
space available, but the strain of this activity renders each creature fatigued
(no save).
Shadow
walk can
also be used to travel to other planes that border on the Plane of Shadow, but
this usage requires the transit of the Plane of Shadow to arrive at a border
with another plane of reality. The transit of the Plane of Shadow requires 1d4
hours.
Any
creatures touched by you when shadow walk is cast also make the
transition to the borders of the Plane of Shadow.
They
may opt to follow you, wander off through the plane, or stumble back into the
Material Plane (50% chance for either of the latter results if they are lost or
abandoned by you). Creatures unwilling to accompany you into the Plane of
Shadow receive a Will saving throw, negating the effect if successful.
Shambler
Conjuration
(Creation)
Level: Drd 9, Plant 9
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect: Three or more shambling
mounds, no two of which can be more than 30 ft. apart; see text
Duration: Seven days or seven
months (D); see text
Saving
Throw:
None
Spell
Resistance:
No
The
shambler spell creates 1d4+2 shambling mounds with 11 HD each. The
creatures willingly aid you in combat or battle, perform a specific mission, or
serve as bodyguards. The creatures remain with you for seven days unless you
dismiss them. If the shamblers are created only for guard duty, however, the
duration of the spell is seven months. In this case, the shamblers can only be
ordered to guard a specific site or location. Shamblers summoned to guard duty
cannot move outside the spell’s range, which is measured from the point where
each first appeared.
The
shamblers have resistance to fire as normal shambling mounds do only if the
terrain is rainy, marshy, or damp.
Shapechange
Transmutation
Level: Animal 9, Drd 9, Sor/Wiz
9
Components: V, S, F
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
This
spell functions like polymorph, except that it enables you to assume the
form of any single nonunique creature (of any type) from Fine to Colossal size.
The assumed form cannot have more than your caster level in Hit Dice (to a
maximum of 25 HD). Unlike polymorph, this spell allows incorporeal or
gaseous forms to be assumed.
You
gain all extraordinary and supernatural abilities (both attacks and qualities)
of the assumed form, but you lose your own supernatural abilities. You also
gain the type of the new form in place of your own. The new form does not
disorient you. Parts of your body or pieces of equipment that are separated
from you do not revert to their original forms.
You
can become just about anything you are familiar with. You can change form once
each round as a free action. The change takes place either immediately before
your regular action or immediately after it, but not during the action. If you
use this spell to create a disguise, you get a +10 bonus on your Disguise
check.
Focus:
A jade
circlet worth no less than 1,500 gp, which you must place on your head when
casting the spell. (The focus melds into your new form when you change shape.)
Shatter
Evocation
[Sonic]
Level: Brd 2, Chaos 2, Clr 2,
Destruction 2, Sor/Wiz 2
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Area
or Target:
5-ft.-radius spread; or one solid object or one crystalline creature
Duration: Instantaneous
Saving
Throw: Will
negates (object); Will negates (object) or Fortitude half; see text
Spell
Resistance:
Yes (object)
Shatter
creates a
loud, ringing noise that breaks brittle, nonmagical objects; sunders a single
solid, nonmagical object; or damages a crystalline creature.
Used
as an area attack, shatter destroys nonmagical objects of crystal,
glass, ceramic, or porcelain. All such objects within a 5-foot radius of the
point of origin are smashed into dozens of pieces by the spell. Objects
weighing more than 1 pound per your level are not affected, but all other
objects of the appropriate composition are shattered.
Alternatively,
you can target shatter against a single solid object, regardless of
composition, weighing up to 10 pounds per caster level. Targeted against a crystalline
creature (of any weight), shatter deals 1d6 points of sonic damage per
caster level (maximum 10d6), with a Fortitude save for half damage.
Arcane
Material Component: A chip of mica.
Shield
Abjuration
[Force]
Level: Sor/Wiz 1
Components: V, S
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Shield
creates
an invisible, tower shield-sized mobile disk of force that hovers in front of
you. It negates magic missile attacks directed at you. The disk also
provides a +4 shield bonus to AC. This bonus applies against incorporeal touch
attacks, since it is a force effect. The shield has no armor check
penalty or arcane spell failure chance. Unlike with a normal tower shield, you
can’t use the shield spell for cover.
Shield of Faith
Abjuration
Level: Clr 1
Components: V, S, M
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
This
spell creates a shimmering, magical field around the touched creature that
averts attacks. The spell grants the subject a +2 deflection bonus to AC, with
an additional +1 to the bonus for every six levels you have (maximum +5
deflection bonus at 18th level).
Material
Component: A
small parchment with a bit of holy text written upon it.
Shield of Law
Abjuration
[Lawful]
Level: Clr 8, Law 8
Components: V, S, F
Casting
Time: 1
standard action
Range: 20 ft.
Targets: One creature/level in a
20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving
Throw:
See text
Spell
Resistance:
Yes (harmless)
A
dim, blue glow surrounds the subjects, protecting them from attacks, granting
them resistance to spells cast by chaotic creatures, and slowing chaotic
creatures when they strike the subjects. This abjuration has four effects.
First,
each warded creature gains a +4 deflection bonus to AC and a +4 resistance
bonus on saves. Unlike protection from chaos, this benefit applies
against all attacks, not just against attacks by chaotic creatures.
Second,
a warded creature gains spell resistance 25 against chaotic spells and spells
cast by chaotic creatures.
Third,
the abjuration blocks possession and mental influence, just as protection
from chaos does.
Finally,
if a chaotic creature succeeds on a melee attack against a warded creature, the
attacker is slowed (Will save negates, as the slow spell, but
against shield of law’s save DC).
Focus:
A tiny
reliquary containing some sacred relic, such as a scrap of parchment from a
lawful text. The reliquary costs at least 500 gp.
Shield Other
Abjuration
Level: Clr 2, Pal 2, Protection
2
Components: V, S, F
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One creature
Duration: 1 hour/level (D)
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
This
spell wards the subject and creates a mystic connection between you and the
subject so that some of its wounds are transferred to you. The subject gains a
+1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the
subject takes only half damage from all wounds and attacks (including that
dealt by special abilities) that deal hit point damage. The amount of damage not
taken by the warded creature is taken by you. Forms of harm that do not involve
hit points, such as charm effects, temporary ability damage, level
draining, and death effects, are not affected. If the subject suffers a
reduction of hit points from a lowered Constitution score, the reduction is not
split with you because it is not hit point damage. When the spell ends,
subsequent damage is no longer divided between the subject and you, but damage
already split is not reassigned to the subject.
If
you and the subject of the spell move out of range of each other, the spell
ends.
Focus:
A pair of
platinum rings (worth at least 50 gp each) worn by both you and the warded
creature.
Shillelagh
Transmutation
Level: Drd 1
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target: One touched nonmagical
oak club or quarterstaff
Duration: 1 min./level
Saving
Throw: Will
negates (object)
Spell
Resistance:
Yes (object)
Your
own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement
bonus on attack and damage rolls. (A quarterstaff gains this enhancement for
both ends of the weapon.) It deals damage as if it were two size categories
larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage,
a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects
only occur when the weapon is wielded by you. If you do not wield it, the
weapon behaves as if unaffected by this spell.
Shocking Grasp
Evocation
[Electricity]
Level: Sor/Wiz 1
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Creature or object
touched
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
Yes
Your
successful melee touch attack deals 1d6 points of electricity damage per caster
level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack
rolls if the opponent is wearing metal armor (or made out of metal, carrying a
lot of metal, or the like).
Shout
Evocation
[Sonic]
Level: Brd 4, Sor/Wiz 4
Components: V
Casting
Time: 1
standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving
Throw:
Fortitude partial or Reflex negates (object); see text
Spell
Resistance:
Yes (object)
You
emit an ear-splitting yell that deafens and damages creatures in its path. Any
creature within the area is deafened for 2d6 rounds and takes 5d6 points of
sonic damage. A successful save negates the deafness and reduces the damage by
half. Any exposed brittle or crystalline object or crystalline creature takes
1d6 points of sonic damage per caster level (maximum 15d6). An affected
creature is allowed a Fortitude save to reduce the damage by half, and a
creature holding fragile objects can negate damage to them with a successful
Reflex save.
A
shout spell cannot penetrate a silence spell.
Shout, Greater
Evocation
[Sonic]
Level: Brd 6, Sor/Wiz 8
Components: V, S, F
Range: 60 ft.
Saving
Throw:
Fortitude partial or Reflex negates (object); see text
This
spell functions like shout, except that the cone deals 10d6 points of
sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6,
against exposed brittle or crystalline objects or crystalline creatures). It
also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A
creature in the area of the cone can negate the stunning and halve both the
damage and the duration of the deafness with a successful Fortitude save. A
creature holding vulnerable objects can attempt a Reflex save to negate the
damage to those objects.
Arcane
Focus: A
small metal or ivory horn.
Shrink Item
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: One touched object of up
to 2 cu. ft./level
Duration: One day/level; see text
Saving
Throw: Will
negates (object)
Spell
Resistance:
Yes (object)
You
are able to shrink one nonmagical item (if it is within the size limit) to 1/16
of its normal size in each dimension (to about 1/4,000 the original volume and
mass). This change effectively reduces the object’s size by four categories.
Optionally, you can also change its now shrunken composition to a clothlike
one. Objects changed by a shrink item spell can be returned to normal
composition and size merely by tossing them onto any solid surface or by a word
of command from the original caster. Even a burning fire and its fuel can be
shrunk by this spell. Restoring the shrunken object to its normal size and
composition ends the spell.
Shrink
item can
be made permanent with a permanency spell, in which case the affected
object can be shrunk and expanded an indefinite number of times, but only by
the original caster.
Silence
Illusion
(Glamer)
Level: Brd 2, Clr 2
Components: V, S
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Area: 20-ft.-radius emanation
centered on a creature, object, or point in space
Duration: 1 min./level (D)
Saving
Throw: Will
negates; see text or none (object)
Spell
Resistance:
Yes; see text or no (object)
Upon
the casting of this spell, complete silence prevails in the affected area. All
sound is stopped: Conversation is impossible, spells with verbal components
cannot be cast, and no noise whatsoever issues from, enters, or passes through
the area. The spell can be cast on a point in space, but the effect is
stationary unless cast on a mobile object. The spell can be centered on a
creature, and the effect then radiates from the creature and moves as it moves.
An unwilling creature can attempt a Will save to negate the spell and can use
spell resistance, if any. Items in a creature’s possession or magic items that
emit sound receive the benefits of saves and spell resistance, but unattended
objects and points in space do not. This spell provides a defense against sonic
or language-based attacks.
Silent Image
Illusion
(Figment)
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Effect: Visual figment that
cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving
Throw: Will
disbelief (if interacted with)
Spell
Resistance:
No
This
spell creates the visual illusion of an object, creature, or force, as
visualized by you. The illusion does not create sound, smell, texture, or
temperature. You can move the image within the limits of the size of the
effect.
Focus:
A bit of
fleece.
Simulacrum
Illusion
(Shadow)
Level: Sor/Wiz 7
Components: V, S, M, XP
Casting
Time: 12
hours
Range: 0 ft.
Effect: One duplicate creature
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
Simulacrum
creates
an illusory duplicate of any creature. The duplicate creature is partially real
and formed from ice or snow. It appears to be the same as the original, but it
has only one-half of the real creature’s levels or Hit Dice (and the
appropriate hit points, feats, skill ranks, and special abilities for a
creature of that level or HD). You can’t create a simulacrum of a creature
whose Hit Dice or levels exceed twice your caster level. You must make a
Disguise check when you cast the spell to determine how good the likeness is. A
creature familiar with the original might detect the ruse with a successful
Spot check (opposed by the caster’s Disguise check) or a DC 20 Sense Motive
check.
At
all times the simulacrum remains under your absolute command. No special
telepathic link exists, so command must be exercised in some other manner. A
simulacrum has no ability to become more powerful. It cannot increase its level
or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to
snow and melts instantly into nothingness. A complex process requiring at least
24 hours, 100 gp per hit point, and a fully equipped magical laboratory can
repair damage to a simulacrum.
Material
Component: The
spell is cast over the rough snow or ice form, and some piece of the creature
to be duplicated (hair, nail, or the like) must be placed inside the snow or
ice. Additionally, the spell requires powdered ruby worth 100 gp per HD of the
simulacrum to be created.
XP
Cost: 100
XP per HD of the simulacrum to be created (minimum 1,000 XP).
Slay Living
Necromancy
[Death]
Level: Clr 5, Death 5
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving
Throw:
Fortitude partial
Spell
Resistance:
Yes
You
can slay any one living creature. You must succeed on a melee touch attack to
touch the subject, and it can avoid death with a successful Fortitude save. If
it succeeds, it instead takes 3d6 points of damage +1 point per caster level.
Sleep
Enchantment
(Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting
Time: 1
round
Range:
Medium
(100 ft. + 10 ft./level)
Area: One or more living
creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving
Throw: Will
negates
Spell
Resistance:
Yes
A
sleep spell causes a magical slumber to come upon 4 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. Hit Dice that are not sufficient to affect a creature are
wasted.
Sleeping
creatures are helpless. Slapping or wounding awakens an affected creature, but
normal noise does not. Awakening a creature is a standard action (an application
of the aid another action).
Sleep
does not
target unconscious creatures, constructs, or undead creatures.
Material
Component: A
pinch of fine sand, rose petals, or a live cricket.
Sleet Storm
Conjuration
(Creation) [Cold]
Level: Drd 3, Sor/Wiz 3
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Area: Cylinder (40-ft. radius,
20 ft. high)
Duration: 1 round/level
Saving
Throw:
None
Spell
Resistance:
No
Driving
sleet blocks all sight (even darkvision) within it and causes the ground in the
area to be icy. A creature can walk within or through the area of sleet at half
normal speed with a DC 10 Balance check. Failure means it can’t move in that
round, while failure by 5 or more means it falls (see the Balance skill for
details).
The
sleet extinguishes torches and small fires.
Arcane
Material Component: A pinch of dust and a few drops of water.
Slow
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: One creature/level, no
two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving
Throw: Will
negates
Spell
Resistance:
Yes
An
affected creature moves and attacks at a drastically slowed rate. A slowed creature
can take only a single move action or standard action each turn, but not both
(nor may it take full-round actions). Additionally, it takes a –1 penalty on
attack rolls, AC, and Reflex saves. A slowed creature moves at half its
normal speed (round down to the next 5-foot increment), which affects the
creature’s jumping distance as normal for decreased speed.
Multiple
slow effects don’t stack. Slow counters and dispels haste.
Material
Component: A
drop of molasses.
Snare
Transmutation
Level: Rgr 2, Drd 3
Components: V, S, DF
Casting
Time: 3
rounds
Range: Touch
Target: Touched nonmagical circle
of vine, rope, or thong with a 2 ft. diameter + 2 ft./level
Duration: Until triggered or broken
Saving
Throw:
None
Spell
Resistance:
No
This
spell enables you to make a snare that functions as a magic trap. The snare can
be made from any supple vine, a thong, or a rope. When you cast snare upon
it, the cordlike object blends with its surroundings (Search DC 23 for a character
with the trapfinding ability to locate). One end of the snare is tied in a loop
that contracts around one or more of the limbs of any creature stepping inside
the circle.
If
a strong and supple tree is nearby, the snare can be fastened to it. The spell
causes the tree to bend and then straighten when the loop is triggered, dealing
1d6 points of damage to the creature trapped and lifting it off the ground by
the trapped limb or limbs. If no such tree is available, the cordlike object
tightens around the creature, dealing no damage but causing it to be entangled.
The
snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist
check or a DC 23 Strength check that is a full-round action. The snare has AC 7
and 5 hit points. A successful escape from the snare breaks the loop and ends
the spell.
Soften Earth and
Stone
Transmutation
[Earth]
Level: Drd 2, Earth 2
Components: V, S, DF
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Area: 10-ft. square/level; see
text
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
When
this spell is cast, all natural, undressed earth or stone in the spell’s area
is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt,
and stone becomes soft clay that is easily molded or chopped. You affect a
10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or
resilience of the ground at that spot. Magical, enchanted, dressed, or worked
stone cannot be affected. Earth or stone creatures are not affected.
A
creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and
unable to move, attack, or cast spells. A creature that succeeds on its save
can move through the mud at half speed, and it can’t run or charge.
Loose
dirt is not as troublesome as mud, but all creatures in the area can move at
only half their normal speed and can’t run or charge over the surface.
Stone
softened into clay does not hinder movement, but it does allow characters to
cut, shape, or excavate areas they may not have been able to affect before.
While
soften earth and stone does not affect dressed or worked stone, cavern
ceilings or vertical surfaces such as cliff faces can be affected. Usually,
this causes a moderate collapse or landslide as the loosened material peels
away from the face of the wall or roof and falls.
A
moderate amount of structural damage can be dealt to a manufactured structure
by softening the ground beneath it, causing it to settle. However, most
well-built structures will only be damaged by this spell, not destroyed.
Solid Fog
Conjuration
(Creation)
Level: Sor/Wiz 4
Components: V, S, M
Duration: 1 min./level
Spell
Resistance:
No
This
spell functions like fog cloud, but in addition to obscuring sight, the solid
fog is so thick that any creature attempting to move through it progresses
at a speed of 5 feet, regardless of its normal speed, and it takes a –2 penalty
on all melee attack and melee damage rolls. The vapors prevent effective ranged
weapon attacks (except for magic rays and the like). A creature or object that
falls into solid fog is slowed, so that each 10 feet of vapor that it
passes through reduces falling damage by 1d6. A creature can’t take a 5-foot
step while in solid fog.
However,
unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it
does so in 1 round.
Solid
fog can
be made permanent with a permanency spell. A permanent solid fog dispersed
by wind reforms in 10 minutes.
Material
Component: A
pinch of dried, powdered peas combined with powdered animal hoof.
Song of Discord
Enchantment
(Compulsion) [Mind-Affecting, Sonic]
Level: Brd 5
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Area: Creatures within a
20-ft.-radius spread
Duration: 1 round/level
Saving
Throw: Will
negates
Spell
Resistance:
Yes
This
spell causes those within the area to turn on each other rather than attack
their foes. Each affected creature has a 50% chance to attack the nearest
target each round. (Roll to determine each creature’s behavior every round at
the beginning of its turn.) A creature that does not attack its nearest
neighbor is free to act normally for that round.
Creatures
forced by a song of discord to attack their fellows employ all methods
at their disposal, choosing their deadliest spells and most advantageous combat
tactics. They do not, however, harm targets that have fallen unconscious.
Soul Bind
Necromancy
Level: Clr 9, Sor/Wiz 9
Components: V, S, F
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: Corpse
Duration: Permanent
Saving
Throw: Will
negates
Spell
Resistance:
No
You
draw the soul from a newly dead body and imprison it in a black sapphire gem.
The subject must have been dead no more than 1 round per caster level. The
soul, once trapped in the gem, cannot be returned through clone, raise dead,
reincarnation, resurrection, true resurrection, or even a miracle or
a wish. Only by destroying the gem or dispelling the spell on the gem can
one free the soul (which is then still dead).
Focus:
A black
sapphire of at least 1,000 gp value for every Hit Die possessed by the creature
whose soul is to be bound. If the gem is not valuable enough, it shatters when
the binding is attempted. (While creatures have no concept of level or Hit Dice
as such, the value of the gem needed to trap an individual can be researched.
Remember that this value can change over time as creatures gain more Hit Dice.)
Sound Burst
Evocation
[Sonic]
Level: Brd 2, Clr 2
Components: V, S, F/DF
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving
Throw:
Fortitude partial
Spell
Resistance:
Yes
You
blast an area with a tremendous cacophony. Every creature in the area takes 1d8
points of sonic damage and must succeed on a Fortitude save to avoid being
stunned for 1 round.
Creatures
that cannot hear are not stunned but are still damaged.
Arcane
Focus: A
musical instrument.
Speak with Animals
Divination
Level: Brd 3, Drd 1, Rgr 1
Components: V, S
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 min./level
You
can comprehend and communicate with animals. You are able to ask questions of
and receive answers from animals, although the spell doesn’t make them any more
friendly or cooperative than normal. Furthermore, wary and cunning animals are
likely to be terse and evasive, while the more stupid ones make inane comments.
If an animal is friendly toward you, it may do some favor or service for you.
Speak with Dead
Necromancy
[Language-Dependent]
Level: Clr 3
Components: V, S, DF
Casting
Time: 10
minutes
Range: 10 ft.
Target: One dead creature
Duration: 1 min./level
Saving
Throw: Will
negates; see text
Spell
Resistance:
No
You
grant the semblance of life and intellect to a corpse, allowing it to answer
several questions that you put to it. You may ask one question per two caster
levels. Unasked questions are wasted if the duration expires. The corpse’s
knowledge is limited to what the creature knew during life, including the
languages it spoke (if any). Answers are usually brief, cryptic, or repetitive.
If the creature’s alignment was different from yours, the corpse gets a Will
save to resist the spell as if it were alive.
If
the corpse has been subject to speak with dead within the past week, the
new spell fails. You can cast this spell on a corpse that has been deceased for
any amount of time, but the body must be mostly intact to be able to respond. A
damaged corpse may be able to give partial answers or partially correct
answers, but it must at least have a mouth in order to speak at all.
This
spell does not let you actually speak to the person (whose soul has departed).
It instead draws on the imprinted knowledge stored in the corpse. The partially
animated body retains the imprint of the soul that once inhabited it, and thus
it can speak with all the knowledge that the creature had while alive. The
corpse, however, cannot learn new information.
Indeed,
it can’t even remember being questioned.
This
spell does not affect a corpse that has been turned into an undead creature.
Speak with Plants
Divination
Level: Brd 4, Drd 3, Rgr 2
Components: V, S
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 min./level
You
can comprehend and communicate with plants, including both normal plants and
plant creatures. You are able to ask questions of and receive answers from
plants. A regular plant’s sense of its surroundings is limited, so it won’t be
able to give (or recognize) detailed descriptions of creatures or answer
questions about events outside its immediate vicinity.
The
spell doesn’t make plant creatures any more friendly or cooperative than
normal. Furthermore, wary and cunning plant creatures are likely to be terse
and evasive, while the more stupid ones may make inane comments. If a plant
creature is friendly toward you, it may do some favor or service for you.
Spectral Hand
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect: One spectral hand
Duration: 1 min./level (D)
Saving
Throw:
None
Spell
Resistance:
No
A
ghostly, glowing hand shaped from your life force materializes and moves as you
desire, allowing you to deliver low-level, touch range spells at a distance. On
casting the spell, you lose 1d4 hit points that return when the spell ends
(even if it is dispelled), but not if the hand is destroyed. (The hit points
can be healed as normal.) For as long as the spell lasts, any touch range spell
of 4th level or lower that you cast can be delivered by the spectral hand.
The spell gives you a +2 bonus on your melee touch attack roll, and attacking
with the hand counts normally as an attack. The hand always strikes from your
direction. The hand cannot flank targets like a creature can. After it delivers
a spell, or if the hand goes beyond the spell range, goes out of your sight,
the hand returns to you and hovers.
The
hand is incorporeal and thus cannot be harmed by normal weapons. It has
improved evasion (half damage on a failed Reflex save and no damage on a
successful save), your save bonuses, and an AC of at least 22. Your
Intelligence modifier applies to the hand’s AC as if it were the hand’s
Dexterity modifier. The hand has 1 to 4 hit points, the same number that you
lost in creating it.
Spell Immunity
Abjuration
Level: Clr 4, Protection 4,
Strength 4
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
The
warded creature is immune to the effects of one specified spell for every four
levels you have. The spells must be of 4th level or lower. The warded creature
effectively has unbeatable spell resistance regarding the specified spell or
spells. Naturally, that immunity doesn’t protect a creature from spells for
which spell resistance doesn’t apply. Spell immunity protects against
spells, spell-like effects of magic items, and innate spell-like abilities of
creatures. It does not protect against supernatural or extraordinary abilities,
such as breath weapons or gaze attacks.
Only
a particular spell can be protected against, not a certain domain or school of
spells or a group of spells that are similar in effect.
A
creature can have only one spell immunity or greater spell immunity spell
in effect on it at a time.
Spell Immunity,
Greater
Abjuration
Level: Clr 8
This
spell functions like spell immunity, except the immunity applies to
spells of 8th level or lower.
A
creature can have only one spell immunity or greater spell immunity spell
in effect on it at a time.
Spell Resistance
Abjuration
Level: Clr 5, Magic 5,
Protection 5
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
The
creature gains spell resistance equal to 12 + your caster level.
Spellstaff
Transmutation
Level: Drd 6
Components: V, S, F
Casting
Time: 10
minutes
Range: Touch
Target:
Wooden
quarterstaff touched
Duration: Permanent until
discharged (D)
Saving
Throw: Will
negates (object)
Spell
Resistance:
Yes (object)
You
store one spell that you can normally cast in a wooden quarterstaff. Only one
such spell can be stored in a staff at a given time, and you cannot have more
than one spellstaff at any given time. You can cast a spell stored
within a staff just as though it were among those you had prepared, but it does
not count against your normal allotment for a given day. You use up any
applicable material components required to cast the spell when you store it in
the spellstaff.
Focus:
The staff
that stores the spell.
Spell Turning
Abjuration
Level: Luck 7, Magic 7, Sor/Wiz
7
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: Until expended or 10
min./level
Spells
and spell-like effects targeted on you are turned back upon the original
caster. The abjuration turns only spells that have you as a target. Effect and
area spells are not affected. Spell turning also fails to stop touch
range spells.
From
seven to ten (1d4+6) spell levels are affected by the turning. The exact number
is rolled secretly.
When
you are targeted by a spell of higher level than the amount of spell turning
you have left, that spell is partially turned. The subtract the amount of spell
turning left from the spell level of the incoming spell, then divide the result
by the spell level of the incoming spell to see what fraction of the effect
gets through. For damaging spells, you and the caster each take a fraction of
the damage. For nondamaging spells, each of you has a proportional chance to be
affected.
If
you and a spellcasting attacker are both warded by spell turning effects
in operation, a resonating field is created.
Roll
randomly to determine the result.
d% |
Effect |
01–70 |
Spell
drains away without effect. |
71–80 |
Spell affects both of you equally at full effect. |
81–97 |
Both
turning effects are rendered nonfunctional for 1d4 minutes. |
98–100 |
Both
of you go through a rift into another plane. |
Arcane
Material Component: A small silver mirror.
Spider Climb
Transmutation
Level: Drd 2, Sor/Wiz 2
Components: V, S, M
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
The
subject can climb and travel on vertical surfaces or even traverse ceilings as
well as a spider does. The affected creature must have its hands free to climb
in this manner. The subject gains a climb speed of 20 feet; furthermore, it
need not make Climb checks to traverse a vertical or horizontal surface (even
upside down). A spider climbing creature retains its Dexterity bonus to
Armor Class (if any) while climbing, and opponents get no special bonus to
their attacks against it. It cannot, however, use the run action while
climbing.
Material
Component: A
drop of bitumen and a live spider, both of which must be eaten by the subject.
Spike Growth
Transmutation
Level: Drd 3, Rgr 2
Components: V, S, DF
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving
Throw:
Reflex partial
Spell
Resistance:
Yes
Any
ground-covering vegetation in the spell’s area becomes very hard and sharply
pointed without changing its appearance.
In
areas of bare earth, roots and rootlets act in the same way. Typically, spike
growth can be cast in any outdoor setting except open water, ice, heavy
snow, sandy desert, or bare stone. Any creature moving on foot into or through
the spell’s area takes 1d4 points of piercing damage for each 5 feet of
movement through the spiked area.
Any
creature that takes damage from this spell must also succeed on a Reflex save
or suffer injuries to its feet and legs that slow its land speed by one-half.
This speed penalty lasts for 24 hours or until the injured creature receives a cure
spell (which also restores lost hit points). Another character can remove
the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal
check against the spell’s save DC.
Spike
growth can’t
be disabled with the Disable Device skill.
Note:
Magic
traps such as spike growth are hard to detect. A rogue (only) can use
the Search skill to find a spike growth. The DC is 25 + spell level, or
DC 28 for spike growth (or DC 27 for spike growth cast by a
ranger).
Spike Stones
Transmutation
[Earth]
Level: Drd 4, Earth 4
Components: V, S, DF
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving
Throw:
Reflex partial
Spell
Resistance:
Yes
Rocky
ground, stone floors, and similar surfaces shape themselves into long, sharp
points that blend into the background.
Spike
stones impede
progress through an area and deal damage. Any creature moving on foot into or
through the spell’s area moves at half speed.
In
addition, each creature moving through the area takes 1d8 points of piercing
damage for each 5 feet of movement through the spiked area.
Any
creature that takes damage from this spell must also succeed on a Reflex save
to avoid injuries to its feet and legs. A failed save causes the creature’s
speed to be reduced to half normal for 24 hours or until the injured creature
receives a cure spell (which also restores lost hit points). Another
character can remove the penalty by taking 10 minutes to dress the injuries and
succeeding on a Heal check against the spell’s save DC.
Spike
stones is
a magic trap that can’t be disabled with the Disable Device skill.
Note:
Magic
traps such as spike stones are hard to detect. A rogue (only) can use
the Search skill to find spike stones. The DC is 25 + spell level, or DC
29 for spike stones.
Spiritual Weapon
Evocation
[Force]
Level: Clr 2, War 2
Components: V, S, DF
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect:
Magic
weapon of force
Duration: 1 round/level (D)
Saving
Throw:
None
Spell
Resistance:
Yes
A
weapon made of pure force springs into existence and attacks opponents at a
distance, as you direct it, dealing 1d8 force damage per hit, +1 point per
three caster levels (maximum +5 at 15th level). The weapon takes the shape of a
weapon favored by your deity or a weapon with some spiritual significance or
symbolism to you (see below) and has the same threat range and critical multipliers
as a real weapon of its form. It strikes the opponent you designate, starting
with one attack in the round the spell is cast and continuing each round
thereafter on your turn. It uses your base attack bonus (possibly allowing it
multiple attacks per round in subsequent rounds) plus your Wisdom modifier as
its attack bonus. It strikes as a spell, not as a weapon, so, for example, it
can damage creatures that have damage reduction. As a force effect, it can
strike incorporeal creatures without the normal miss chance associated with
incorporeality. The weapon always strikes from your direction. It does not get
a flanking bonus or help a combatant get one. Your feats or combat actions do
not affect the weapon. If the weapon goes beyond the spell range, if it goes
out of your sight, or if you are not directing it, the weapon returns to you
and hovers.
Each
round after the first, you can use a move action to redirect the weapon to a
new target. If you do not, the weapon continues to attack the previous round’s
target. On any round that the weapon switches targets, it gets one attack.
Subsequent rounds of attacking that target allow the weapon to make multiple
attacks if your base attack bonus would allow it to. Even if the spiritual
weapon is a ranged weapon, use the spell’s range, not the weapon’s normal
range increment, and switching targets still is a move action.
A
spiritual weapon cannot be attacked or harmed by physical attacks, but dispel
magic, disintegrate, a sphere of annihilation, or a rod of
cancellation affects it. A spiritual weapon’s AC against touch
attacks is 12 (10 + size bonus for Tiny object).
If
an attacked creature has spell resistance, you make a caster level check (1d20
+ caster level) against that spell resistance the first time the spiritual
weapon strikes it. If the weapon is successfully resisted, the spell is
dispelled. If not, the weapon has its normal full effect on that creature for
the duration of the spell.
The
weapon that you get is often a force replica of your deity’s own personal
weapon. A cleric without a deity gets a weapon based on his alignment. A
neutral cleric without a deity can create a spiritual weapon of any
alignment, provided he is acting at least generally in accord with that
alignment at the time. The weapons associated with each alignment are as
follows.
Chaos:
Battleaxe
Evil:
Light
flail
Good:
Warhammer
Law:
Longsword,
Statue
Transmutation
Level: Sor/Wiz 7
Components: V, S, M
Casting
Time: 1
round
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
A
statue spell turns the subject to solid stone, along with any garments
and equipment worn or carried. In statue form, the subject gains hardness 8.
The subject retains its own hit points.
The
subject can see, hear, and smell normally, but it does not need to eat or
breathe. Feeling is limited to those sensations that can affect the
granite-hard substance of the individual’s body. Chipping is equal to a mere
scratch, but breaking off one of the statue’s arms constitutes serious damage.
The
subject of a statue spell can return to its normal state, act, and then
return instantly to the statue state (a free action) if it so desires, as long
as the spell duration is in effect.
Material
Component: Lime,
sand, and a drop of water stirred by an iron bar, such as a nail or spike.
Status
Divination
Level: Clr 2
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Targets: One living creature
touched per three levels
Duration: 1 hour/level
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
When
you need to keep track of comrades who may get separated, status allows
you to mentally monitor their relative positions and general condition. You are
aware of direction and distance to the creatures and any conditions affecting
them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated,
panicked, stunned, poisoned, diseased, confused, or the like. Once the
spell has been cast upon the subjects, the distance between them and the caster
does not affect the spell as long as they are on the same plane of existence.
If a subject leaves the plane, or if it dies, the spell ceases to function for
it.
Stinking Cloud
Conjuration
(Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft.
radius, 20 ft. high
Duration: 1 round/level
Saving
Throw:
Fortitude negates; see text
Spell
Resistance:
No
Stinking
cloud creates
a bank of fog like that created by fog cloud, except that the vapors are
nauseating. Living creatures in the cloud become nauseated. This condition
lasts as long as the creature is in the cloud and for 1d4+1 rounds after it
leaves. (Roll separately for each nauseated character.) Any creature that succeeds
on its save but remains in the cloud must continue to save each round on your
turn.
Stinking
cloud can
be made permanent with a permanency spell. A permanent stinking cloud
dispersed by wind reforms in 10 minutes.
Material
Component: A
rotten egg or several skunk cabbage leaves.
Stone Shape
Transmutation
[Earth]
Level: Clr 3, Drd 3, Earth 3,
Sor/Wiz 4
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Touch
Target: Stone or stone object
touched, up to 10 cu. ft. + 1 cu. ft./level
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
No
You
can form an existing piece of stone into any shape that suits your purpose.
While it’s possible to make crude coffers, doors, and so forth with stone
shape, fine detail isn’t possible. There is a 30% chance that any shape
including moving parts simply doesn’t work.
Arcane
Material Component: Soft clay, which must be worked into roughly the desired
shape of the stone object and then touched to the stone while the verbal
component is uttered.
Stoneskin
Abjuration
Level: Drd 5, Earth 6, Sor/Wiz
4, Strength 6
Components: V, S, M
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level or until
discharged
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
The
warded creature gains resistance to blows, cuts, stabs, and slashes. The
subject gains damage reduction 10/adamantine. (It ignores the first 10 points
of damage each time it takes damage from a weapon, though an adamantine weapon
bypasses the reduction.) Once the spell has prevented a total of 10 points of
damage per caster level (maximum 150 points), it is discharged.
Material
Component: Granite
and 250 gp worth of diamond dust sprinkled on the target’s skin.
Stone Tell
Divination
Level: Drd 6
Components: V, S, DF
Casting
Time: 10
minutes
Range: Personal
Target: You
Duration: 1 min./level
You
gain the ability to speak with stones, which relate to you who or what has
touched them as well as revealing what is covered or concealed behind or under
them. The stones relate complete descriptions if asked. A stone’s perspective,
perception, and knowledge may prevent the stone from providing the details you
are looking for.
You
can speak with natural or worked stone.
Stone to Flesh
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Target: One petrified creature or
a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long
Duration: Instantaneous
Saving
Throw:
Fortitude negates (object); see text
Spell
Resistance:
Yes
This
spell restores a petrified creature to its normal state, restoring life and
goods. The creature must make a DC 15 Fortitude save to survive the process.
Any petrified creature, regardless of size, can be restored.
The
spell also can convert a mass of stone into a fleshy substance. Such flesh is
inert and lacking a vital life force unless a life force or magical energy is
available. (For example, this spell would turn a stone golem into a flesh
golem, but an ordinary statue would become a corpse.) You can affect an object
that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet
long or a cylinder of up to those dimensions in a larger mass of stone.
Material
Component: A
pinch of earth and a drop of blood.
Storm of Vengeance
Conjuration
(Summoning)
Level: Drd 9, Clr 9
Components: V, S
Casting
Time: 1
round
Range: Long (400 ft. + 40
ft./level)
Effect: 360-ft.-radius storm
cloud
Duration: Concentration (maximum 10
rounds) (D)
Saving
Throw:
See text
Spell
Resistance:
Yes
This
spell creates an enormous black storm cloud. Lightning and crashing claps of
thunder appear within the storm. Each creature beneath the cloud must succeed
on a Fortitude save or be deafened for 1d4x10 minutes.
If
you do not maintain concentration on the spell after casting it, the spell
ends. If you continue to concentrate,
the spell generates additional effects in each following round, as noted below.
Each effect occurs during your turn.
2nd
Round: Acid
rains down in the area, dealing 1d6 points of acid damage (no save).
3rd
Round: You
call six bolts of lightning down from the cloud. You decide where the bolts
strike. No two bolts may be directed at the same target. Each bolt deals 10d6
points of electricity damage. A creature struck can attempt a Reflex save for
half damage.
4th
Round: Hailstones
rain down in the area, dealing 5d6 points of bludgeoning damage (no save).
5th
through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain
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). Speed is reduced by three-quarters.
Ranged
attacks within the area of the storm are impossible. Spells cast within the
area are disrupted unless the caster succeeds on a Concentration check against
a DC equal to the storm of vengeance’s save DC + the level of the spell
the caster is trying to cast.
Suggestion
Enchantment
(Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 2, Sor/Wiz 3
Components: V, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One living creature
Duration: 1 hour/level or until
completed
Saving
Throw: Will
negates
Spell
Resistance:
Yes
You
influence the actions of the target creature by suggesting a course of activity
(limited to a sentence or two). The suggestion must be worded in such a
manner as to make the activity sound reasonable. Asking the creature to do some
obviously harmful act automatically negates the effect of the spell.
The
suggested course of activity can continue for the entire duration. If the
suggested activity can be completed in a shorter time, the spell ends when the
subject finishes what it was asked to do. You can instead specify conditions
that will trigger a special activity during the duration. If the condition is
not met before the spell duration expires, the activity is not performed.
A
very reasonable suggestion causes the save to be made with a penalty
(such as –1 or –2).
Material
Component: A
snake’s tongue and either a bit of honeycomb or a drop of sweet oil.
Suggestion, Mass
Enchantment
(Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 5, Sor/Wiz 6
Range:
Medium
(100 ft. + 10 ft./level)
Targets: One creature/level, no
two of which can be more than 30 ft. apart
This
spell functions like suggestion, except that it can affect more
creatures. The same suggestion applies to all these creatures.
Summon Instrument
Conjuration
(Summoning)
Level: Brd 0
Components: V, S
Casting
Time: 1
round
Range: 0 ft.
Effect: One summoned handheld
musical instrument
Duration: 1 min./level (D)
Saving
Throw:
None
Spell
Resistance:
No
This
spell summons one handheld musical instrument of your choice. This instrument
appears in your hands or at your feet (your choice). The instrument is typical
for its type. Only one instrument appears per casting, and it will play only
for you. You can’t summon an instrument too large to be held in two hands.
Summon Monster I
Conjuration
(Summoning) [see text]
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting
Time: 1
round
Range: Close (25 ft. + 5 ft./2
levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving
Throw:
None
Spell
Resistance:
No
This
spell summons an extraplanar creature (typically an outsider, elemental, or
magical beast native to another plane). It appears where you designate and acts
immediately, on your turn. It attacks your opponents to the best of its
ability. If you can communicate with the creature, you can direct it not to
attack, to attack particular enemies, or to perform other actions.
The
spell conjures one of the creatures from the 1st-level list on the accompanying
Summon Monster table. You choose which kind of creature to summon, and you can
change that choice each time you cast the spell.
A
summoned monster cannot summon or otherwise conjure another creature, nor can
it use any teleportation or planar travel abilities. Creatures cannot be
summoned into an environment that cannot support them.
When
you use a summoning spell to summon an air, chaotic, earth, evil, fire, good,
lawful, or water creature, it is a spell of that type.
Arcane
Focus: A
tiny bag and a small (not necessarily lit) candle.
Summon Monster II
Conjuration
(Summoning) [see text for summon monster I]
Level: Brd 2, Clr 2, Sor/Wiz 2
Effect: One or more summoned
creatures, no two of which can be more than 30 ft. apart
This
spell functions like summon monster I, except that you can summon one
creature from the 2nd-level list or 1d3 creatures of the same kind from the
1st-level list.
Summon Monster III
Conjuration
(Summoning) [see text for summon monster I]
Level: Brd 3, Clr 3, Sor/Wiz 3
Effect: One or more summoned
creatures, no two of which can be more than 30 ft. apart
This
spell functions like summon monster I, except that you can summon one
creature from the 3rd-level list, 1d3 creatures of the same kind from the
2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.
Summon Monster IV
Conjuration
(Summoning) [see text for summon monster I]
Level: Brd 4, Clr 4, Sor/Wiz 4
Effect: One or more summoned
creatures, no two of which can be more than 30 ft. apart
This
spell functions like summon monster I, except that you can summon one
creature from the 4th-level list, 1d3 creatures of the same kind from the
3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Summon Monster V
Conjuration
(Summoning) [see text for summon monster I]
Level: Brd 5, Clr 5, Sor/Wiz 5
Effect: One or more summoned
creatures, no two of which can be more than 30 ft. apart
This
spell functions like summon monster I, except that you can summon one
creature from the 5th-level list, 1d3 creatures of the same kind from the
4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Summon Monster VI
Conjuration
(Summoning) [see text for summon monster I]
Level: Brd 6, Clr 6, Sor/Wiz 6
Effect: One or more summoned
creatures, no two of which can be more than 30 ft. apart
This
spell functions like summon monster I, except you can summon one
creature from the 6th-level list, 1d3 creatures of the same kind from the
5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Summon Monster VII
Conjuration
(Summoning) [see text for summon monster I]
Level: Clr 7, Sor/Wiz 7
This
spell functions like summon monster I, except that you can summon one
creature from the 7th-level list, 1d3 creatures of the same kind from the
6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Summon Monster
VIII
Conjuration
(Summoning) [see text for summon monster I]
Level: Clr 8, Sor/Wiz 8
This
spell functions like summon monster I, except that you can summon one
creature from the 8th-level list, 1d3 creatures of the same kind from the
7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Summon Monster IX
Conjuration
(Summoning) [see text for summon monster I]
Level: Chaos 9, Clr 9, Evil 9,
Good 9, Law 9, Sor/Wiz 9
This
spell functions like summon monster I, except that you can summon one
creature from the 9th-level list, 1d3 creatures of the same kind from the
8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Summon
Monster |
|
1st
Level |
|
Celestial
dog |
LG |
Celestial
owl |
LG |
Celestial
giant fire beetle |
NG |
Celestial
porpoise1 |
NG |
Celestial
badger |
CG |
Celestial
monkey |
CG |
Fiendish
dire rat |
LE |
Fiendish
raven |
LE |
Fiendish
monstrous centipede, Medium |
NE |
Fiendish
monstrous scorpion, Small |
NE |
Fiendish
hawk |
CE |
Fiendish
monstrous spider, Small |
CE |
Fiendish
octopus1 |
CE |
Fiendish
snake, Small viper |
CE |
2nd
Level |
|
Celestial
giant bee |
LG |
Celestial
giant bombardier beetle |
NG |
Celestial
riding dog |
NG |
Celestial
eagle |
CG |
Lemure
(devil) |
LE |
Fiendish
squid1 |
LE |
Fiendish
wolf |
LE |
Fiendish
monstrous centipede, Large |
NE |
Fiendish
monstrous scorpion, Medium |
NE |
Fiendish
shark, Medium1 |
NE |
Fiendish
monstrous spider, Medium |
CE |
Fiendish
snake, Medium viper |
CE |
3rd
Level |
|
Celestial
black bear |
LG |
Celestial
bison |
NG |
Celestial
dire badger |
CG |
Celestial
hippogriff |
CG |
Elemental,
Small (any) |
N |
Fiendish
ape |
LE |
Fiendish
dire weasel |
LE |
Hell
hound |
LE |
Fiendish
snake, constrictor |
LE |
Fiendish
boar |
NE |
Fiendish
dire bat |
NE |
Fiendish
monstrous centipede, Huge |
NE |
Fiendish
crocodile |
CE |
Dretch
(demon) |
CE |
Fiendish
snake, Large viper |
CE |
Fiendish
wolverine |
CE |
4th
Level |
|
Archon,
lantern |
LG |
Celestial
giant owl |
LG |
Celestial
giant eagle |
CG |
Celestial
lion |
CG |
Mephit
(any) |
N |
Fiendish
dire wolf |
LE |
Fiendish
giant wasp |
LE |
Fiendish
giant praying mantis |
NE |
Fiendish
shark, Large1 |
NE |
Yeth
hound |
NE |
Fiendish
monstrous spider, Large |
CE |
Fiendish
snake, Huge viper |
CE |
Howler |
CE |
5th
Level |
|
Archon,
hound |
LG |
Celestial
brown bear |
LG |
Celestial
giant stag beetle |
NG |
Celestial
sea cat1 |
NG |
Celestial
griffon |
CG |
Elemental,
Medium (any) |
N |
Achaierai |
LE |
Devil,
bearded |
LE |
Fiendish
deinonychus |
LE |
Fiendish
dire ape |
LE |
Fiendish
dire boar |
NE |
Fiendish
shark, Huge |
NE |
Fiendish
monstrous scorpion, Large |
NE |
Shadow
mastiff |
NE |
Fiendish
dire wolverine |
CE |
Fiendish
giant crocodile |
CE |
Fiendish
tiger |
CE |
6th
Level |
|
Celestial
polar bear |
LG |
Celestial
orca whale1 |
NG |
Bralani
(eladrin) |
CG |
Celestial
dire lion |
CG |
Elemental,
Large (any) |
N |
Janni
(genie) |
N |
Chaos
beast |
CN |
Devil,
chain |
LE |
Xill |
LE |
Fiendish
monstrous centipede, Gargantuan |
NE |
Fiendish
rhinoceros |
NE |
Fiendish
elasmosaurus1 |
CE |
Fiendish
monstrous spider, Huge |
CE |
Fiendish
snake, giant constrictor |
CE |
7th
Level |
|
Celestial
elephant |
LG |
Avoral
(guardinal) |
NG |
Celestial
baleen whale1 |
NG |
Djinni
(genie) |
CG |
Elemental,
Huge (any) |
N |
Invisible
stalker |
N |
Devil,
bone |
LE |
Fiendish
megaraptor |
LE |
Fiendish
monstrous scorpion, Huge |
NE |
Babau
(demon) |
CE |
Fiendish
giant octopus1 |
CE |
Fiendish
girallon |
CE |
8th
Level |
|
Celestial
dire bear |
LG |
Celestial
cachalot whale1 |
NG |
Celestial
triceratops |
NG |
Lillend |
CG |
Elemental,
greater (any) |
N |
Fiendish
giant squid1 |
LE |
Hellcat |
LE |
Fiendish
monstrous centipede, Colossal |
NE |
Fiendish
dire tiger |
CE |
Fiendish
monstrous spider, Gargantuan |
CE |
Fiendish
tyrannosaurus |
CE |
Vrock
(demon) |
CE |
9th
Level |
|
Couatl |
LG |
Leonal
(guardinal) |
NG |
Celestial
roc |
CG |
Elemental,
elder (any) |
N |
Devil,
barbed |
LE |
Fiendish
dire shark1 |
NE |
Fiendish
monstrous scorpion, Gargantuan |
NE |
Night
hag |
NE |
Bebilith
(demon) |
CE |
Fiendish
monstrous spider, Colossal |
CE |
Hezrou
(demon) |
CE |
1
May be summoned only into an aquatic or watery environment. |
Summon Nature’s
Ally I
Conjuration
(Summoning)
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting
Time: 1
round
Range: Close (25 ft. + 5 ft./2
levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving
Throw:
None
Spell
Resistance:
No
This
spell summons a natural creature. It appears where you designate and acts
immediately, on your turn. It attacks your opponents to the best of its
ability. If you can communicate with the creature, you can direct it not to
attack, to attack particular enemies, or to perform other actions.
A
summoned monster cannot summon or otherwise conjure another creature, nor can
it use any teleportation or planar travel abilities. Creatures cannot be summoned
into an environment that cannot support them.
The
spell conjures one of the creatures from the 1st-level list on the accompanying
Summon Nature’s Ally table. You choose which kind of creature to summon, and
you can change that choice each time you cast the spell. All the creatures on
the table are neutral unless otherwise noted.
Summon Nature’s
Ally II
Conjuration
(Summoning)
Level: Drd 2, Rgr 2
Effect: One or more creatures, no
two of which can be more than 30 ft. apart
This
spell functions like summon nature’s ally I, except that you can summon
one 2nd-level creature or 1d3 1st-level creatures of the same kind.
Summon Nature’s
Ally III
Conjuration
(Summoning) [see text]
Level: Drd 3, Rgr 3
Effect: One or more creatures, no
two of which can be more than 30 ft. apart
This
spell functions like summon nature’s ally I, except that you can summon
one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1
1st-level creatures of the same kind.
When
you use a summoning spell to summon an air, chaotic, earth, evil, fire, good,
lawful, or water creature, it is a spell of that type.
Summon Nature’s
Ally IV
Conjuration
(Summoning) [see text]
Level: Animal 4, Drd 4, Rgr 4
Effect: One or more creatures, no
two of which can be more than 30 ft. apart
This
spell functions like summon nature’s ally I, except that you can summon
one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1
lower-level creatures of the same kind.
When
you use a summoning spell to summon an air, chaotic, earth, evil, fire, good,
lawful, or water creature, it is a spell of that type.
Summon Nature’s
Ally V
Conjuration
(Summoning) [see text]
Level: Drd 5
Effect: One or more creatures, no
two of which can be more than 30 ft. apart
This
spell functions like summon nature’s ally I, except that you can summon
one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1
lower-level creatures of the same kind.
When
you use a summoning spell to summon an air, chaotic, earth, evil, fire, good,
lawful, or water creature, it is a spell of that type.
Summon Nature’s
Ally VI
Conjuration
(Summoning) [see text]
Level: Drd 6
Effect: One or more creatures, no
two of which can be more than 30 ft. apart
This
spell functions like summon nature’s ally I, except that you can summon
one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1
lower-level creatures of the same kind.
When
you use a summoning spell to summon an air, chaotic, earth, evil, fire, good,
lawful, or water creature, it is a spell of that type.
Summon Nature’s
Ally VII
Conjuration
(Summoning) [see text]
Level: Drd 7
Effect: One or more creatures, no
two of which can be more than 30 ft. apart
This
spell functions like summon nature’s ally I, except that you can summon
one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1
lower-level creatures of the same kind.
When
you use a summoning spell to summon an air, chaotic, earth, evil, fire, good,
lawful, or water creature, it is a spell of that type.
Summon Nature’s
Ally VIII
Conjuration
(Summoning) [see text]
Level: Animal 8, Drd 8
Effect: One or more creatures, no
two of which can be more than 30 ft. apart
This
spell functions like summon nature’s ally I, except that you can summon
one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1
lower-level creatures of the same kind.
When
you use a summoning spell to summon an air, chaotic, earth, evil, fire, good,
lawful, or water creature, it is a spell of that type.
Summon Nature’s
Ally IX
Conjuration
(Summoning) [see text]
Level: Drd 9
Effect: One or more creatures, no
two of which can be more than 30 ft. apart
This
spell functions like summon nature’s ally I, except that you can summon
one 9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1
lower-level creatures of the same kind.
When
you use a summoning spell to summon an air, chaotic, earth, evil, fire, good,
lawful, or water creature, it is a spell of that type.
Summon
Nature’s Ally |
1st
Level |
Dire
rat |
Eagle
(animal) |
Monkey
(animal) |
Octopus1
(animal) |
Owl
(animal) |
Porpoise1
(animal) |
Snake,
Small viper (animal) |
Wolf
(animal) |
2nd
Level |
Bear,
black (animal) |
Crocodile
(animal) |
Dire
badger |
Dire
bat |
Elemental,
Small (any) |
Hippogriff |
Shark,
Medium1 (animal) |
Snake,
Medium viper (animal) |
Squid1
(animal) |
Wolverine
(animal) |
3rd
Level |
Ape
(animal) |
Dire
weasel |
Dire
wolf |
Eagle,
giant [NG] |
Lion |
Owl,
giant [NG] |
Satyr
[CN; without pipes] |
Shark,
Large1 (animal) |
Snake,
constrictor (animal) |
Snake,
Large viper (animal) |
Thoqqua |
4th
Level |
Arrowhawk,
juvenile |
Bear,
brown (animal) |
Crocodile,
giant (animal) |
Deinonychus
(dinosaur) |
Dire
ape |
Dire
boar |
Dire
wolverine |
Elemental,
Medium (any) |
Salamander,
flamebrother [NE] |
Sea
cat1 |
Shark,
Huge1 (animal) |
Snake,
Huge viper (animal) |
Tiger
(animal) |
Tojanida,
juvenile1 |
Unicorn
[CG] |
Xorn,
minor |
5th
Level |
Arrowhawk,
adult |
Bear,
polar (animal) |
Dire
lion |
Elasmosaurus1
(dinosaur) |
Elemental,
Large (any) |
Griffon |
Janni
(genie) |
Rhinoceros
(animal) |
Satyr
[CN; with pipes] |
Snake,
giant constrictor (animal) |
Nixie
(sprite) |
Tojanida,
adult1 |
Whale,
orca1 (animal) |
6th
Level |
Dire
bear |
Elemental,
Huge (any) |
Elephant
(animal) |
Girallon |
Megaraptor
(dinosaur) |
Octopus,
giant1 (animal) |
Pixie*
(sprite) [NG; no special arrows] |
Salamander,
average [NE] |
Whale,
baleen1 |
Xorn,
average |
*Can’t
cast irresistible dance |
7th
Level |
Arrowhawk,
elder |
Dire
tiger |
Elemental,
greater (any) |
Djinni
(genie) [NG] |
Invisible
stalker |
Pixie*
(sprite) [NG; with sleep arrows] |
Squid,
giant1 (animal) |
Triceratops
(dinosaur) |
Tyrannosaurus
(dinosaur) |
Whale,
cachalot1 (animal) |
Xorn,
elder |
*Can’t
cast irresistible dance |
8th
Level |
Dire
shark1 |
Roc |
Salamander,
noble [NE] |
Tojanida,
elder |
9th
Level |
Elemental,
elder |
Grig
[NG; with fiddle] (sprite) |
Pixie*
(sprite) [NG; with sleep and memory loss arrows] |
Unicorn,
celestial charger |
*Can
cast irresistible dance |
1
May be summoned only into an aquatic or watery environment. |
Summon Swarm
Conjuration
(Summoning)
Level: Brd 2, Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting
Time: 1
round
Range: Close (25 ft. + 5 ft./2
levels)
Effect: One swarm of bats, rats,
or spiders
Duration: Concentration + 2 rounds
Saving
Throw:
None
Spell
Resistance:
No
You
summon a swarm of bats, rats, or spiders (your choice), which attacks all other
creatures within its area. (You may summon the swarm so that it shares the area
of other creatures.) If no living creatures are within its area, the swarm
attacks or pursues the nearest creature as best it can. The caster has no
control over its target or direction of travel.
Arcane
Material Component: A square of red cloth.
Sunbeam
Evocation
[Light]
Level: Drd 7, Sun 7
Components: V, S, DF
Casting
Time: 1
standard action
Range: 60 ft.
Area: Line from your hand
Duration: 1 round/level or until
all beams are exhausted
Saving
Throw:
Reflex negates and Reflex half; see text
Spell
Resistance:
Yes
For
the duration of this spell, you can use a standard action to evoke a dazzling
beam of intense light each round. You can call forth one beam per three caster
levels (maximum six beams at 18th level). The spell ends when its duration runs
out or your allotment of beams is exhausted.
Each
creature in the beam is blinded and takes 4d6 points of damage. Any creatures
to which sunlight is harmful or unnatural take double damage. A successful
Reflex save negates the blindness and reduces the damage by half.
An
undead creature caught within the beam takes 1d6 points of damage per caster
level (maximum 20d6), or half damage if a Reflex save is successful. In
addition, the beam results in the destruction of any undead creature
specifically harmed by bright light if it fails its save.
The
ultraviolet light generated by the spell deals damage to fungi, mold, oozes,
and slimes just as if they were undead creatures.
Sunburst
Evocation
[Light]
Level: Drd 8, Sor/Wiz 8, Sun 8
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Area: 80-ft.-radius burst
Duration: Instantaneous
Saving
Throw:
Reflex partial; see text
Spell
Resistance:
Yes
Sunburst
causes a
globe of searing radiance to explode silently from a point you select. All
creatures in the globe are blinded and take 6d6 points of damage. A creature to
which sunlight is harmful or unnatural takes double damage. A successful Reflex
save negates the blindness and reduces the damage by half.
An
undead creature caught within the globe takes 1d6 points of damage per caster
level (maximum 25d6), or half damage if a Reflex save is successful. In
addition, the burst results in the destruction of any undead creature
specifically harmed by bright light if it fail its save.
The
ultraviolet light generated by the spell deals damage to fungi, mold, oozes,
and slimes just as if they were undead creatures.
Sunburst
dispels
any darkness spells of lower than 9th level within its area.
Arcane
Material Component: A piece of sunstone and a naked flame.
Symbol of Death
Necromancy
[Death]
Level: Clr 8, Sor/Wiz 8
Components: V, S, M
Casting
Time: 10
minutes
Range: 0 ft.; see text
Effect: One symbol
Duration: See text
Saving
Throw:
Fortitude negates
Spell
Resistance:
Yes
This
spell allows you to scribe a potent rune of power upon a surface. When
triggered, a symbol of death slays one or more creatures within 60 feet
of the symbol (treat as a burst) whose combined total current hit points do not
exceed 150. The symbol of death affects the closest creatures first,
skipping creatures with too many hit points to affect. Once triggered, the symbol
becomes active and glows, lasting for 10 minutes per caster level or until
it has affected 150 hit points’ worth of creatures, whichever comes first. Any
creature that enters the area while the symbol of death is active is
subject to its effect, whether or not that creature was in the area when it was
triggered. A creature need save against the symbol only once as long as
it remains within the area, though if it leaves the area and returns while the symbol
is still active, it must save again.
Until
it is triggered, the symbol of death is inactive (though visible and
legible at a distance of 60 feet). To be effective, a symbol of death must
always be placed in plain sight and in a prominent location. Covering or hiding
the rune renders the symbol of death ineffective, unless a creature
removes the covering, in which case the symbol of death works normally.
As
a default, a symbol of death is triggered whenever a creature does one
or more of the following, as you select: looks at the rune; reads the rune;
touches the rune; passes over the rune; or passes through a portal bearing the
rune. Regardless of the trigger method or methods chosen, a creature more than
60 feet from a symbol of death can’t trigger it (even if it meets one or more
of the triggering conditions, such as reading the rune). Once the spell is
cast, a symbol of death’s triggering conditions cannot be changed.
In
this case, “reading” the rune means any attempt to study it, identify it, or
fathom its meaning. Throwing a cover over a symbol of death to render it
inoperative triggers it if the symbol reacts to touch. You can’t use a symbol
of death offensively; for instance, a touch-triggered symbol of death
remains untriggered if an item bearing the symbol of death is used to
touch a creature. Likewise, a symbol of death cannot be placed on a
weapon and set to activate when the weapon strikes a foe.
You
can also set special triggering limitations of your own. These can be as simple
or elaborate as you desire. Special conditions for triggering a symbol of
death 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.
When
scribing a symbol of death, you can specify a password or phrase that
prevents a creature using it from triggering the effect. Anyone using
the password remains immune to that particular rune’s effects so long as the
creature remains within 60 feet of the rune. If the creature leaves the radius
and returns later, it must use the password again.
You
also can attune any number of creatures to the symbol of death, but
doing this can extend the casting time. Attuning one or two creatures takes
negligible time, and attuning a small group (as many as ten creatures) extends
the casting time to 1 hour. Attuning a large group (as many as twenty-five
creatures) takes 24 hours. Attuning larger groups takes proportionately longer.
Any creature attuned to a symbol of death cannot trigger it and is
immune to its effects, even if within its radius when triggered. You are
automatically considered attuned to your own symbols of death, and thus
always ignore the effects and cannot inadvertently trigger them.
Read
magic allows
you to identify a symbol of death with a DC 19 Spellcraft check. Of
course, if the symbol of death is set to be triggered by reading it,
this will trigger the symbol.
A
symbol of death can be removed by a successful dispel magic targeted
solely on the rune. An erase spell has no effect on a symbol of
death. Destruction of the surface where a symbol of death is
inscribed destroys the symbol but also triggers it.
Symbol
of death can
be made permanent with a permanency spell. A permanent symbol of
death that is disabled or that has affected its maximum number of hit
points becomes inactive for 10 minutes, then can be triggered again as normal.
Note:
Magic
traps such as symbol of death are hard to detect and disable. A rogue
(only) can use the Search skill to find a symbol of death and Disable
Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol
of death.
Material
Component: Mercury
and phosphorus, plus powdered diamond and opal with a total value of at least
5,000 gp each.
Symbol of Fear
Necromancy
[Fear, Mind-Affecting]
Level: Clr 6, Sor/Wiz 6
Saving
Throw: Will
negates
This
spell functions like symbol of death, except that all creatures within
60 feet of the symbol of fear instead become panicked for 1 round per
caster level.
Note:
Magic
traps such as symbol of fear are hard to detect and disable. A rogue
(only) can use the Search skill to find a symbol of fear and Disable
Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol
of fear.
Material
Component: Mercury
and phosphorus, plus powdered diamond and opal with a total value of at least
1,000 gp.
Symbol of Insanity
Enchantment
(Compulsion) [Mind-Affecting]
Level: Clr 8, Sor/Wiz 8
Saving
Throw: Will
negates
This
spell functions like symbol of death, except that all creatures within
the radius of the symbol of insanity instead become permanently insane
(as the insanity spell).
Unlike
symbol of death, symbol of insanity has no hit point limit; once
triggered, a symbol of insanity simply remains active for 10 minutes per
caster level.
Note:
Magic
traps such as symbol of insanity are hard to detect and disable. A rogue
(only) can use the Search skill to find a symbol of insanity and Disable
Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol
of insanity.
Material
Component: Mercury
and phosphorus, plus powdered diamond and opal with a total value of at least
5,000 gp.
Symbol of Pain
Necromancy
[Evil]
Level: Clr 5, Sor/Wiz 5
This
spell functions like symbol of death, except that each creature within
the radius of a symbol of pain instead suffers wracking pains that
impose a –4 penalty on attack rolls, skill checks, and ability checks. These
effects last for 1 hour after the creature moves farther than 60 feet from the
symbol.
Unlike
symbol of death, symbol of pain has no hit point limit; once
triggered, a symbol of pain simply remains active for 10 minutes per
caster level.
Note:
Magic
traps such as symbol of pain are hard to detect and disable. A rogue
(only) can use the Search skill to find a symbol of pain and Disable
Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol
of pain.
Material
Component: Mercury
and phosphorus, plus powdered diamond and opal with a total value of at least
1,000 gp.
Symbol of
Persuasion
Enchantment
(Charm) [Mind-Affecting]
Level: Clr 6, Sor/Wiz 6
Saving
Throw: Will
negates
This
spell functions like symbol of death, except that all creatures within
the radius of a symbol of persuasion instead become charmed by
the caster (as the charm monster spell) for 1 hour per caster level.
Unlike
symbol of death, symbol of persuasion has no hit point limit;
once triggered, a symbol of persuasion simply remains active for 10
minutes per caster level.
Note:
Magic
traps such as symbol of persuasion are hard to detect and disable. A
rogue (only) can use the Search skill to find a symbol of persuasion and
Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for
symbol of persuasion.
Material
Component: Mercury
and phosphorus, plus powdered diamond and opal with a total value of at least
5,000 gp.
Symbol of Sleep
Enchantment
(Compulsion) [Mind-Affecting]
Level: Clr 5, Sor/Wiz 5
Saving
Throw: Will
negates
This
spell functions like symbol of death, except that all creatures of 10 HD
or less within 60 feet of the symbol of sleep instead fall into a
catatonic slumber for 3d6x10 minutes. Unlike with the sleep spell,
sleeping creatures cannot be awakened by nonmagical means before this time
expires.
Unlike
symbol of death, symbol of sleep has no hit point limit; once
triggered, a symbol of sleep simply remains active for 10 minutes per
caster level.
Note:
Magic traps
such as symbol of sleep are hard to detect and disable. A rogue (only)
can use the Search skill to find a symbol of sleep and Disable Device to
thwart it. The DC in each case is 25 + spell level, or 30 for symbol of
sleep.
Material
Component: Mercury
and phosphorus, plus powdered diamond and opal with a total value of at least
1,000 gp.
Symbol of Stunning
Enchantment
(Compulsion) [Mind-Affecting]
Level: Clr 7, Sor/Wiz 7
Saving
Throw: Will
negates
This
spell functions like symbol of death, except that all creatures within
60 feet of a symbol of stunning instead become stunned for 1d6 rounds.
Note:
Magic
traps such as symbol of stunning are hard to detect and disable. A rogue
(only) can use the Search skill to find a symbol of stunning and Disable
Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol
of stunning.
Material
Component: Mercury
and phosphorus, plus powdered diamond and opal with a total value of at least
5,000 gp.
Symbol of Weakness
Necromancy
Level: Clr 7, Sor/Wiz 7
This
spell functions like symbol of death, except that every creature within
60 feet of a symbol of weakness instead suffers crippling weakness that
deals 3d6 points of Strength damage.
Unlike
symbol of death, symbol of weakness has no hit point limit; once
triggered, a symbol of weakness simply remains active for 10 minutes per
caster level.
Note:
Magic
traps such as symbol of weakness are hard to detect and disable. A rogue
(only) can use the Search skill to find a symbol of weakness and Disable
Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol
of weakness.
Material
Component: Mercury
and phosphorus, plus powdered diamond and opal with a total value of at least
5,000 gp.
Sympathetic
Vibration
Evocation
[Sonic]
Level: Brd 6
Components: V, S, F
Casting
Time: 10
minutes
Range: Touch
Target: One freestanding
structure
Duration: Up to 1 round/level
Saving
Throw:
None; see text
Spell
Resistance:
Yes
By
attuning yourself to a freestanding structure such you can create a damaging
vibration within it. Once it begins, the vibration deals 2d10 points of damage
per round to the target structure. (Hardness has no effect on the spell’s
damage.) You can choose at the time of casting to limit the duration of the
spell; otherwise it lasts for 1 round/ level. If the spell is cast upon a
target that is not freestanding the surrounding stone dissipates the effect and
no damage occurs.
Sympathetic
vibration cannot
affect creatures (including constructs). Since a structure is an unattended
object, it gets no saving throw to resist the effect.
Focus:
A tuning
fork.
Sympathy
Enchantment
(Compulsion) [Mind-Affecting]
Level: Drd 9, Sor/Wiz 8
Components: V, S, M
Casting
Time: 1
hour
Range: Close (25 ft. + 5 ft./2
levels)
Target: One location (up to a
10-ft. cube/level) or one object
Duration: 2 hours/level (D)
Saving
Throw: Will
negates; see text
Spell
Resistance:
Yes
You
cause an object or location to emanate magical vibrations that attract either a
specific kind of intelligent creature or creatures of a particular alignment,
as defined by you. The particular kind of creature to be affected must be named
specifically. A creature subtype is not specific enough. Likewise, the specific
alignment must be named.
Creatures
of the specified kind or alignment feel elated and pleased to be in the area or
desire to touch or to possess the object. The compulsion to stay in the area or
touch the object is overpowering. If the save is successful, the creature is
released from the enchantment, but a subsequent save must be made 1d6x10
minutes later. If this save fails, the affected creature attempts to return to
the area or object.
Sympathy
counters
and dispels antipathy.
Material Component: 1,500 gp worth of crushed pearls and a drop of honey.