This material is Open Game Content, and
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SPELLS
(T-Z)
Telekinesis
Transmutation
Level: Sor/Wiz 5
Components: V, S
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Target
or Targets:
See text
Duration: Concentration (up to 1
round/ level) or instantaneous; see text
Saving
Throw: Will
negates (object) or None; see text
Spell
Resistance:
Yes (object); see text
You
move objects or creatures by concentrating on them. Depending on the version
selected, the spell can provide a gentle, sustained force, perform a variety of
combat maneuvers, or exert a single short, violent thrust.
Sustained
Force: A
sustained force moves an object weighing no more than 25 pounds per caster
level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature
can negate the effect on an object it possesses with a successful Will save or
with spell resistance.
This
version of the spell can last 1 round per caster level, but it ends if you
cease concentration. The weight can be moved vertically, horizontally, or in
both directions. An object cannot be moved beyond your range. The spell ends if
the object is forced beyond the range. If you cease concentration for any
reason, the object falls or stops.
An
object can be telekinetically manipulated as if with one hand. For example, a
lever or rope can be pulled, a key can be turned, an object rotated, and so on,
if the force required is within the weight limitation. You might even be able
to untie simple knots, though delicate activities such as these require
Intelligence checks.
Combat
Maneuver: Alternatively,
once per round, you can use telekinesis to perform a bull rush, disarm,
grapple (including pin), or trip. Resolve these attempts as normal, except that
they don’t provoke attacks of opportunity, you use your caster level in place
of your base attack bonus (for disarm and grapple), you use your Intelligence
modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your
Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive
attempt by the target (such as for disarm or trip). No save is allowed against
these attempts, but spell resistance applies normally. This version of the
spell can last 1 round per caster level, but it ends if you cease concentration.
Violent
Thrust: Alternatively,
the spell energy can be spent in a single round. You can hurl one object or
creature per caster level (maximum 15) that are within range and all within 10
feet of each other toward any target within 10 feet per level of all the
objects. You can hurl up to a total weight of 25 pounds per caster level
(maximum 375 pounds at 15th level).
You
must succeed on attack rolls (one per creature or object thrown) to hit the
target with the items, using your base attack bonus + your Intelligence
modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause
standard damage (with no Strength bonus; note that arrows or bolts deal damage
as daggers of their size when used in this manner). Other objects cause damage ranging
from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage
per 25 pounds (for hard, dense objects).
Creatures
who fall within the weight capacity of the spell can be hurled, but they are
allowed Will saves (and spell resistance) to negate the effect, as are those
whose held possessions are targeted by the spell. If a telekinesed creature is
hurled against a solid surface, it takes damage as if it had fallen 10 feet
(1d6 points).
Telekinetic Sphere
Evocation
[Force]
Level: Sor/Wiz 8
Components: V, S, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: 1-ft.-diameter/level
sphere, centered around creatures or objects
Duration: 1 min./level (D)
Saving
Throw:
Reflex negates (object)
Spell
Resistance:
Yes (object)
This
spell functions like resilient sphere, with the addition that the
creatures or objects inside the globe are nearly weightless. Anything contained
within an telekinetic sphere weighs only one-sixteenth of its normal
weight. You can telekinetically lift anything in the sphere that normally
weighs 5,000 pounds or less. The telekinetic control extends from you out to
medium range (100 feet + 10 feet per caster level) after the sphere has
succeeded in encapsulating its contents.
You
can move objects or creatures in the sphere that weigh a total of 5,000 pounds
or less by concentrating on the sphere. You can begin moving a sphere in the
round after casting the spell. If you concentrate on doing so (a standard
action), you can move the sphere as much as 30 feet in a round. If you cease
concentrating, the sphere does not move in that round (if on a level surface)
or descends at its falling rate (if aloft) until it reaches a level surface, or
the spell’s duration expires, or you begin concentrating again. If you cease
concentrating (voluntarily or due to failing a Concentration check), you can
resume concentrating on your next turn or any later turn during the spell’s
duration.
The
sphere falls at a rate of only 60 feet per round, which is not fast enough to
cause damage to the contents of the sphere.
You
can move the sphere telekinetically even if you are in it.
Material
Component: A
hemispherical piece of clear crystal, a matching hemispherical piece of gum
arabic, and a pair of small bar magnets.
Telepathic Bond
Divination
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Targets: You plus one willing
creature per three levels, no two of which can be more than 30 ft. apart
Duration: 10 min./level (D)
Saving
Throw:
None
Spell
Resistance:
No
You
forge a telepathic bond among yourself and a number of willing creatures, each
of which must have an Intelligence score of 3 or higher. Each creature included
in the link is linked to all the others. The creatures can communicate
telepathically through the bond regardless of language. No special power or
influence is established as a result of the bond. Once the bond is formed, it
works over any distance (although not from one plane to another).
If
desired, you may leave yourself out of the telepathic bond forged. This
decision must be made at the time of casting.
Telepathic
bond can
be made permanent with a permanency spell, though it only bonds two
creatures per casting of permanency.
Material
Component: Pieces
of eggshell from two different kinds of creatures.
Teleport
Conjuration
(Teleportation)
Level: Sor/Wiz 5, Travel 5
Components: V
Casting
Time: 1
standard action
Range: Personal and touch
Target: You and touched objects
or other touched willing creatures
Duration: Instantaneous
Saving
Throw:
None and Will negates (object)
Spell
Resistance:
No and Yes (object)
This
spell instantly transports you to a designated destination, which may be as
distant as 100 miles per caster level. Interplanar travel is not possible. You
can bring along objects as long as their weight doesn’t exceed your maximum
load. You may also bring one additional willing Medium or smaller creature
(carrying gear or objects up to its maximum load) or its equivalent (see below)
per three caster levels. A Large creature counts as two Medium creatures, a
Huge creature counts as two Large creatures, and so forth. All creatures to be
transported must be in contact with one another, and at least one of those
creatures must be in contact with you. As with all spells where the range is
personal and the target is you, you need not make a saving throw, nor is spell
resistance applicable to you. Only objects held or in use (attended) by another
person receive saving throws and spell resistance.
You
must have some clear idea of the location and layout of the destination. The
clearer your mental image, the more likely the teleportation works. Areas of
strong physical or magical energy may make teleportation more hazardous or even
impossible.
To
see how well the teleportation works, roll d% and consult the Teleport table.
Refer to the following information for definitions of the terms on the table.
Familiarity:
“Very
familiar” is a place where you have been very often and where you feel at home.
“Studied carefully” is a place you know well, either because you can currently
see it, you’ve been there often, or you have used other means (such as scrying)
to study the place for at least one hour. “Seen casually” is a place that you
have seen more than once but with which you are not very familiar. “Viewed
once” is a place that you have seen once, possibly using magic.
“False
destination” is a place that does not truly exist or if you are teleporting to
an otherwise familiar location that no longer exists as such or has been so
completely altered as to no longer be familiar to you. When traveling to a
false destination, roll 1d20+80 to obtain results on the table, rather than
rolling d%, since there is no real destination for you to hope to arrive at or
even be off target from.
On
Target: You
appear where you want to be.
Off
Target: You
appear safely a random distance away from the destination in a random
direction. Distance off target is 1d10x1d10% of the distance that was to be
traveled. The direction off target is determined randomly
Similar
Area: You
wind up in an area that’s visually or thematically similar to the target area.
Generally,
you appear in the closest similar place within range. If no such area exists
within the spell’s range, the spell simply fails instead.
Mishap:
You and
anyone else teleporting with you have gotten “scrambled.” You each take 1d10
points of damage, and you reroll on the chart to see where you wind up. For
these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take
more damage and must reroll.
Familiarity |
On Target |
Off Target |
Similar Area |
Mishap |
Very
familiar |
01–97 |
98–99 |
100 |
— |
Studied
carefully |
01–94 |
95–97 |
98–99 |
100 |
Seen
casually |
01–88 |
89–94 |
95–98 |
99–100 |
Viewed
once |
01–76 |
77–88 |
89–96 |
97–100 |
False
destination (1d20+80) |
— |
— |
81–92 |
93–100 |
Teleport Object
Conjuration
(Teleportation)
Level: Sor/Wiz 7
Range: Touch
Target: One touched object of up
to 50 lb./level and 3 cu. ft./level
Saving
Throw: Will
negates (object)
Spell
Resistance:
Yes (object)
This
spell functions like teleport, except that it teleports an object, not
you. Creatures and magical forces cannot be teleported.
If
desired, the target object can be sent to a distant location on the Ethereal
Plane. In this case, the point from which the object was teleported remains
faintly magical until the item is retrieved. A successful targeted dispel
magic spell cast on that point brings the vanished item back from the
Ethereal Plane.
Teleport, Greater
Conjuration
(Teleportation)
Level: Sor/Wiz 7, Travel 7
This
spell functions like teleport, except that there is no range limit and
there is no chance you arrive off target. In addition, you need not have seen
the destination, but in that case you must have at least a reliable description
of the place to which you are teleporting. If you attempt to teleport with
insufficient information (or with misleading information), you disappear and
simply reappear in your original location. Interplanar travel is not possible.
Teleportation
Circle
Conjuration
(Teleportation)
Level: Sor/Wiz 9
Components: V, M
Casting
Time: 10
minutes
Range: 0 ft.
Effect: 5-ft.-radius circle that
teleports those who activate it
Duration: 10 min./level (D)
Saving
Throw:
None
Spell
Resistance:
Yes
You
create a circle on the floor or other horizontal surface that teleports, as greater
teleport, any creature who stands on it to a designated spot. Once you
designate the destination for the circle, you can’t change it. The spell fails
if you attempt to set the circle to teleport creatures into a solid object, to
a place with which you are not familiar and have no clear description, or to
another plane.
The
circle itself is subtle and nearly impossible to notice. If you intend to keep
creatures from activating it accidentally, you need to mark the circle in some
way.
Teleportation
circle can
be made permanent with a permanency spell. A permanent teleportation
circle that is disabled becomes inactive for 10 minutes, then can be
triggered again as normal.
Note:
Magic
traps such as teleportation circle are hard to detect and disable. A
rogue (only) can use the Search skill to find the circle and Disable Device to
thwart it. The DC in each case is 25 + spell level, or 34 in the case of teleportation
circle.
Material
Component: Amber
dust to cover the area of the circle (cost 1,000 gp).
Temporal Stasis
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving
Throw:
Fortitude negates
Spell
Resistance:
Yes
You
must succeed on a melee touch attack. You place the subject into a state of
suspended animation. For the creature, time ceases to flow and its condition
becomes fixed. The creature does not grow older. Its body functions virtually
cease, and no force or effect can harm it. This state persists until the magic
is removed (such as by a successful dispel magic spell or a freedom spell).
Material
Component: A
powder composed of diamond, emerald, ruby, and sapphire dust with a total value
of at least 5,000 gp.
Time Stop
Transmutation
Level: Sor/Wiz 9, Trickery 9
Components: V
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1d4+1 rounds (apparent
time); see text
This
spell seems to make time cease to flow for everyone but you. In fact, you speed
up so greatly that all other creatures seem frozen, though they are actually
still moving at their normal speeds. You are free to act for 1d4+1 rounds of
apparent time. Normal and magical fire, cold, gas, and the like can still harm
you. While the time stop is in effect, other creatures are invulnerable
to your attacks and spells; you cannot target such creatures with any attack or
spell. A spell that affects an area and has a duration longer than the remaining
duration of the time stop have their normal effects on other creatures
once the time stop ends. Most spellcasters use the additional time to
improve their defenses, summon allies, or flee from combat.
You
cannot move or harm items held, carried, or worn by a creature stuck in normal
time, but you can affect any item that is not in another creature’s possession.
You
are undetectable while time stop lasts. You cannot enter an area
protected by an antimagic field while under the effect of time stop.
Tiny Hut
Evocation
[Force]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting
Time: 1
standard action
Range: 20 ft.
Effect: 20-ft.-radius sphere
centered on your location
Duration: 2 hours/level (D)
Saving
Throw:
None
Spell
Resistance:
No
You
create an unmoving, opaque sphere of force of any color you desire around
yourself. Half the sphere projects above the ground, and the lower hemisphere
passes through the ground. As many as nine other Medium creatures can fit into
the field with you; they can freely pass into and out of the hut without
harming it. However, if you remove yourself from the hut, the spell ends.
The
temperature inside the hut is 70° F if the exterior temperature is between 0°
and 100° F. An exterior temperature below 0° or above 100° lowers or raises the
interior temperature on a 1-degree-for-1 basis. The hut also provides
protection against the elements, such as rain, dust, and sandstorms. The hut
withstands any wind of less than hurricane force, but a hurricane (75+ mph wind
speed) or greater force destroys it.
The
interior of the hut is a hemisphere. You can illuminate it dimly upon command
or extinguish the light as desired. Although the force field is opaque from the
outside, it is transparent from within. Missiles, weapons, and most spell
effects can pass through the hut without affecting it, although the occupants
cannot be seen from outside the hut (they have total concealment).
Material
Component: A
small crystal bead that shatters when the spell duration expires or the hut is
dispelled.
Tongues
Divination
Level: Brd 2, Clr 4, Sor/Wiz 3
Components: V, M/DF
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
No
This
spell grants the creature touched the ability to speak and understand the
language of any intelligent creature, whether it is a racial tongue or a
regional dialect. The subject can speak only one language at a time, although
it may be able to understand several languages. Tongues does not enable
the subject to speak with creatures who don’t speak. The subject can make
itself understood as far as its voice carries. This spell does not predispose
any creature addressed toward the subject in any way.
Tongues
can be
made permanent with a permanency spell.
Arcane
Material Component: A small clay model of a ziggurat, which shatters when the
verbal component is pronounced.
Touch of Fatigue
Necromancy
Level: Sor/Wiz 0
Components: V, S, M
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving
Throw:
Fortitude negates
Spell
Resistance:
Yes
You
channel negative energy through your touch, fatiguing the target. You must
succeed on a touch attack to strike a target.
The
subject is immediately fatigued for the spell’s duration.
This
spell has no effect on a creature that is already fatigued. Unlike with normal
fatigue, the effect ends as soon as the spell’s duration expires.
Material
Component: A
drop of sweat.
Touch of Idiocy
Enchantment
(Compulsion) [Mind-Affecting]
Level: Sor/Wiz 2
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving
Throw: No
Spell
Resistance:
Yes
With
a touch, you reduce the target’s mental faculties. Your successful melee touch
attack applies a 1d6 penalty to the target’s Intelligence, Wisdom, and Charisma
scores. This penalty can’t reduce any of these scores below 1.
This
spell’s effect may make it impossible for the target to cast some or all of its
spells, if the requisite ability score drops below the minimum required to cast
spells of that level.
Transformation
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 round/level
You
become a virtual fighting machine— stronger, tougher, faster, and more skilled
in combat. Your mind-set changes so that you relish combat and you can’t cast
spells, even from magic items.
You
gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4
natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and
proficiency with all simple and martial weapons. Your base attack bonus equals
your character level (which may give you multiple attacks).
You
lose your spellcasting ability, including your ability to use spell activation
or spell completion magic items, just as if the spells were no longer on your
class list.
Material
Component: A
potion of bull’s strength, which you drink (and whose effects are
subsumed by the spell effects).
Transmute Metal to
Wood
Transmutation
Level: Drd 7
Components: V, S, DF
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Area: All metal objects within
a 40-ft.-radius burst
Duration: Instantaneous
Saving
Throw:
None
Spell
Resistance:
Yes (object; see text)
This
spell enables you to change all metal objects within its area to wood. Weapons,
armor, and other metal objects carried by creatures are affected as well. A
magic object made of metal effectively has spell resistance equal to 20 + its
caster level against this spell. Artifacts cannot be transmuted. Weapons
converted from metal to wood take a –2 penalty on attack and damage rolls. The
armor bonus of any armor converted from metal to wood is reduced by 2. Weapons
changed by this spell splinter and break on any natural attack roll of 1 or 2,
and armor changed by this spell loses an additional point of armor bonus every
time it is struck with a natural attack roll of 19 or 20.
Only
limited wish, miracle, wish, or similar magic can restore a transmuted
object to its metallic state.
Transmute Mud to
Rock
Transmutation
[Earth]
Level: Drd 5, Sor/Wiz 5
Components: V, S, M/DF
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Area: Up to two 10-ft.
cubes/level (S)
Duration: Permanent
Saving
Throw:
See text
Spell
Resistance:
No
This
spell transforms normal mud or quicksand of any depth into soft stone
(sandstone or a similar mineral) permanently.
Any
creature in the mud is allowed a Reflex save to escape before the area is
hardened to stone.
Transmute
mud to rock counters
and dispels transmute rock to mud.
Arcane
Material Component: Sand, lime, and water.
Transmute Rock to
Mud
Transmutation
[Earth]
Level: Drd 5, Sor/Wiz 5
Components: V, S, M/DF
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Area: Up to two 10-ft.
cubes/level (S)
Duration: Permanent; see text
Saving
Throw:
See text
Spell
Resistance:
No
This
spell turns natural, uncut or unworked rock of any sort into an equal volume of
mud. Magical stone is not affected by the spell. The depth of the mud created
cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free
itself from the mud sinks until hip- or chest-deep, reducing its speed to 5
feet and causing a –2 penalty on attack rolls and AC. Brush thrown atop the mud
can support creatures able to climb on top of it. Creatures large enough to
walk on the bottom can wade through the area at a speed of 5 feet.
If
transmute rock to mud is cast upon the ceiling of a cavern or tunnel,
the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The
falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to
anyone caught directly beneath the area, or half damage to those who succeed on
Reflex saves.
Castles
and large stone buildings are generally immune to the effect of the spell,
since transmute rock to mud can’t affect worked stone and doesn’t reach
deep enough to undermine such buildings’ foundations. However, small buildings or
structures often rest upon foundations shallow enough to be damaged or even
partially toppled by this spell.
The
mud remains until a successful dispel magic or transmute mud to rock spell
restores its substance—but not necessarily its form. Evaporation turns the mud
to normal dirt over a period of days. The exact time depends on exposure to the
sun, wind, and normal drainage.
Arcane
Material Component: Clay and water.
Transport via
Plants
Conjuration
(Teleportation)
Level: Drd 6
Components: V, S
Casting
Time: 1
standard action
Range: Unlimited
Target: You and touched objects
or other touched willing creatures
Duration: 1 round
Saving
Throw:
None
Spell
Resistance:
No
You
can enter any normal plant (Medium or larger) and pass any distance to a plant
of the same kind in a single round, regardless of the distance separating the
two. The entry plant must be alive. The destination plant need not be familiar
to you, but it also must be alive. If you are uncertain of the location of a
particular kind of destination plant, you need merely designate direction and
distance and the transport via plants spell moves you as close as
possible to the desired location. If a particular destination plant is desired
but the plant is not living, the spell fails and you are ejected from the entry
plant.
You
can bring along objects as long as their weight doesn’t exceed your maximum
load. You may also bring one additional willing Medium or smaller creature
(carrying gear or objects up to its maximum load) or its equivalent per three
caster levels. Use the following equivalents to determine the maximum number of
larger creatures you can bring along: A Large creature counts as two Medium
creatures, a Huge creature counts as two Large creatures, and so forth. All
creatures to be transported must be in contact with one another, and at least
one of those creatures must be in contact with you.
You
can’t use this spell to travel through plant creatures.
The
destruction of an occupied plant slays you and any creatures you have brought
along, and ejects the bodies and all carried objects from the tree.
Trap the Soul
Conjuration
(Summoning)
Level: Sor/Wiz 8
Components: V, S, M, (F); see text
Casting
Time: 1
standard action or see text
Range: Close (25 ft. + 5 ft./2
levels)
Target: One creature
Duration: Permanent; see text
Saving
Throw:
See text
Spell
Resistance:
Yes; see text
Trap
the soul forces
a creature’s life force (and its material body) into a gem. The gem holds the
trapped entity indefinitely or until the gem is broken and the life force is
released, which allows the material body to reform. If the trapped creature is
a powerful creature from another plane it can be required to perform a service immediately
upon being freed. Otherwise, the creature can go free once the gem imprisoning
it is broken.
Depending
on the version selected, the spell can be triggered in one of two ways.
Spell
Completion: First,
the spell can be completed by speaking its final word as a standard action as
if you were casting a regular spell at the subject. This allows spell
resistance (if any) and a Will save to avoid the effect. If the creature’s name
is spoken as well, any spell resistance is ignored and the save DC increases by
2. If the save or spell resistance is successful, the gem shatters.
Trigger
Object: The
second method is far more insidious, for it tricks the subject into accepting a
trigger object inscribed with the final spell word, automatically placing the
creature’s soul in the trap. To use this method, both the creature’s name and
the trigger word must be inscribed on the trigger object when the gem is
enspelled. A sympathy spell can also be placed on the trigger object. As
soon as the subject picks up or accepts the trigger object, its life force is
automatically transferred to the gem without the benefit of spell resistance or
a save.
Material
Component: Before
the actual casting of trap the soul, you must procure a gem of at least
1,000 gp value for every Hit Die possessed by the creature to be trapped. If
the gem is not valuable enough, it shatters when the entrapment 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.)
Focus
(Trigger Object Only): If the trigger object method is used, a special trigger
object, prepared as described above, is needed.
Tree Shape
Transmutation
Level: Drd 2, Rgr 3
Components: V, S, DF
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
By
means of this spell, you are able to assume the form of a Large living tree or
shrub or a Large dead tree trunk with a small number of limbs. The closest
inspection cannot reveal that the tree in question is actually a magically
concealed creature. To all normal tests you are, in fact, a tree or shrub,
although a detect magic spell reveals a faint transmutation on the tree.
While in tree form, you can observe all that transpires around you just as if
you were in your normal form, and your hit points and save bonuses remain
unaffected. You gain a +10 natural armor bonus to AC but have an effective
Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits
while in tree form. All clothing and gear carried or worn changes with you.
You
can dismiss tree shape as a free action (instead of as a standard
action).
Tree Stride
Conjuration
(Teleportation)
Level: Drd 5, Rgr 4
Components: V, S, DF
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: 1 hour/level or until
expended; see text
You
gain the ability to enter trees and move from inside one tree to inside another
tree. The first tree you enter and all others you enter must be of the same
kind, must be living, and must have girth at least equal to yours. By moving
into an oak tree (for example), you instantly know the location of all other
oak trees within transport range (see below) and may choose whether you want to
pass into one or simply step back out of the tree you moved into. You may
choose to pass to any tree of the appropriate kind within the transport range
as shown on the following table.
Type of Tree |
Transport Range |
Oak,
ash, yew |
3,000
feet |
Elm,
linden |
2,000
feet |
Other
deciduous |
1,500
feet |
Any
coniferous |
1,000
feet |
All
other trees |
500
feet |
You
may move into a tree up to one time per caster level (passing from one tree to
another counts only as moving into one tree). The spell lasts until the
duration expires or you exit a tree. Each transport is a full-round action.
You
can, at your option, remain within a tree without transporting yourself, but
you are forced out when the spell ends. If the tree in which you are concealed
is chopped down or burned, you are slain if you do not exit before the process
is complete.
True Resurrection
Conjuration
(Healing)
Level: Clr 9
Casting
Time: 10
minutes
This
spell functions like raise dead, except that you can resurrect a
creature that has been dead for as long as 10 years per caster level. This
spell can even bring back creatures whose bodies have been destroyed, provided
that you unambiguously identify the deceased in some fashion (reciting the
deceased’s time and place of birth or death is the most common method).
Upon
completion of the spell, the creature is immediately restored to full hit
points, vigor, and health, with no loss of level (or Constitution points) or
prepared spells.
You
can revive someone killed by a death effect or someone who has been turned into
an undead creature and then destroyed. This spell can also resurrect elementals
or outsiders, but it can’t resurrect constructs or undead creatures.
Even
true resurrection can’t restore to life a creature who has died of old
age.
Material
Component: A
sprinkle of holy water and diamonds worth a total of at least 25,000 gp.
True Seeing
Divination
Level: Clr 5, Drd 7, Knowledge
5, Sor/Wiz 6
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)
You
confer on the subject the ability to see all things as they actually are. The
subject sees through normal and magical darkness, notices secret doors hidden
by magic, sees the exact locations of creatures or objects under blur or
displacement effects, sees invisible creatures or objects normally, sees
through illusions, and sees the true form of polymorphed, changed, or
transmuted things. Further, the subject can focus its vision to see into the
Ethereal Plane (but not into extradimensional spaces). The range of true
seeing conferred is 120 feet.
True
seeing,
however, does not penetrate solid objects. It in no way confers X-ray vision or
its equivalent. It does not negate concealment, including that caused by fog
and the like. True seeing does not help the viewer see through mundane
disguises, spot creatures who are simply hiding, or notice secret doors hidden
by mundane means. In addition, the spell effects cannot be further enhanced
with known magic, so one cannot use true seeing through a crystal
ball or in conjunction with clairaudience/clairvoyance.
Material
Component: An
ointment for the eyes that costs 250 gp and is made from mushroom powder,
saffron, and fat.
True Strike
Divination
Level: Sor/Wiz 1
Components: V, F
Casting
Time: 1
standard action
Range: Personal
Target: You
Duration: See text
You
gain temporary, intuitive insight into the immediate future during your next
attack. Your next single attack roll (if it is made before the end of the next
round) gains a +20 insight bonus. Additionally, you are not affected by the
miss chance that applies to attackers trying to strike a concealed target.
Focus:
A small
wooden replica of an archery target.
Undeath to Death
Necromancy
Level: Clr 6, Sor/Wiz 6
Components: V, S, M/DF
Area: Several undead creatures
within a 40-ft.-radius burst
Saving
Throw: Will
negates
This
spell functions like circle of death, except that it destroys undead
creatures as noted above.
Material
Component: The
powder of a crushed diamond worth at least 500 gp.
Undetectable
Alignment
Abjuration
Level: Brd 1, Clr 2, Pal 2
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: One creature or object
Duration: 24 hours
Saving
Throw: Will
negates (object)
Spell
Resistance:
Yes (object)
An
undetectable alignment spell conceals the alignment of an object or a
creature from all forms of divination.
Unhallow
Evocation
[Evil]
Level: Clr 5, Drd 5
Components: V, S, M
Casting
Time: 24
hours
Range: Touch
Area: 40-ft. radius emanating
from the touched point
Duration: Instantaneous
Saving
Throw:
See text
Spell
Resistance:
See text
Unhallow
makes a
particular site, building, or structure an unholy site. This has three major
effects.
First,
the site or structure is guarded by a magic circle against good effect.
Second,
all turning checks made to turn undead take a –4 penalty, and turning checks to
rebuke undead gain a +4 profane bonus. Spell resistance does not apply to this
effect. (This provision does not apply to the druid version of the spell.)
Finally,
you may choose to fix a single spell effect to the unhallowed site. The
spell effect lasts for one year and functions throughout the entire site,
regardless of its normal duration and area or effect. You may designate whether
the effect applies to all creatures, creatures that share your faith or
alignment, or creatures that adhere to another faith or alignment. At the end
of the year, the chosen effect lapses, but it can be renewed or replaced simply
by casting unhallow again.
Spell
effects that may be tied to an unhallowed site include aid, bane,
bless, cause fear, darkness, daylight, death ward, deeper darkness, detect
magic, detect good, dimensional anchor, discern lies, dispel magic, endure
elements, freedom of movement, invisibility purge, protection from energy,
remove fear, resist energy, silence, tongues, and zone of truth.
Saving
throws and spell resistance might apply to these spells’ effects. (See the
individual spell descriptions for details.)
An
area can receive only one unhallow spell (and its associated spell
effect) at a time.
Unhallow
counters
but does not dispel hallow.
Material
Component: Herbs,
oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell
to be tied to the unhallowed area.
Unholy Aura
Abjuration
[Evil]
Level: Clr 8, Evil 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
malevolent darkness surrounds the subjects, protecting them from attacks,
granting them resistance to spells cast by good creatures, and weakening good
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 the effect of protection from good, this benefit
applies against all attacks, not just against attacks by good creatures.
Second,
a warded creature gains spell resistance 25 against good spells and spells cast
by good creatures.
Third,
the abjuration blocks possession and mental influence, just as protection
from good does.
Finally,
if a good creature succeeds on a melee attack against a warded creature, the
offending attacker takes 1d6 points of temporary Strength damage (Fortitude
negates).
Focus:
A tiny
reliquary containing some sacred relic, such as a piece of parchment from an
unholy text. The reliquary costs at least 500 gp.
Unholy Blight
Evocation
[Evil]
Level: Evil 4
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous (1d4
rounds); see text
Saving
Throw: Will
partial
Spell
Resistance:
Yes
You
call up unholy power to smite your enemies. The power takes the form of a cold,
cloying miasma of greasy darkness.
Only
good and neutral (not evil) creatures are harmed by the spell.
The
spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good
creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes
it to be sickened for 1d4 rounds. A successful Will save reduces damage to half
and negates the sickened effect. The effects cannot be negated by remove
disease or heal, but remove curse is effective.
The
spell deals only half damage to creatures who are neither evil nor good, and
they are not sickened. Such a creature can reduce the damage in half again
(down to one-quarter) with a successful Will save.
Unseen Servant
Conjuration
(Creation)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: One invisible, mindless,
shapeless servant
Duration: 1 hour/level
Saving
Throw:
None
Spell
Resistance:
No
An
unseen servant is an invisible, mindless, shapeless force that performs
simple tasks at your command. It can run and fetch things, open unstuck doors,
and hold chairs, as well as clean and mend. The servant can perform only one
activity at a time, but it repeats the same activity over and over again if
told to do so as long as you remain within range. It can open only normal
doors, drawers, lids, and the like. It has an effective Strength score of 2 (so
it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but
it can exert only 20 pounds of force, which is not enough to activate certain
pressure plates and other devices. It can’t perform any task that requires a
skill check with a DC higher than 10 or that requires a check using a skill
that can’t be used untrained. Its speed is 15 feet.
The
servant cannot attack in any way; it is never allowed an attack roll. It cannot
be killed, but it dissipates if it takes 6 points of damage from area attacks.
(It gets no saves against attacks.) If you attempt to send it beyond the
spell’s range (measured from your current position), the servant ceases to
exist.
Material
Component: A
piece of string and a bit of wood.
Vampiric Touch
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting
Time: 1
standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/1 hour; see
text
Saving
Throw:
None
Spell
Resistance:
Yes
You
must succeed on a melee touch attack. Your touch deals 1d6 points of damage per
two caster levels (maximum 10d6). You gain temporary hit points equal to the
damage you deal. However, you can’t gain more than the subject’s current hit
points +10, which is enough to kill the subject. The temporary hit points
disappear 1 hour later.
Veil
Illusion
(Glamer)
Level: Brd 6, Sor/Wiz 6
Components: V, S
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Targets: One or more creatures, no
two of which can be more than 30 ft. apart
Duration: Concentration + 1
hour/level (D)
Saving
Throw: Will
negates; see text
Spell
Resistance:
Yes; see text
You
instantly change the appearance of the subjects and then maintain that
appearance for the spell’s duration. You can make the subjects appear to be
anything you wish. The subjects look, feel, and smell just like the creatures
the spell makes them resemble. Affected creatures resume their normal
appearances if slain. You must succeed on a Disguise check to duplicate the
appearance of a specific individual. This spell gives you a +10 bonus on the
check.
Unwilling
targets can negate the spell’s effect on them by making Will saves or with
spell resistance. Those who interact with the subjects can attempt Will
disbelief saves to see through the glamer, but spell resistance doesn’t help.
Ventriloquism
Illusion
(Figment)
Level: Brd 1, Sor/Wiz 1
Components: V, F
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect: Intelligible sound,
usually speech
Duration: 1 min./level (D)
Saving
Throw: Will
disbelief (if interacted with)
Spell
Resistance:
No
You
can make your voice (or any sound that you can normally make vocally) seem to
issue from someplace else. You can speak in any language you know. With respect
to such voices and sounds, anyone who hears the sound and rolls a successful
save recognizes it as illusory (but still hears it).
Focus:
A
parchment rolled up into a small cone.
Virtue
Transmutation
Level: Clr 0, Drd 0, Pal 1
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target: Creature touched
Duration: 1 min.
Saving
Throw:
Fortitude negates (harmless)
Spell
Resistance:
Yes (harmless)
The
subject gains 1 temporary hit point.
Vision
Divination
Level: Sor/Wiz 7
Components: V, S, M, XP
Casting
Time: 1
standard action
This
spell functions like legend lore, except that it works more quickly but
produces some strain on you. You pose a question about some person, place, or
object, then cast the spell. If the person or object is at hand or if you are
in the place in question, you receive a vision about it by succeeding on a
caster level check (1d20 +1 per caster level; maximum +25) against DC 20. If
only detailed information on the person, place, or object is known, the DC is
25, and the information gained is incomplete. If only rumors are known, the DC
is 30, and the information gained is vague.
XP
Cost: 100
XP.
Wail of the
Banshee
Necromancy
[Death, Sonic]
Level: Death 9, Sor/Wiz 9
Components: V
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Area: One living creature/level
within a 40-ft.-radius spread
Duration: Instantaneous
Saving
Throw:
Fortitude negates
Spell
Resistance:
Yes
You
emit a terrible scream that kills creatures that hear it (except for yourself
). Creatures closest to the point of origin are affected first.
Wall of Fire
Evocation
[Fire]
Level: Drd 5, Fire 4, Sor/Wiz 4
Components: V, S, M/DF
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect: Opaque sheet of flame up
to 20 ft. long/level or a ring of fire with a radius of up to 5 ft. per two
levels; either form 20 ft. high
Duration: Concentration + 1
round/level
Saving
Throw:
None
Spell
Resistance:
Yes
An
immobile, blazing curtain of shimmering violet fire springs into existence. One
side of the wall, selected by you, sends forth waves of heat, dealing 2d4
points of fire damage to creatures within 10 feet and 1d4 points of fire damage
to those past 10 feet but within 20 feet. The wall deals this damage when it
appears and on your turn each round to all creatures in the area. In addition,
the wall deals 2d6 points of fire damage +1 point of fire damage per caster
level (maximum +20) to any creature passing through it. The wall deals double
damage to undead creatures.
If
you evoke the wall so that it appears where creatures are, each creature takes
damage as if passing through the wall. If any 5-foot length of wall takes 20
points of cold damage or more in 1 round, that length goes out. (Do not divide
cold damage by 4, as normal for objects.)
Wall
of fire can
be made permanent with a permanency spell. A permanent wall of fire that
is extinguished by cold damage becomes inactive for 10 minutes, then reforms at
normal strength.
Arcane
Material Component: A small piece of phosphorus.
Wall of Force
Evocation
[Force]
Level: Sor/Wiz 5
Components: V, S, M
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Effect:
Wall whose
area is up to one 10-ft. square/level
Duration: 1 round /level (D)
Saving
Throw:
None
Spell
Resistance:
No
A
wall of force spell creates an invisible wall of force. The wall cannot
move, it is immune to damage of all kinds, and it is unaffected by most spells,
including dispel magic. However, disintegrate immediately
destroys it, as does a rod of cancellation, a sphere of annihilation,
or a mage’s disjunction spell. Breath weapons and spells cannot pass
through the wall in either direction, although dimension door, teleport, and
similar effects can bypass the barrier. It blocks ethereal creatures as well as
material ones (though ethereal creatures can usually get around the wall by
floating under or over it through material floors and ceilings). Gaze attacks
can operate through a wall of force.
The caster can
form the wall into a flat, vertical plane whose area is up to one 10- foot
square per level. The wall must be continuous and unbroken when formed. If its
surface is broken by any object or creature, the spell fails.
Wall
of force can
be made permanent with a permanency spell.
Material
Component: A
pinch of powder made from a clear gem.
Wall of Ice
Evocation
[Cold]
Level: Sor/Wiz 4
Components: V, S, M
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect: Anchored plane of ice, up
to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. +
1 ft./level
Duration: 1 min./level
Saving
Throw:
Reflex negates; see text
Spell
Resistance:
Yes
This
spell creates an anchored plane of ice or a hemisphere of ice, depending on the
version selected. A wall of ice cannot form in an area occupied by
physical objects or creatures. Its surface must be smooth and unbroken when
created. Any creature adjacent to the wall when it is created may attempt a
Reflex save to disrupt the wall as it is being formed. A successful save
indicates that the spell automatically fails. Fire can melt a wall of ice, and
it deals full damage to the wall (instead of the normal half damage taken by
objects). Suddenly melting a wall of ice creates a great cloud of steamy
fog that lasts for 10 minutes.
Ice
Plane: A
sheet of strong, hard ice appears. The wall is 1 inch thick per caster level.
It covers up to a 10-foot-square area per caster level (so a 10th-level wizard
can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long
and 20 feet high, or some other combination of length and height that does not
exceed 1,000 square feet). The plane can be oriented in any fashion as long as
it is anchored. A vertical wall need only be anchored on the floor, while a
horizontal or slanting wall must be anchored on two opposite sides.
Each
10-foot square of wall has 3 hit points per inch of thickness. Creatures can
hit the wall automatically. A section of wall whose hit points drop to 0 is
breached. If a creature tries to break through the wall with a single attack,
the DC for the Strength check is 15 + caster level.
Even
when the ice has been broken through, a sheet of frigid air remains. Any
creature stepping through it (including the one who broke through the wall)
takes 1d6 points of cold damage +1 point per caster level (no save).
Hemisphere:
The wall
takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per
caster level. The hemisphere is as hard to break through as the ice
plane form, but it does not deal damage to those who go through a breach.
Material
Component: A
small piece of quartz or similar rock crystal.
Wall of Iron
Conjuration
(Creation)
Level: Sor/Wiz 6
Components: V, S, M
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect: Iron wall whose area is
up to one 5-ft. square/level; see text
Duration: Instantaneous
Saving
Throw:
See text
Spell
Resistance:
No
You
cause a flat, vertical iron wall to spring into being. The wall inserts itself
into any surrounding nonliving material if its area is sufficient to do so. The
wall cannot be conjured so that it occupies the same space as a creature or
another object. It must always be a flat plane, though you can shape its edges
to fit the available space.
A
wall of iron is 1 inch thick per four caster levels. You can double the
wall’s area by halving its thickness. Each 5- foot square of the wall has 30
hit points per inch of thickness and hardness 10. A section of wall whose hit
points drop to 0 is breached. If a creature tries to break through the wall
with a single attack, the DC for the Strength check is 25 + 2 per inch of
thickness.
If
you desire, the wall can be created vertically resting on a flat surface but
not attached to the surface, so that it can be tipped over to fall on and crush
creatures beneath it. The wall is 50% likely to tip in either direction if left
unpushed. Creatures can push the wall in one direction rather than letting it
fall randomly. A creature must make a DC 40 Strength check to push the wall
over. Creatures with room to flee the falling wall may do so by making
successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points
of damage. The wall cannot crush Huge and larger creatures.
Like
any iron wall, this wall is subject to rust, perforation, and other natural
phenomena.
Material
Component: A
small piece of sheet iron plus gold dust worth 50 gp (1 pound of gold dust).
Wall of Stone
Conjuration
(Creation) [Earth]
Level: Clr 5, Drd 6, Earth 5,
Sor/Wiz 5
Components: V, S, M/DF
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect: Stone wall whose area is
up to one 5-ft. square/level (S)
Duration: Instantaneous
Saving
Throw:
See text
Spell
Resistance:
No
This
spell creates a wall of rock that merges into adjoining rock surfaces. A wall
of stone is 1 inch thick per four caster levels and composed of up to one
5-foot square per level. You can double the wall’s area by halving its
thickness. The wall cannot be conjured so that it occupies the same space as a
creature or another object.
Unlike
a wall of iron, you can create a wall of stone in almost any
shape you desire. The wall created need not be vertical, nor rest upon any firm
foundation; however, it must merge with and be solidly supported by existing
stone. It can be used to bridge a chasm, for instance, or as a ramp. For this
use, if the span is more than 20 feet, the wall must be arched and buttressed.
This requirement reduces the spell’s area by half. The wall can be crudely
shaped to allow crenellations, battlements, and so forth by likewise reducing
the area.
Like
any other stone wall, this one can be destroyed by a disintegrate spell
or by normal means such as breaking and chipping. Each 5-foot square of the
wall has 15 hit points per inch of thickness and hardness 8. A section of wall
whose hit points drop to 0 is breached. If a creature tries to break through
the wall with a single attack, the DC for the Strength check is 20 + 2 per inch
of thickness.
It
is possible, but difficult, to trap mobile opponents within or under a wall
of stone, provided the wall is shaped so it can hold the creatures.
Creatures can avoid entrapment with successful Reflex saves.
Arcane
Material Component: A small block of granite.
Wall of Thorns
Conjuration
(Creation)
Level: Drd 5, Plant 5
Components: V, S
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect:
Wall of
thorny brush, up to one 10-ft. cube/level (S)
Duration: 10 min./level (D)
Saving
Throw:
None
Spell
Resistance:
No
A
wall of thorns spell creates a barrier of very tough, pliable, tangled
brush bearing needle-sharp thorns as long as a human’s finger. Any creature
forced into or attempting to move through a wall of thorns takes
slashing damage per round of movement equal to 25 minus the creature’s AC.
Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures
with an Armor Class of 25 or higher, without considering Dexterity and dodge
bonuses, take no damage from contact with the wall.)
You
can make the wall as thin as 5 feet thick, which allows you to shape the wall
as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This
has no effect on the damage dealt by the thorns, but any creature attempting to
break through takes that much less time to force its way through the barrier.
Creatures
can force their way slowly through the wall by making a Strength check as a
full-round action. For every 5 points by which the check exceeds 20, a creature
moves 5 feet (up to a maximum distance equal to its normal land speed). Of
course, moving or attempting to move through the thorns incurs damage as
described above. A creature trapped in the thorns can choose to remain
motionless in order to avoid taking any more damage.
Any
creature within the area of the spell when it is cast takes damage as if it had
moved into the wall and is caught inside. In order to escape, it must attempt
to push its way free, or it can wait until the spell ends. Creatures with the
ability to pass through overgrown areas unhindered can pass through a wall
of thorns at normal speed without taking damage.
A
wall of thorns can be breached by slow work with edged weapons. Chopping
away at the wall creates a safe passage 1 foot deep for every 10 minutes of
work. Normal fire cannot harm the barrier, but magical fire burns it away in 10
minutes.
Despite
its appearance, a wall of thorns is not actually a living plant, and
thus is unaffected by spells that affect plants.
Warp Wood
Transmutation
Level: Drd 2
Components: V, S
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Target: 1 Small wooden
object/level, all within a 20-ft. radius
Duration: Instantaneous
Saving
Throw: Will
negates (object)
Spell
Resistance:
Yes (object)
You
cause wood to bend and warp, permanently destroying its straightness, form, and
strength. A warped door springs open (or becomes stuck, requiring a Strength
check to open, at your option). A boat or ship springs a leak. Warped ranged
weapons are useless. A warped melee weapon causes a –4 penalty on attack rolls.
You
may warp one Small or smaller object or its equivalent per caster level. A
Medium object counts as two Small objects, a Large object as four, a Huge
object as eight, a Gargantuan object as sixteen, and a Colossal object as
thirty-two.
Alternatively,
you can unwarp wood (effectively warping it back to normal) with this spell,
straightening wood that has been warped by this spell or by other means. Make
whole, on the other hand, does no good in repairing a warped item.
You
can combine multiple consecutive warp wood spells to warp (or unwarp) an
object that is too large for you to warp with a single spell.
Until
the object is completely warped, it suffers no ill effects.
Water Breathing
Transmutation
Level: Clr 3, Drd 3, Sor/Wiz 3,
Water 3
Components: V, S, M/DF
Casting
Time: 1
standard action
Range: Touch
Target: Living creatures touched
Duration: 2 hours/level; see text
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
The
transmuted creatures can breathe water freely. Divide the duration evenly among
all the creatures you touch.
The
spell does not make creatures unable to breathe air.
Arcane
Material Component: A short reed or piece of straw.
Water Walk
Transmutation
[Water]
Level: Clr 3, Rgr 3
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Targets: One touched
creature/level
Duration: 10 min./level (D)
Saving
Throw: Will
negates (harmless)
Spell
Resistance:
Yes (harmless)
The
transmuted creatures can tread on any liquid as if it were firm ground. Mud,
oil, snow, quicksand, running water, ice, and even lava can be traversed
easily, since the subjects’ feet hover an inch or two above the surface.
(Creatures crossing molten lava still take damage from the heat because they
are near it.) The subjects can walk, run, charge, or otherwise move across the
surface as if it were normal ground.
If
the spell is cast underwater (or while the subjects are partially or wholly
submerged in whatever liquid they are in), the subjects are borne toward the
surface at 60 feet per round until they can stand on it.
Waves of
Exhaustion
Necromancy
Level: Sor/Wiz 7
Components: V, S
Casting
Time: 1
standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving
Throw: No
Spell
Resistance:
Yes
Waves
of negative energy cause all living creatures in the spell’s area to become
exhausted. This spell has no effect on a creature that is already exhausted.
Waves of Fatigue
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting
Time: 1
standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving
Throw: No
Spell
Resistance:
Yes
Waves
of negative energy render all living creatures in the spell’s area fatigued.
This spell has no effect on a creature that is already fatigued.
Web
Conjuration
(Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect:
Webs in a
20-ft.-radius spread
Duration: 10 min./level (D)
Saving
Throw:
Reflex negates; see text
Spell
Resistance:
No
Web
creates a
many-layered mass of strong, sticky strands. These strands trap those caught in
them. The strands are similar to spider webs but far larger and tougher. These
masses must be anchored to two or more solid and diametrically opposed points
or else the web collapses upon itself and disappears. Creatures caught within a
web become entangled among the gluey fibers. Attacking a creature in a
web won’t cause you to become entangled.
Anyone
in the effect’s area when the spell is cast must make a Reflex save. If this
save succeeds, the creature is entangled, but not prevented from moving, though
moving is more difficult than normal for being entangled (see below). If the
save fails, the creature is entangled and can’t move from its space, but can
break loose by spending 1 round and making a DC 20 Strength check or a DC 25
Escape Artist check. Once loose (either by making the initial Reflex save or a
later Strength check or Escape Artist check), a creature remains entangled, but
may move through the web very slowly. Each round devoted to moving
allows the creature to make a new Strength check or Escape Artist check. The
creature moves 5 feet for each full 5 points by which the check result exceeds
10.
If
you have at least 5 feet of web between you and an opponent, it provides cover.
If you have at least 20 feet of web between you, it provides total cover.
The
strands of a web spell are flammable. A magic flaming sword can
slash them away as easily as a hand brushes away cobwebs. Any fire can set the
webs alight and burn away 5 square feet in 1 round. All creatures within
flaming webs take 2d4 points of fire damage from the flames.
Web
can be
made permanent with a permanency spell. A permanent web that is
damaged (but not destroyed) regrows in 10 minutes.
Material
Component: A
bit of spider web.
Weird
Illusion
(Phantasm) [Fear, Mind-Affecting]
Level: Sor/Wiz 9
Targets: Any number of creatures,
no two of which can be more than 30 ft. apart
This
spell functions like phantasmal killer, except it can affect more than one
creature. Only the affected creatures see the phantasmal creatures attacking
them, though you see the attackers as shadowy shapes.
If
a subject’s Fortitude save succeeds, it still takes 3d6 points of damage and is
stunned for 1 round. The subject also takes 1d4 points of temporary Strength
damage.
Whirlwind
Evocation
[Air]
Level: Air 8, Drd 8
Components: V, S, DF
Casting
Time: 1
standard action
Range: Long (400 ft. + 40
ft./level)
Effect: Cyclone 10 ft. wide at
base, 30 ft. wide at top, and 30 ft. tall
Duration: 1 round/level (D)
Saving
Throw:
Reflex negates; see text
Spell
Resistance:
Yes
This
spell creates a powerful cyclone of raging wind that moves through the air,
along the ground, or over water at a speed of 60 feet per round. You can
concentrate on controlling the cyclone’s every movement or specify a simple
program. Directing the cyclone’s movement or changing its programmed movement
is a standard action for you. The cyclone always moves during your turn. If the
cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion
for 1d3 rounds and then dissipates. (You can’t regain control of the cyclone,
even if comes back within range.)
Any
Large or smaller creature that comes in contact with the spell effect must
succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller
creature that fails its first save must succeed on a second one or be picked up
bodily by the cyclone and held suspended in its powerful winds, taking 1d8
points of damage each round on your turn with no save allowed. You may direct
the cyclone to eject any carried creatures whenever you wish, depositing the
hapless souls wherever the cyclone happens to be when they are released.
Whispering Wind
Transmutation
[Air]
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting
Time: 1
standard action
Range: 1 mile/level
Area: 10-ft.-radius spread
Duration: No more than 1 hour/level
or until discharged (destination is reached)
Saving
Throw:
None
Spell
Resistance:
No
You
send a message or sound on the wind to a designated spot. The whispering
wind travels to a specific location within range that is familiar to you,
provided that it can find a way to the location. A whispering wind is as
gentle and unnoticed as a zephyr until it reaches the location. It then
delivers its whisper-quiet message or other sound. Note that the message is
delivered regardless of whether anyone is present to hear it. The wind then
dissipates.
You
can prepare the spell to bear a message of no more than twenty-five words,
cause the spell to deliver other sounds for 1 round, or merely have the whispering
wind seem to be a faint stirring of the air. You can likewise cause the whispering
wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10
minutes.
When
the spell reaches its objective, it swirls and remains in place until the
message is delivered. As with magic mouth, whispering wind cannot speak
verbal components, use command words, or activate magical effects.
Wind Walk
Transmutation
[Air]
Level: Clr 6, Drd 7
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Targets: You and one touched
creature per three levels
Duration: 1 hour/level (D); see
text
Saving
Throw: No
and Will negates (harmless)
Spell
Resistance:
No and Yes (harmless)
You
alter the substance of your body to a cloudlike vapor (as the gaseous form spell)
and move through the air, possibly at great speed. You can take other creatures
with you, each of which acts independently.
Normally,
a wind walker flies at a speed of 10 feet with perfect maneuverability.
If desired by the subject, a magical wind wafts a wind walker along at
up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are
not invisible but rather appear misty and translucent. If fully clothed in
white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.
A
wind walker can regain its physical form as desired and later resume the
cloud form. Each change to and from vaporous form takes 5 rounds, which counts
toward the duration of the spell (as does any time spent in physical form). As
noted above, you can dismiss the spell, and you can even dismiss it for
individual wind walkers and not others.
For
the last minute of the spell’s duration, a wind walker in cloud form
automatically descends 60 feet per round (for a total of 600 feet), though it
may descend faster if it wishes. This descent serves as a warning that the
spell is about to end.
Wind Wall
Evocation
[Air]
Level: Air 2, Clr 3, Drd 3, Rgr
2, Sor/Wiz 3
Components: V, S, M/DF
Casting
Time: 1
standard action
Range:
Medium
(100 ft. + 10 ft./level)
Effect:
Wall up
to 10 ft./level long and 5 ft./level high (S)
Duration: 1 round/level
Saving
Throw:
None; see text
Spell
Resistance:
Yes
An
invisible vertical curtain of wind appears. It is 2 feet thick and of
considerable strength. It is a roaring blast sufficient to blow away any bird
smaller than an eagle, or tear papers and similar materials from unsuspecting
hands. (A Reflex save allows a creature to maintain its grasp on an object.)
Tiny and Small flying creatures cannot pass through the barrier. Loose
materials and cloth garments fly upward when caught in a wind wall. Arrows
and bolts are deflected upward and miss, while any other normal ranged weapon
passing through the wall has a 30% miss chance. (A giant-thrown boulder, a
siege engine projectile, and other massive ranged weapons are not affected.)
Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass
through the wall (although it is no barrier to incorporeal creatures).
While
the wall must be vertical, you can shape it in any continuous path along the
ground that you like. It is possible to create cylindrical or square wind walls
to enclose specific points.
Arcane
Material Component: A tiny fan and a feather of exotic origin.
Wish
Universal
Level: Sor/Wiz 9
Components: V, XP
Casting
Time: 1
standard action
Range: See text
Target,
Effect, or Area:
See text
Duration: See text
Saving
Throw:
See text
Spell
Resistance:
Yes
Wish
is the
mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you
can alter reality to better suit you.
Even
wish, however, has its limits.
A
wish can produce any one of the following effects.
• Duplicate any wizard or
sorcerer spell of 8th level or lower, provided the spell is not of a school
prohibited to you.
• Duplicate any other spell
of 6th level or lower, provided the spell is not of a school prohibited to you.
• Duplicate any wizard or
sorcerer spell of 7th level or lower even if it’s of a prohibited school.
• Duplicate any other spell
of 5th level or lower even if it’s of a prohibited school.
• Undo the harmful effects
of many other spells, such as geas/quest or insanity.
• Create a nonmagical item
of up to 25,000 gp in value.
• Create a magic item, or
add to the powers of an existing magic item.
• Grant a creature a +1
inherent bonus to an ability score. Two to five wish spells cast in
immediate succession can grant a creature a +2 to +5 inherent bonus to an
ability score (two wishes for a +2 inherent bonus, three for a +3 inherent
bonus, and so on). Inherent bonuses are instantaneous, so they cannot be
dispelled. Note: An inherent bonus may not exceed +5 for a single
ability score, and inherent bonuses to a particular ability score do not stack,
so only the best one applies.
• Remove injuries and
afflictions. A single wish can aid one creature per caster level, and
all subjects are cured of the same kind of affliction. For example, you could
heal all the damage you and your companions have taken, or remove all poison
effects from everyone in the party, but not do both with the same wish.
A wish can never restore the experience point loss from casting a spell
or the level or Constitution loss from being raised from the dead.
• Revive the dead. A wish
can bring a dead creature back to life by duplicating a resurrection spell.
A wish can revive a dead creature whose body has been destroyed, but the
task takes two wishes, one to recreate the body and another to infuse
the body with life again. A wish cannot prevent a character who was
brought back to life from losing an experience level.
• Transport travelers. A wish
can lift one creature per caster level from anywhere on any plane and place
those creatures anywhere else on any plane regardless of local conditions. An
unwilling target gets a Will save to negate the effect, and spell resistance
(if any) applies.
• Undo misfortune. A wish
can undo a single recent event. The wish forces a reroll of any roll
made within the last round (including your last turn). Reality reshapes itself
to accommodate the new result. For example, a wish could undo an
opponent’s successful save, a foe’s successful critical hit (either the attack
roll or the critical roll), a friend’s failed save, and so on. The reroll,
however, may be as bad as or worse than the original roll. An unwilling target
gets a Will save to negate the effect, and spell resistance (if any) applies.
You
may try to use a wish to produce greater effects than these, but doing
so is dangerous. (The wish may pervert your intent into a literal but
undesirable fulfillment or only a partial fulfillment.)
Duplicated
spells allow saves and spell resistance as normal (but save DCs are for
9th-level spells).
Material
Component: When
a wish duplicates a spell with a material component that costs more than
10,000 gp, you must provide that component.
XP
Cost: The
minimum XP cost for casting wish is 5,000 XP. When a wish duplicates
a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is
more. When a wish creates or improves a magic item, you must pay twice
the normal XP cost for crafting or improving the item, plus an additional 5,000
XP.
Wood Shape
Transmutation
Level: Drd 2
Components: V, S, DF
Casting
Time: 1
standard action
Range: Touch
Target: One touched piece of wood
no larger than 10 cu. ft. + 1 cu. ft./level
Duration: Instantaneous
Saving
Throw: Will
negates (object)
Spell
Resistance:
Yes (object)
Wood
shape enables you to form one existing piece of wood into any shape that
suits your purpose. While it is possible to make crude coffers, doors, and so
forth, fine detail isn’t possible. There is a 30% chance that any shape that
includes moving parts simply doesn’t work.
Word of Chaos
Evocation
[Chaotic, Sonic]
Level: Chaos 7, Clr 7
Components: V
Casting
Time: 1
standard action
Range: 40 ft.
Area: Nonchaotic creatures in a
40-ft.- radius spread centered on you
Duration: Instantaneous
Saving
Throw:
None or Will negates; see text
Spell
Resistance:
Yes
Any
nonchaotic creature within the area who hears the word of chaos suffers
the following ill effects.
The
effects are cumulative and concurrent. No saving throw is allowed against these
effects.
Deafened:
The
creature is deafened for 1d4 rounds.
Stunned:
The
creature is stunned for 1 round.
Confused:
The
creature is confused, as by the confusion spell, for 1d10
minutes. This is a mind-affecting enchantment effect.
Killed:
Living
creatures die. Undead creatures are destroyed.
HD |
Effect |
Equal
to caster level |
Deafened |
Up
to caster level –1 |
Stunned,
deafened |
Up
to caster level –5 |
Confused, stunned, deafened |
Up
to caster level –10 |
Killed,
confused, stunned, deafened |
Furthermore,
if you are on your home plane when you cast this spell, nonchaotic extraplanar
creatures within the area are instantly banished back to their home planes.
Creatures so banished cannot return for at least 24 hours. This effect takes
place regardless of whether the creatures hear the word of chaos. The
banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures
whose HD exceed your caster level are unaffected by word of chaos.
Word of Recall
Conjuration
(Teleportation)
Level: Clr 6, Drd 8
Components: V
Casting
Time: 1
standard action
Range: Unlimited
Target: You and touched objects
or other willing creatures
Duration: Instantaneous
Saving
Throw:
None or Will negates (harmless, object)
Spell
Resistance:
No or Yes (harmless, object)
Word
of recall teleports
you instantly back to your sanctuary when the word is uttered. You must
designate the sanctuary when you prepare the spell, and it must be a very
familiar place. The actual point of arrival is a designated area no larger than
10 feet by 10 feet. You can be transported any distance within a plane but
cannot travel between planes. You can transport, in addition to yourself, any
objects you carry, as long as their weight doesn’t exceed your maximum load.
You may also bring one additional willing Medium or smaller creature (carrying
gear or objects up to its maximum load) or its equivalent per three caster
levels. A Large creature counts as two Medium creatures, a Huge creature counts
as two Large creatures, and so forth. All creatures to be transported must be
in contact with one another, and at least one of those creatures must be in
contact with you. Exceeding this limit causes the spell to fail.
An
unwilling creature can’t be teleported by word of recall. Likewise, a
creature’s Will save (or spell resistance) prevents items in its possession
from being teleported. Unattended, nonmagical objects receive no saving throw.
Zone of Silence
Illusion
(Glamer)
Level: Brd 4
Components: V, S
Casting
Time: 1
round
Range: Personal
Area: 5-ft.-radius emanation
centered on you
Duration: 1 hour/level (D)
By
casting zone of silence, you manipulate sound waves in your immediate
vicinity so that you and those within the spell’s area can converse normally,
yet no one outside can hear your voices or any other noises from within,
including language-dependent or sonic spell effects. This effect is centered on
you and moves with you. Anyone who enters the zone immediately becomes subject
to its effects, but those who leave are no longer affected. Note, however, that
a successful Spot check to read lips can still reveal what’s said inside a zone
of silence.
Zone of Truth
Enchantment
(Compulsion) [Mind-Affecting]
Level: Clr 2, Pal 2
Components: V, S, DF
Casting
Time: 1
standard action
Range: Close (25 ft. + 5 ft./2
levels)
Area: 20-ft.-radius emanation
Duration: 1 min./level
Saving
Throw: Will
negates
Spell
Resistance:
Yes
Creatures
within the emanation area (or those who enter it) can’t speak any deliberate
and intentional lies. Each potentially affected creature is allowed a save to
avoid the effects when the spell is cast or when the creature first enters the
emanation area. Affected creatures are aware of this enchantment. Therefore,
they may avoid answering questions to which they would normally respond with a
lie, or they may be evasive as long as they remain within the boundaries of the
truth. Creatures who leave the area are free to speak as they choose.