--- - area: '20-ft.-radius emanation centered on a point in space' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "_Alarm_ sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the _alarm_. You decide at the time of casting whether the _alarm_ will be mental or audible.\n\n_Mental Alarm A mental _alarm_ alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental \"ping\" that awakens you from normal sleep but does not otherwise disturb concentration. A \"silence\" spell has no effect on a mental alarm.\n\n_Audible Alarm An audible _alarm_ produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a \"silence\" spell cannot hear the ringing.\n\nEthereal or astral creatures do not trigger the _alarm_.\n\n_Alarm_ can be made permanent with a \"permanency\" spell.\n\n_Arcane Focus A tiny bell and a piece of very fine silver wire." domains: Wealth: 1 duration: '2 hours/level (D)' effect: '' levels: Bard: 1 'Court Herald': 1 'Death Master': 1 Ranger: 1 Savant: 1 "Sha'ir": 1 Sorcerer: 1 'Thayan Slaver': 1 'Urban Druid': 1 Vigilante: 1 Wizard: 1 name: Alarm range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Abjuration spellresistance: 0 target: '' - area: '10-ft.-radius emanation, centered on you' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead. See the _Monster Manual_ for more about creature types.\n\nThis spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier (see Abjuration, page 172)." domains: Animal: 6 duration: '10 min./level (D)' effect: '' levels: Blighter: 5 Cleric: 6 'Death Master': 6 Druid: 6 'Urban Druid': 6 name: 'Antilife Shell' range: '10 ft.' savingthrow: None school: Abjuration spellresistance: 1 target: '' - area: '10-ft.-radius emanation, centered on you' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.\n\nAn antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. A hasted creature, for example, is not hasted while inside the field, but the spell resumes functioning when the creature leaves the field. Time spent within an antimagic field counts against the suppressed spell's duration. \n\nSummoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations, such as create water, are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result). \n\nA normal creature (a normally encountered griffon rather than a conjured one, for instance) can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field.\n\nTwo or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this.(See the Dungeon Master's Guide for more about artifacts).\n\nShould a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.\n\nArcane Material Component: A pinch of powdered iron or iron filings." domains: Magic: 6 Protection: 6 Spell: 8 duration: '10 min./level (D)' effect: '' levels: Cleric: 8 'Court Herald': 6 'Death Master': 8 'Runescarred Berserker': 5 "Sha'ir": 6 Sorcerer: 6 Wizard: 6 name: 'Antimagic Field' range: '10 ft.' savingthrow: None school: Abjuration spellresistance: 0 target: '' - area: '10-ft.-radius emanation, centered on you' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: 'The _antiplant shell_ spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field (see Abjuration, page 172).' domains: {} duration: '10 min./level (D)' effect: '' levels: Blighter: 4 Druid: 4 'Urban Druid': 4 name: 'Antiplant Shell' range: '10 ft.' savingthrow: None school: Abjuration spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "An arcane lock spell cast upon a door, chest, or portal magically locks it.\nYou can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell.\nAdd 10 to the normal DC to break open a door or portal affected by this spell.\n(A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes).\nMaterial Component: Gold dust worth 25 gp." domains: {} duration: Permanent effect: '' levels: 'Court Herald': 2 'Knight of the Weave': 2 Savant: 2 "Sha'ir": 2 Sorcerer: 2 'Thayan Slaver': 1 Wizard: 2 'Wu Jen': 2 name: 'Arcane Lock' range: Touch savingthrow: None school: Abjuration spellresistance: 0 target: 'The door, chest, or portal touched, up to 30 sq. ft./level in size' - area: '' castingtime: '1 hour' components: arcanefocus: 1 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 500 description: >- This spell removes the burden of evil acts or misdeeds from the subject.\nThe creature seeking atonement must be truly repentant and desirous of setting right its misdeeds.\nIf the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you.\nHowever, in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with your deity (requiring you to expend 500 XP) in order to expunge the subject's burden.\nMany casters first assign a subject of this sort a quest (see geas/quest) or similar penance to determine whether the creature is truly contrite before casting the atonement spell on its behalf.\nAtonement may be cast for one of several purposes, depending on the version selected.\nReverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points.\nRestore Class: A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell.\nRestore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of his or her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid.\nIf the transgression was intentional, the casting cleric loses 500 XP for his intercession.\nIf the transgression was unintentional, he does not lose XP.\nRedemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours.\nThe prospective subject must be present for the entire casting process.\nUpon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment.\nNo duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment.\nThis use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.\nThough the spell description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment, whether those acts are evil, good, chaotic, or lawful.\nNote changing alignment is up to the player (for PCs) or the DM (for NPCs).\nThis use of atonement simply offers a believable way for a character to change his or her alignment drastically, suddenly, and definitively.\nMaterial Component: Burning incense.\nFocus: In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp.\nXP Cost cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP per casting (see above). domains: Renewal: 5 duration: Instantaneous effect: '' levels: Cleric: 5 Druid: 5 Healer: 5 'Urban Druid': 5 name: Atonement range: Touch savingthrow: None school: Abjuration spellresistance: 1 target: 'Living creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished. You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's spell resistance (if any), the saving throw DC increases by 2. For example, if this spell were cast on a demon that hated light and was vulnerable to holy water and cold iron weapons, you might use iron, holy water, and a torch in the spell. The three items would give you a +3 bonus on your check to overcome the demon's spell resistance and add 6 to the spell's save DC.\n\nAt the DM's option, certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).\n\nArcane Focus: Any item that is distasteful to the subject (optional, see above)." domains: Balance: 6 Portal: 6 Retribution: 6 duration: Instantaneous effect: '' levels: Cleric: 6 'Knight of the Weave': 6 'Nar Demonbinder': 6 "Sha'ir": 7 Sorcerer: 7 Wizard: 7 name: Banishment range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Abjuration spellresistance: 1 target: 'One or more extraplanar creatures, no two of which can be more than 30 ft. apart' - area: '' castingtime: '1 minute' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell frees victims from enchantments, transmutations, and curses.\nBreak enchantment can reverse even an instantaneous effect, such as flesh to stone.\nFor each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect.\nSuccess means that the creature is free of the spell, curse, or effect.\nFor a cursed magic item, the DC is 25.\nIf the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower.\nFor instance, bestow curse cannot be dispelled by dispel magic, but break enchantment can dispel it.\nIf the effect comes from some permanent magic item, such as a cursed sword, break enchantment does not remove the curse from the item, but it does frees the victim from the item's effects.\nFor example, a cursed item can change the alignment of its user.\nBreak enchantment allows the victim to be rid of the item and negates the alignment change, but the item's curse is intact and affects the next creature to pick up the item--\neven if it's the recent recipient of the break enchantment spell." domains: Arborea: 5 Liberation: 5 Luck: 5 Spell: 5 duration: Instantaneous effect: '' levels: Adept: 5 Bard: 4 Beguiler: 5 Cleric: 5 'Court Herald': 5 'Death Delver': 4 Healer: 5 Jester: 5 'Knight of the Weave': 4 'Nentyar Hunter': 4 Paladin: 4 "Sha'ir": 5 Sorcerer: 5 Trapsmith: 3 Vigilante: 4 Wizard: 5 name: 'Break Enchantment' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'See text' school: Abjuration spellresistance: 0 target: 'Up to one creature per level, all within 30 ft. of each other' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become \"_confused_\" This abjuration has four effects.\n\nFirst, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike \"_protection from law_\" the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.\n\nSecond, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.\n\nThird, the abjuration blocks possession and mental influence, just as protection from law does. Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of _cloak of chaos_).\n\n_Focus A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp." domains: Chaos: 8 Limbo: 8 Orc: 8 duration: '1 round/level (D)' effect: '' levels: Cleric: 8 name: 'Cloak of Chaos' range: '20 ft.' savingthrow: 'See text' school: Abjuration spellresistance: 0 target: 'One creature/level in a 20-ft.-radius burst centered on you' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "A green ray springs from your outstretched hand.\nYou must make a ranged touch attack to hit the target.\nAny creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel.\nForms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities.\nThe spell also prevents the use of a gate or teleportation circle for the duration of the spell.\nA dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms, such as a basilisk's gaze.\nAlso, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell." domains: Portal: 3 duration: '1 min./level' effect: Ray levels: Cleric: 4 'Court Herald': 4 'Death Master': 4 'Knight of the Chalice': 4 'Nar Demonbinder': 4 Savant: 4 "Sha'ir": 4 Sorcerer: 4 Wizard: 4 name: 'Dimensional Anchor' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Abjuration spellresistance: 0 target: '' - area: '20-ft.-radius emanation centered on a point in space' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You create a shimmering emerald barrier that completely blocks extradimensional travel.\nForms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities.\nOnce dimensional lock is in place, extradimensional travel into or out of the area is not possible.\nA dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms, such as a basilisk's gaze.\nAlso, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell." domains: {} duration: 'One day/level' effect: '' levels: Cleric: 8 "Sha'ir": 8 Sorcerer: 8 'Urban Druid': 8 Wizard: 8 name: 'Dimensional Lock' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Abjuration spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell's save DC - creature's HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own." domains: Balance: 4 duration: Instantaneous effect: '' levels: Cleric: 4 'Knight of the Chalice': 4 'Nar Demonbinder': 4 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 'Wu Jen': 4 name: Dismissal range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates; see text' school: Abjuration spellresistance: 1 target: 'One extraplanar creature' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like dispel evil, except that you are surrounded by constant, blue, lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.' domains: Law: 5 Mechanus: 5 duration: '' effect: '' levels: Cleric: 5 Paladin: 4 name: 'Dispel Chaos' range: '' savingthrow: '' school: Abjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Shimmering, white, holy energy surrounds you.\nThis power has three effects.\nFirst, you gain a +4 deflection bonus to AC against attacks by evil creatures.\nSecond, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane.\nThe creature can negate the effects with a successful Will save (spell resistance applies).\nThis use discharges and ends the spell.\nThird, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell.\nException: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel evil.\nSaving throws and spell resistance do not apply to this effect.\nThis use discharges and ends the spell." domains: Elysium: 5 Good: 5 duration: '1 round/level or until discharged, whichever comes first' effect: '' levels: Cleric: 5 'Knight of the Chalice': 4 Paladin: 4 'Vassal of Bahamut': 4 name: 'Dispel Evil' range: Touch savingthrow: 'See text' school: Abjuration spellresistance: 0 target: 'You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like dispel evil, except that you are surrounded by dark, wavering, unholy energy, and the spell affects good creatures and spells rather than evil ones.' domains: Evil: 5 Hades: 5 duration: '' effect: '' levels: Cleric: 5 'Death Master': 5 'Disciple of Thrym': 5 'Nar Demonbinder': 5 name: 'Dispel Good' range: '' savingthrow: '' school: Abjuration spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like dispel evil, except that you are surrounded by flickering, yellow, chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.' domains: Chaos: 5 Limbo: 5 duration: '' effect: '' levels: Cleric: 5 'Disciple of Thrym': 5 name: 'Dispel Law' range: '' savingthrow: '' school: Abjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Because magic is so powerful, so too is the ability to dispel magic. You can use _dispel magic_ to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. _Dispel magic_ can dispel (but not counter) spell-like effects just as it does spells.\n\nNote: The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the _dispel magic_ can take effect. Thus, you can't use _dispel magic_ to repair damage caused by a \"_fireball_\" or to turn a petrified character back to flesh. In these cases, the magic has departed, leaving only burned flesh or perfectly normal stone in its wake.\n\nYou choose to use _dispel magic_ in one of three ways: a targeted dispel, an area dispel, or a counterspell:\n\n_Targeted Dispel One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell's caster level.\n\nFor example, Mialee, at 5th level, targets _dispel magic_ on a drow who is under the effects of \"_haste_\" \"_mage armor_\" and \"_bull's strength_\" All three spells were cast on the drow by a 7th-level wizard. Mialee makes a dispel check (1d20 + 5 against DC 18) three times, once each for the _haste_, _mage armor_, and _bull's strength_ effects. If she succeeds on a particular check, that spell is dispelled (the drow's spell resistance doesn't help him); if she fails, that spell remains in effect.\n\nIf you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.\n\nIf the object that you target is a magic item, you make a dispel check against the item's caster level. If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.\n\nYou automatically succeed on your dispel check against any spell that you cast yourself.\n\n_Area Dispel When _dispel magic_ is used in this way, the spell affects everything within a 20-foot radius.\n\nFor each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature's magic items are not affected.\n\nFor each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.\n\nFor each ongoing area or effect spell whose point of origin is within the area of the _dispel magic_ spell, you can make a dispel check to dispel the spell.\n\nFor each ongoing spell whose area overlaps that of the _dispel magic_ spell, you can make a dispel check to end the effect, but only within the overlapping area.\n\nIf an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.\n\nYou may choose to automatically succeed on dispel checks against any spell that you have cast.\n\n_Counterspell When _dispel magic_ is used in this way, the spell targets a spellcaster and is cast as a counterspell (page 170). Unlike a true counterspell, however, _dispel magic_ may not work; you must make a dispel check to counter the other spellcaster's spell." domains: Magic: 3 duration: Instantaneous effect: '' levels: Bard: 3 Beguiler: 3 Blighter: 3 Cleric: 3 'Court Herald': 3 'Death Master': 3 'Dread Necromancer': 4 Druid: 4 Duskblade: 4 Hoardstealer: 3 'Knight of the Chalice': 3 'Knight of the Weave': 3 Paladin: 3 "Sha'ir": 3 Sorcerer: 3 Trapsmith: 1 'Urban Druid': 4 Vigilante: 3 Wizard: 3 'Wu Jen': 3 name: 'Dispel Magic' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Abjuration spellresistance: 0 target: 'One spellcaster, creature, or object; or 20-ft.-radius burst' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like \"_dispel magic_\" except that the maximum caster level on your dispel check is +20 instead of +10.\n\nAdditionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect." domains: Liberation: 6 duration: '' effect: '' levels: Bard: 5 Beguiler: 6 Blighter: 6 Cleric: 6 'Death Master': 6 'Dread Necromancer': 5 Druid: 6 'Knight of the Weave': 6 'Nar Demonbinder': 6 "Sha'ir": 6 Sorcerer: 6 Trapsmith: 3 'Urban Druid': 6 Wizard: 6 'Wu Jen': 6 name: 'Dispel Magic, Greater' range: '' savingthrow: '' school: Abjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves (as described in the Dungeon Master's Guide). The creature's equipment is likewise protected.\n\nEndure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth." domains: Arborea: 1 Endurance: 1 Ocean: 1 Sun: 1 duration: '24 hours' effect: '' levels: Adept: 1 Blighter: 1 Cleric: 1 Druid: 1 'Knight of the Chalice': 1 Paladin: 1 Ranger: 1 'Runescarred Berserker': 1 Savant: 1 "Sha'ir": 1 Sorcerer: 1 'Urban Druid': 1 'Vassal of Bahamut': 1 Wizard: 1 'Wu Jen': 1 name: 'Endure Elements' range: Touch savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "A magical field appears around you, glowing with a chaotic blast of multicolored hues.\nThis field deflects incoming arrows, rays, and other ranged attacks.\nEach ranged attack directed at you for which the attacker must make an attack roll (including arrows, magic arrows, Melf's acid arrow, ray of enfeeblement, and so forth) has a 20% miss chance (similar to the effects of concealment).\nOther attacks that simply work at a distance, such as a dragon's breath weapon, are not affected." domains: Limbo: 2 Luck: 1 Storm: 1 duration: '1 min./level (D)' effect: '' levels: Cleric: 1 'Death Master': 1 Jester: 1 Savant: 1 name: 'Entropic Shield' range: Personal savingthrow: '' school: Abjuration spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You trace these mystic runes upon a book, map, scroll, or similar object bearing written information.\nThe runes detonate when read, dealing 6d6 points of force damage.\nAnyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage.\nThe object on which the runes were written also takes full damage (no saving throw).\nYou and any characters you specifically instruct can read the protected writing without triggering the runes.\nLikewise, you can remove the runes whenever desired.\nAnother creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.\nNote traps such as explosive runes are hard to detect and disable.\nA rogue (only) can use the Search skill to find the runes and Disable Device to thwart them.\nThe DC in each case is 25 + spell level, or 28 for explosive runes." domains: Rune: 4 duration: 'Permanent until discharged (D)' effect: '' levels: 'Court Herald': 3 "Sha'ir": 3 Sorcerer: 3 Wizard: 3 name: 'Explosive Runes' range: Touch savingthrow: 'See text' school: Abjuration spellresistance: 1 target: 'One touched object weighing no more than 10 lb.' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Fire trap creates a fiery explosion when an intruder opens the item that the trap protects.\nA fire trap can ward any object that can be opened and closed (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth).\nWhen casting fire trap, you select a point on the object as the spell's center.\nWhen someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell's center.\nThe flames deal 1d4 points of fire damage +1 point per caster level (maximum +20).\nThe item protected by the trap is not harmed by this explosion.\nA fire trapped item cannot have a second closure or warding spell placed on it.\nA knock spell does not bypass a fire trap.\nAn unsuccessful dispel magic spell does not detonate the spell.\nUnderwater, this ward deals half damage and creates a large cloud of steam.\nYou can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast.\nAttuning a fire trapped object to an individual usually involves setting a password that you can share with friends.\nNote traps such as fire trap are hard to detect and disable.\nA rogue (only) can use the Search skill to find a fire trap and Disable Device to thwart it.\nThe DC in each case is 25 + spell level (DC 27 for a druid's fire trap or DC 29 for the arcane version).\nMaterial Component: A half-pound of gold dust (cost 25 gp) sprinkled on the warded object." domains: Greed: 4 duration: 'Permanent until discharged (D)' effect: '' levels: Blighter: 2 Druid: 2 "Sha'ir": 4 Sorcerer: 4 Warmage: 2 Wizard: 4 'Wu Jen': 4 name: 'Fire Trap' range: Touch savingthrow: 'Reflex half; see text' school: Abjuration spellresistance: 1 target: 'Object touched' - area: '60-ft. cube/level (S)' castingtime: '6 rounds' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "_Forbiddance_ seals an area against all planar travel into or within it. This includes all \"teleportation\" spells (such as \"_dimension door_\" and \"_teleport_\" plane shifting, astral travel, ethereal travel, and all \"summoning\" spells. Such effects simply fail automatically.\n\nIn addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal.\n\n_Alignments identical No effect. The creature may enter the area freely (although not by planar travel).\n\n_Alignments different with respect to either law/chaos or good/evil The creature takes 6d6 points of damage. A successful Will save halves the damage, and spell resistance applies. \n\n_Alignments different with respect to both law/chaos and good/evil The creature takes 12d6 points of damage. A successful Will save halves the damage, and spell resistance applies.\n\nAt your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting.\n\n\"_Dispel magic_\" does not dispel a _forbiddance_ effect unless the dispeller's level is at least as high as your caster level.\n\nYou can't have multiple overlapping _forbiddance_ effects. In such a case, the more recent effect stops at the boundary of the older effect.\n\n_Material Component A sprinkling of holy water and rare incenses worth at least 1,500 gp, plus 1,500 gp per 60-foot cube. If a password is desired, this requires the burning of additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot cube." domains: Hatred: 6 Pride: 6 Wealth: 6 duration: Permanent effect: '' levels: Blighter: 5 Cleric: 6 name: Forbiddance range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'See text' school: Abjuration spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.\n\nThe spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.\n\nMaterial Component: A leather thong, bound around the arm or a similar appendage." domains: Halfling: 4 Liberation: 4 Luck: 4 Ocean: 4 Time: 4 duration: '10 min./level' effect: '' levels: Bard: 4 Beguiler: 4 Cleric: 4 'Death Delver': 4 Druid: 4 'Ebonmar Infiltrator': 4 Healer: 4 Hoardstealer: 4 'Hunter of the Dead': 4 Jester: 4 'Nentyar Hunter': 3 Ranger: 4 'Runescarred Berserker': 3 Savant: 4 'Slayer of Domiel': 4 'Urban Druid': 4 Vigilante: 4 name: 'Freedom of Movement' range: 'Personal or touch' savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 0 target: 'You or creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web.\nTo free a creature from imprisonment or maze, you must know its name and background, and youmust cast this spell at the spot where it was entombed or banished into the maze." domains: Arborea: 9 Renewal: 9 duration: Instantaneous effect: '' levels: "Sha'ir": 9 Sorcerer: 9 'Urban Druid': 9 Wizard: 9 'Wu Jen': 9 name: Freedom range: 'Close (25 ft. + 5 ft./2 levels) or see text' savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 1 target: 'One creature' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like lesser globe of invulnerability, except that it also excludes 4th-level spells and spell-like effects.' domains: Endurance: 7 duration: '' effect: '' levels: "Sha'ir": 6 Sorcerer: 6 Wizard: 6 'Wu Jen': 6 name: 'Globe of Invulnerability' range: '' savingthrow: '' school: Abjuration spellresistance: 0 target: '' - area: '10-ft.-radius spherical emanation, centered on you' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower.\nThe area or effect of any such spells does not include the area of the lesser globe of invulnerability.\nSuch spells fail to affect any target located within the globe.\nExcluded effects include spell-like abilities and spells or spell-like effects from items.\nHowever, any type of spell can be cast through or out of the magical globe.\nSpells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast.\nThe globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic.\nYou can leave and return to the globe without penalty.\nNote that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.\nFor example, creatures inside the globe would still see a mirror image created by a caster outside the globe.\nIf that caster then entered the globe, the images would wink out, to reappear when the caster exited the globe.\nLikewise, a caster standing in the area of a light spell would still receive sufficient illumination for vision, even though that part of the light spell's area that lies within the globe would not be luminous.\nIf a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.\nMaterial Component: A glass or crystal bead that shatters at the expiration of the spell." domains: {} duration: '1 round/level (D)' effect: '' levels: 'Death Master': 4 'Knight of the Weave': 4 "Sha'ir": 4 Sorcerer: 4 Trapsmith: 2 Wizard: 4 'Wu Jen': 4 name: 'Globe of Invulnerability, Lesser' range: '10 ft.' savingthrow: None school: Abjuration spellresistance: 0 target: '' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This powerful inscription harms those who enter, pass, or open the warded area or object.\nA glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.\nYou set the conditions of the ward.\nTypically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores.\nAlternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind (such as aberration, drow, or red dragon).\nGlyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion.\nThey cannot be set according to class, Hit Dice, or level.\nGlyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally.\nMultiple glyphs cannot be cast on the same area.\nHowever, if a cabinet has three drawers, each can be separately warded.\nWhen casting the spell, you weave a tracery of faintly glowing lines around the warding sigil.\nA glyph can be placed to conform to any shape up to the limitations of your total square footage.\nWhen the spell is completed, the glyph and tracery become nearly invisible.\nGlyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled.\nMislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can't.\nRead magic allows you to identify a glyph of warding with a DC 13 Spellcraft check.\nIdentifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).\nThe DM may decide that the exact glyphs available to you depend on your deity.\nHe or she might also make new glyphs available according to the magical research rules in the Dungeon Master's Guide.\nNote traps such as glyph of warding are hard to detect and disable.\nA rogue (only) can use the Search skill to find the glyph and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 28 for glyph of warding.\nDepending on the version selected, a glyph either blasts the intruder or activates a spell.\nBlast Glyph: A blast glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her.\nThis damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting).\nEach creature affected can attempt a Reflex save to take half damage.\nSpell resistance applies against this effect.\nSpell Glyph: You can store any harmful spell of 3rd level or lower that you know.\nAll level-dependent features of the spell are based on your caster level at the time of casting the glyph.\nIf the spell has a target, it targets the intruder.\nIf the spell has an area or an amorphous effect (such as a cloud), the area or effect is centered on the intruder.\nIf the spell summons creatures, they appear as close as possible to the intruder and attack.\nSaving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph.\nMaterial Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 200 gp." domains: Dwarf: 3 Rune: 3 Wealth: 3 duration: 'Permanent until discharged (D)' effect: '' levels: Cleric: 3 name: 'Glyph of Warding' range: Touch savingthrow: 'See text' school: Abjuration spellresistance: 0 target: 'Object touched or up to 5 sq. ft./level' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like glyph of warding, except that a greater blast glyph deals up to 10d8 points of damage, and a greater spell glyph can store a spell of 6th level or lower.\nMaterial Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 400 gp." domains: Rune: 6 duration: '' effect: '' levels: Cleric: 6 name: 'Glyph of Warding, Greater' range: '' savingthrow: '' school: Abjuration spellresistance: 0 target: '' - area: 'Up to 200 sq. ft./level (S)' castingtime: '30 minutes' components: arcanefocus: 1 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This powerful spell is primarily used to defend your stronghold.\nThe ward protects 200 square feet per caster level.\nThe warded area can be as much as 20 feet high, and shaped as you desire.\nYou can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell.\nThe spell creates the following magical effects within the warded area.\nFog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet.\nA creature within 5 feet has concealment (attacks have a 20% miss chance).\nCreatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).\nSaving Throw: None.\nSpell Resistance: No.\nArcane Locks: All doors in the warded area are arcane locked.\nSaving Throw: None.\nSpell Resistance: No.\nWebs fill all stairs from top to bottom.\nThese strands are identical with those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts.\nSaving Throw: Reflex negates; see text for web.\nSpell Resistance: No.\nConfusion there are choices in direction--such as a corridor intersection or side passage--a minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose.\nThis is an enchantment, mind-affecting effect.\nSaving Throw: None.\nSpell Resistance: Yes.\nLost Doors door per caster level is covered by a silent image to appear as if it were a plain wall.\nSaving Throw: Will disbelief (if interacted with).\nSpell Resistance: No.\nIn addition, you can place your choice of one of the following five magical effects.\n1. Dancing lights in four corridors.\nYou can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts.\nSaving Throw: None.\nSpell Resistance: No.\n2. A magic mouth in two places.\nSaving Throw: None.\nSpell Resistance: No.\n3. A stinking cloud in two places.\nThe vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts.\nSaving Throw: Fortitude negates; see text for stinking cloud.\nSpell Resistance: No.\n4. A gust of wind in one corridor or room.\nSaving Throw: Fortitude negates.\nSpell Resistance: Yes.\n5. A suggestion in one place.\nYou select an area of up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally.\nSaving Throw: Will negates.\nSpell Resistance: Yes.\nThe whole warded area radiates strong magic of the abjuration school.\nA dispel magic cast on a specific effect, if successful, removes only that effect.\nA successful Mordenkainen's disjunction destroys the entire guards and wards effect.\nMaterial Component: Burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood.\nFocus: A small silver rod." domains: Greed: 6 duration: '2 hours/level (D)' effect: '' levels: 'Court Herald': 6 "Sha'ir": 6 Sorcerer: 6 'Urban Druid': 6 Wizard: 6 name: 'Guards and Wards' range: 'Anywhere within the area to be warded' savingthrow: 'See text' school: Abjuration spellresistance: 0 target: '' - area: ~ castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 0 xp: 0 description: "Animals cannot see, hear, or smell the warded creatures.\nEven extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures.\nAnimals simply act as though the warded creatures are not there.\nWarded creatures could stand before the hungriest of lions and not be molested or even noticed.\nIf a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients." domains: {} duration: '10 min./level (D)' effect: ~ levels: Druid: 1 Ranger: 1 name: 'Hide from Animals' range: Touch savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 1 target: 'One creature touched/level' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients." domains: {} duration: '10 min./level (D)' effect: '' levels: Cleric: 1 'Death Delver': 1 'Death Master': 1 'Dread Necromancer': 1 'Hunter of the Dead': 1 name: 'Hide from Undead' range: Touch savingthrow: 'Will negates (harmless); see text' school: Abjuration spellresistance: 1 target: 'One touched creature/level' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone.\nThe magic affects the portal just as if it were securely closed and normally locked.\nA knock spell or a successful dispel magic spell can negate a hold portal spell.\nFor a portal affected by this spell, add 5 to the normal DC for forcing open the portal." domains: {} duration: '1 min./level (D)' effect: '' levels: Savant: 1 "Sha'ir": 1 Sorcerer: 1 'Urban Druid': 1 Wizard: 1 name: 'Hold Portal' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Abjuration spellresistance: 0 target: 'One portal, up to 20 sq. ft./level' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.\n\nFirst, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.\n\nSecond, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.\n\nThird, the abjuration blocks possession and mental influence, just as protection from evil does.\n\nFinally, if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC).\n\nFocus: A tiny reliquary containing some sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a holy text. The reliquary costs at least 500 gp." domains: Celestial: 8 Elysium: 8 Good: 8 Mysticism: 8 duration: '1 round/level (D)' effect: '' levels: Cleric: 8 Healer: 8 name: 'Holy Aura' range: '20 ft.' savingthrow: 'See text' school: Abjuration spellresistance: 0 target: 'One creature/level in a 20-ft.-radius burst centered on you' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth.\nThe subject remains there unless a freedom spell is cast at the locale where the imprisonment took place.\nMagical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does.\nA wish or miracle spell will not free the recipient, but will reveal where it is entombed.\nIf you know the target's name and some facts about its life, the target takes a -4 penalty on its save." domains: Baator: 9 Cavern: 9 Inquisition: 9 duration: Instantaneous effect: '' levels: "Sha'ir": 9 Sorcerer: 9 'Urban Druid': 9 Wizard: 9 'Wu Jen': 9 name: Imprisonment range: Touch savingthrow: 'Will negates; see text' school: Abjuration spellresistance: 1 target: 'Creature touched' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like magic circle against evil, except that it is similar to protection from chaos instead of protection from evil, and it can imprison a nonlawful called creature.' domains: Law: 3 Mechanus: 3 duration: '' effect: '' levels: Cleric: 3 Paladin: 3 Savant: 3 "Sha'ir": 3 Sorcerer: 3 Wizard: 3 'Wu Jen': 3 name: 'Magic Circle Against Chaos' range: '' savingthrow: '' school: Abjuration spellresistance: 0 target: '' - area: '10-ft.-radius emanation from touched creature' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either.\nYou must overcome a creature's spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance.\nThis spell has an alternative version that you may choose when casting it.\nA magic circle against evil can be focused inward rather than outward.\nWhen focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle.\nThe creature cannot cross the circle's boundaries.\nIf a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.\nA magic circle leaves much to be desired as a trap.\nIf the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends.\nThe trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can.\nIf the called creature has spell resistance, it can test the trap once a day.\nIf you fail to overcome its spell resistance, the creature breaks free, destroying the circle.\nA creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means.\nYou can prevent the creature's extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts.\nIf you are successful, the anchor effect lasts as long as the magic circle does.\nThe creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can.\nThe creature can attack any target it can reach with its ranged attacks except for the circle itself.\nYou can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure.\nDrawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check.\nThe DM makes this check secretly.\nIf the check fails, the diagram is ineffective.\nYou can take 10 (see page 65) when drawing the diagram if you are under no particular time pressure to complete the task.\nThis task also takes 10 full minutes.\nIf time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.\nA successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell.\nThe anchor holds any called creatures in the magic circle for 24 hours per caster level.\nA creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram.\nIf the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5.\nThe creature is immediately released if anything disturbs the diagram--even a straw laid across it.\nHowever, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.\nThis spell is not cumulative with protection from evil and vice versa.\nArcane Material Component: A little powdered silver with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded." domains: Elysium: 3 Good: 3 duration: '10 min./level' effect: '' levels: Cleric: 3 'Divine Bard': 3 'Knight of the Chalice': 3 Paladin: 3 Savant: 3 "Sha'ir": 3 Sorcerer: 3 'Vassal of Bahamut': 3 Wizard: 3 'Wu Jen': 3 name: 'Magic Circle Against Evil' range: Touch savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like magic circle against evil, except that it is similar to protection from good instead of protection from evil, and it can imprison a nonevil called creature.' domains: Evil: 3 Hades: 3 duration: '' effect: '' levels: Cleric: 3 'Death Master': 3 'Divine Bard': 3 'Nar Demonbinder': 4 Savant: 3 "Sha'ir": 3 Sorcerer: 3 Wizard: 3 'Wu Jen': 3 name: 'Magic Circle Against Good' range: '' savingthrow: '' school: Abjuration spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil, and it can imprison a nonchaotic called creature.' domains: Chaos: 3 Limbo: 3 duration: '' effect: '' levels: Cleric: 3 'Divine Bard': 3 Savant: 3 "Sha'ir": 3 Sorcerer: 3 Wizard: 3 'Wu Jen': 3 name: 'Magic Circle Against Law' range: '' savingthrow: '' school: Abjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts.\nThis spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects.\nMind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject's mind or to gain information about it.\nIn the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected.\nScrying attempts that are targeted specifically at the subject do not work at all." domains: Arborea: 8 Fate: 8 Liberation: 8 Mentalism: 8 Mind: 8 Protection: 8 Trade: 8 duration: '24 hours' effect: '' levels: Beguiler: 8 Blighter: 8 'Death Master': 8 "Sha'ir": 8 Sorcerer: 8 Wizard: 8 'Wu Jen': 8 name: 'Mind Blank' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 0 target: 'One creature' - area: 'All magical effects and magic items within a 40-ft.-radius burst' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined.\nThat is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item.\nAn item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher.\nYou also have a 1% chance per caster level of destroying an antimagic field.\nIf the antimagic field survives the disjunction, no items within it are disjoined.\nEven artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items.\nAdditionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities.\n(These abilities cannot be recovered by mortal magic, not even miracle or wish).\nNote: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device." domains: Magic: 9 Mechanus: 9 Spell: 9 duration: Instantaneous effect: '' levels: "Sha'ir": 9 Sorcerer: 9 Wizard: 9 name: "Mordenkainen's Disjunction" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates (object)' school: Abjuration spellresistance: 0 target: '' - area: '30-ft. cube/level (S)' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell ensures privacy.\nAnyone looking into the area from outside sees only a dark, foggy mass.\nDarkvision cannot penetrate it.\nNo sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside.\nThose inside can see out normally.\nDivination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts.\nThe ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar.\nThe spell does not prevent creatures or objects from moving into and out of the area.\nMordenkainen's private sanctum can be made permanent with a permanency spell.\nMaterial Component: A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite." domains: {} duration: '24 hours (D)' effect: '' levels: "Sha'ir": 5 Sorcerer: 5 'Urban Druid': 5 Wizard: 5 name: "Mordenkainen's Private Sanctum" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Abjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.\n\nIf cast on a creature, nondetection wards the creature's gear as well as the creature itself.\n\nMaterial Component: A pinch of diamond dust worth 50 gp." domains: Trickery: 3 duration: '1 hour/level' effect: '' levels: Beguiler: 3 'Court Herald': 3 'Ebonmar Infiltrator': 3 Fatemaker: 3 Ranger: 4 "Sha'ir": 3 'Slayer of Domiel': 3 Sorcerer: 3 'Telflammar Shadowlord': 2 'Thayan Slaver': 3 'Urban Druid': 3 Wizard: 3 name: Nondetection range: Touch savingthrow: 'Will negates (harmless, object)' school: Abjuration spellresistance: 0 target: 'Creature or object touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball.\nSuch an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).\nArcane Material Component: A piece of chameleon skin." domains: Wealth: 2 duration: '8 hours (D)' effect: '' levels: Bard: 1 Cleric: 3 'Court Herald': 2 "Sha'ir": 2 Sorcerer: 2 'Urban Druid': 1 Vigilante: 1 Wizard: 2 name: 'Obscure Object' range: Touch savingthrow: 'Will negates (object)' school: Abjuration spellresistance: 0 target: 'One object touched of up to 100 lb./level' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack.\nThe sphere flashes in all colors of the visible spectrum.\n\nThe sphere's blindness effect on creatures with less than 8 HD lasts 2d4x10 minutes.\n\nYou can pass into and out of the prismatic sphere and remain near it without harm. However, when you're inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.\n\nTypically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.\n\nThe colors of the sphere have the same effects as the colors of a prismatic wall.\n\nPrismatic sphere can be made permanent with a permanency spell.\n\n|_. Color |_. Order |_. Effect of Color |_. Negated By |\n| Red | 1st | Stops nonmagical ranged weapons. | _Cone of cold_ |\n| | | Deals 20 points of fire damage (Relfex half). | |\n| Orange | 2nd | Stops magical ranged weapons. | _Gust of wind_ |\n| | | Deals 40 points of acid damage (Reflex half). | |\n| Yellow | 3rd | Stops poisons, gases and petrification. | _Disintegrate_ |\n| | | Deals 80 points of electricity damage (Reflex half). | |\n| Green | 4th | Stops breath weapons | _Passwall_ |\n| | | Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). | |\n| Blue | 5th | Stops divination and mental attacks. | _Magic missle_ |\n| | | Turned to stone (Fortitude negates). | |\n| Indigo | 6th | Stops all spells. | _Daylight_ |\n| | | Will save or become insane (as insanity spell). | |\n| Violet | 7th | Energy field destroys all objects and effects. | _Dispel magic_ |\n| | | Creatures sent to another plane (Will negates). | |\n\nNote: The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above)." domains: Family: 9 Protection: 9 Sun: 9 duration: '' effect: '10-ft.-radius sphere centered on you' levels: "Sha'ir": 9 Sorcerer: 9 Warmage: 9 Wizard: 9 name: 'Prismatic Sphere' range: '10 ft.' savingthrow: '' school: Abjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Prismatic wall creates a vertical, opaque wall--a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.\n\nThe wall's maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.\n\nEach color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.\n\nThe wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a Mordenkainen's disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.\n\nPrismatic wall can be made permanent with a permanency spell.\n\n|_. Color |_. Order |_. Effect of Color |_. Negated By |\n| Red | 1st | Stops nonmagical ranged weapons. | _Cone of cold_ |\n| | | Deals 20 points of fire damage (Relfex half). | |\n| Orange | 2nd | Stops magical ranged weapons. | _Gust of wind_ |\n| | | Deals 40 points of acid damage (Reflex half). | |\n| Yellow | 3rd | Stops poisons, gases and petrification. | _Disintegrate_ |\n| | | Deals 80 points of electricity damage (Reflex half). | |\n| Green | 4th | Stops breath weapons | _Passwall_ |\n| | | Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). | |\n| Blue | 5th | Stops divination and mental attacks. | _Magic missle_ |\n| | | Turned to stone (Fortitude negates). | |\n| Indigo | 6th | Stops all spells. | _Daylight_ |\n| | | Will save or become insane (as insanity spell). | |\n| Violet | 7th | Energy field destroys all objects and effects. | _Dispel magic_ |\n| | | Creatures sent to another plane (Will negates). | |\n\nNote: The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above)." domains: {} duration: '10 min./level (D)' effect: 'Wall 4 ft./level wide, 2 ft./level high' levels: "Sha'ir": 8 Sorcerer: 8 Warmage: 8 Wizard: 8 name: 'Prismatic Wall' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'See text' school: Abjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "The warded creature gains resistance to ranged weapons.\nThe subject gains damage reduction 10/magic against ranged weapons.\n(This spell doesn't grant you the ability to damage creatures with similar damage reduction).\nOnce the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.\nFocus: A piece of shell from a tortoise or a turtle." domains: {} duration: '1 hour/level or until discharged' effect: '' levels: "Sha'ir": 2 Sorcerer: 2 Wizard: 2 'Wu Jen': 2 name: 'Protection from Arrows' range: Touch savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 Standard Action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like \"_protection from evil_\" except that the deflection and resistance bonuses apply to attacks from chaotic creatures, and chaotic summoned creatures cannot touch the subject.\n\n" domains: Law: 1 Mechanus: 1 duration: '' effect: '' levels: Adept: 1 Cleric: 1 Paladin: 1 'Runescarred Berserker': 1 Savant: 1 "Sha'ir": 1 Sorcerer: 1 Wizard: 1 name: 'Protection from Chaos' range: Touch savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 0 target: 'Creature Touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.\n\nNote: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and \"resist energy\" the protection spell absorbs damage until its power is exhausted." domains: Luck: 3 Protection: 3 duration: '10 min./level or until discharged' effect: '' levels: Cleric: 3 'Death Delver': 3 'Death Master': 3 Druid: 3 Duskblade: 3 Fatemaker: 3 Hoardstealer: 3 'Hunter of the Dead': 3 'Knight of the Chalice': 3 Ranger: 2 'Runescarred Berserker': 2 "Sha'ir": 3 Sorcerer: 3 Trapsmith: 1 'Urban Druid': 3 'Vassal of Bahamut': 3 Wizard: 3 'Wu Jen': 3 name: 'Protection from Energy' range: Touch savingthrow: 'Fortitude negates (harmless)' school: Abjuration spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.\n\nFirst, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.\n\nSecond, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.\n\nThird, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.\n\n_Arcane Material Component A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded." domains: Elysium: 1 Good: 1 duration: '1 min./level (D)' effect: '' levels: Adept: 1 Cleric: 1 Demonologist: 1 'Divine Bard': 1 Healer: 1 'Knight of the Chalice': 1 Paladin: 1 'Runescarred Berserker': 1 Savant: 1 "Sha'ir": 1 Sorcerer: 1 'Vassal of Bahamut': 1 Wizard: 1 name: 'Protection from Evil' range: Touch savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like "protection from evil" except that the deflection and resistance bonuses apply to attacks from good creatures, and good summoned creatures cannot touch the subject.' domains: Evil: 1 Hades: 1 duration: '' effect: '' levels: Adept: 1 Cleric: 1 'Death Master': 1 Demonologist: 1 'Disciple of Thrym': 1 'Divine Bard': 1 'Runescarred Berserker': 1 Savant: 1 "Sha'ir": 1 Sorcerer: 1 Wizard: 1 name: 'Protection from Good' range: '' savingthrow: '' school: Abjuration spellresistance: 0 target: '' - area: '' castingtime: '1 Standard Action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: 'This spell functions like "_protection from evil_" except that the deflection and resistance bonuses apply to attacks from lawful creatures, and lawful summoned creatures cannot touch the subject.' domains: Chaos: 1 Limbo: 1 duration: '' effect: '' levels: Adept: 1 Cleric: 1 'Disciple of Thrym': 1 'Divine Bard': 1 'Runescarred Berserker': 1 Savant: 1 "Sha'ir": 1 Sorcerer: 1 Wizard: 1 name: 'Protection from Law' range: Touch savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 0 target: 'Creature Touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).\nMaterial Component: A diamond of at least 500 gp value, which must be crushed and sprinkled over the targets.\nFocus 1,000 gp diamond per creature to be granted the protection.\nEach subject must carry one such gem for the duration of the spell.\nIf a subject loses the gem, the spell ceases to affect him." domains: Balance: 8 Dwarf: 8 Family: 8 Magic: 8 duration: '10 min./level' effect: '' levels: "Sha'ir": 8 Sorcerer: 8 Wizard: 8 name: 'Protection from Spells' range: Touch savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 0 target: 'Up to one creature touched per four levels' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Remove curse instantaneously removes all curses on an object or a creature.\nRemove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it.\nCertain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.\nRemove curse counters and dispels bestow curse." domains: {} duration: Instantaneous effect: '' levels: Adept: 3 Bard: 3 Cleric: 3 'Court Herald': 4 'Death Master': 3 Fatemaker: 4 Healer: 3 'Knight of the Weave': 3 Paladin: 3 Savant: 4 "Sha'ir": 4 Sorcerer: 4 Vigilante: 3 Wizard: 4 'Wu Jen': 3 name: 'Remove Curse' range: Touch savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 0 target: 'Creature or item touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.\n\nRemove fear counters and dispels cause fear." domains: Competition: 1 Courage: 1 Pleasure: 1 duration: '10 minutes; see text' effect: '' levels: Bard: 1 Cleric: 1 'Death Delver': 1 Healer: 1 'Hunter of the Dead': 1 'Knight of the Chalice': 1 Vigilante: 1 name: 'Remove Fear' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 0 target: 'One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart' - area: '60-ft. line from you' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from you.\nAll metal or stone objects in the path of the spell are pushed away from you to the limit of the range.\nFixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected.\nAnything else, including animated objects, small boulders, and creatures in metal armor, moves back.\nFixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy.\nObjects affected by the spell are repelled at the rate of 40 feet per round.\nObjects such as metal armor, swords, and the like are pushed back, dragging their bearers with them.\nEven magic items with metal components are repelled, although an antimagic field blocks the effects.\nThe waves of energy continue to sweep down the set path for the spell's duration.\nAfter you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's\npower." domains: Metal: 9 duration: '1 round/level (D)' effect: '' levels: Blighter: 7 Druid: 8 'Urban Druid': 8 'Wu Jen': 8 name: 'Repel Metal Or Stone' range: '60 ft.' savingthrow: None school: Abjuration spellresistance: 0 target: '' - area: '10-ft.-radius emanation centered on you' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "An invisible barrier holds back vermin.\nA vermin with Hit Dice of less than one-third your level cannot penetrate the barrier.\nA vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save.\nEven so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin." domains: {} duration: '10 min./level (D)' effect: '' levels: Bard: 4 Blighter: 4 Cleric: 4 Druid: 4 Ranger: 3 'Urban Druid': 4 Vigilante: 4 name: 'Repel Vermin' range: '10 ft.' savingthrow: 'None or Will negates; see text' school: Abjuration spellresistance: 1 target: '' - area: 'Up to 10-ft.-radius/level emanation centered on you' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "An invisible, mobile field surrounds you and prevents creatures from approaching you.\nYou decide how big the field is at the time of casting (to the limit your level allows).\nAny creature within or entering the field must attempt a save.\nIf it fails, it becomes unable to move toward you for the duration of the spell.\nRepelled creatures' actions are not otherwise restricted.\nThey can fight other creatures and can cast spells and attack you with ranged weapons.\nIf you move closer to an affected creature, nothing happens.\n(The creature is not forced back).\nThe creature is free to make melee attacks against you if you come within reach.\nIf a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell's area.\nArcane Focus: A pair of small iron bars attached to two small canine statuettes, one black and one white, the whole array worth 50 gp." domains: Baator: 7 Force: 6 Nobility: 7 Protection: 7 duration: '1 round/level (D)' effect: '' levels: Beguiler: 6 Blighter: 7 Cleric: 7 'Death Master': 7 Healer: 7 "Sha'ir": 6 Sorcerer: 6 Wizard: 6 'Wu Jen': 6 name: Repulsion range: 'Up to 10 ft./level' savingthrow: 'Will negates' school: Abjuration spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well. \n\nResist energy absorbs only damage. The subject could still suffer unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.\n\nNote: Resist energy overlaps (and does not stack with) protection from energy.\nIf a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted." domains: Dragon: 2 Fire: 3 duration: '10 min./level' effect: '' levels: Adept: 2 Cleric: 2 'Death Delver': 2 'Death Master': 2 Druid: 2 Duskblade: 1 Fatemaker: 2 Hoardstealer: 2 'Knight of the Chalice': 2 'Knight of the Weave': 2 Paladin: 2 Ranger: 1 "Sha'ir": 2 Sorcerer: 2 'Urban Druid': 2 'Vassal of Bahamut': 2 Wizard: 2 'Wu Jen': 2 name: 'Resist Energy' range: Touch savingthrow: 'Fortitude negates (harmless)' school: Abjuration spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.\nResistance can be made permanent with a permanency spell.\nArcane Material Component: A miniature cloak." domains: {} duration: '1 minute' effect: '' levels: Bard: 0 Cleric: 0 'Death Master': 0 Druid: 0 Paladin: 1 "Sha'ir": 0 Sorcerer: 0 'Urban Druid': 0 Vigilante: 1 Wizard: 0 'Wu Jen': 0 name: Resistance range: Touch savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save.\nIf the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell.\nIf 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.\nThose not attempting to attack the subject remain unaffected.\nThis spell does not prevent the warded creature from being attacked or affected by area or effect spells.\nThe subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.\nThis allows a warded cleric to heal wounds, for example, or to cast a bless spell, perform an augury, summon creatures, and so on." domains: Protection: 1 duration: '1 round/level' effect: '' levels: Cleric: 1 'Death Master': 1 Fatemaker: 1 Healer: 1 Jester: 1 Savant: 1 name: Sanctuary range: Touch savingthrow: 'Will negates' school: Abjuration spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "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).\nThus, sequester can mask a secret door, a treasure vault, or anything similar.\nThe spell does not prevent the subject from being discovered through tactile means or through the use of devices (such as a robe of eyes or a gem of seeing).\nCreatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.\nNote: The Will save prevents an attended or magical object from being sequestered.\nThere is no save to see the sequestered creature or object or to detect it with a divination spell.\nMaterial Component: A basilisk eyelash, gum arabic, and a dram of whitewash." domains: Wealth: 7 duration: 'One day/level (D)' effect: '' levels: "Sha'ir": 7 Sorcerer: 7 'Thayan Slaver': 4 'Urban Druid': 7 Wizard: 7 name: Sequester range: Touch savingthrow: 'None or Will negates (object)' school: Abjuration spellresistance: 0 target: 'One willing creature or object (up to a 2-ft. cube/level) touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell creates a shimmering, magical field around the touched creature that averts attacks.\nThe 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).\nMaterial Component: A small parchment with a bit of holy text written upon it." domains: Celestia: 1 Retribution: 1 duration: '1 min./level' effect: '' levels: Cleric: 1 Savant: 1 'Vassal of Bahamut': 1 name: 'Shield of Faith' range: Touch savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\nThis abjuration has four effects.\nFirst, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves.\nUnlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures.\nSecond, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.\nThird, the abjuration blocks possession and mental influence, just as protection from chaos does.\nFinally, 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).\nFocus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text.\nThe reliquary costs at least 500 gp." domains: Celestia: 8 Inquisition: 8 Law: 8 Mechanus: 8 duration: '1 round/level (D)' effect: '' levels: Cleric: 8 name: 'Shield of Law' range: '20 ft.' savingthrow: 'See text' school: Abjuration spellresistance: 0 target: 'One creature/level in a 20-ft.-radius burst centered on you' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nIf you and the subject of the spell move out of range of each other, the spell ends.\n\n_Focus A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature." domains: Celestia: 2 Family: 2 Pact: 2 Protection: 2 duration: '1 hour/level (D)' effect: '' levels: Cleric: 2 'Knight of the Weave': 2 Paladin: 2 Savant: 2 'Vassal of Bahamut': 2 name: 'Shield Other' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 0 target: 'One creature' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you.\nIt negates magic missile attacks directed at you.\nThe disk also provides a +4 shield bonus to AC.\nThis bonus applies against incorporeal touch attacks, since it is a force effect.\nThe shield has no armor check penalty or arcane spell failure chance.\nUnlike with a normal tower shield, you can't use the shield spell for cover." domains: {} duration: '1 min./level (D)' effect: '' levels: 'Death Master': 1 'Knight of the Weave': 1 Savant: 1 "Sha'ir": 1 Sorcerer: 1 Wizard: 1 'Wu Jen': 1 name: Shield range: Personal savingthrow: '' school: Abjuration spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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. \n\nOnly 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. Thus, a creature given immunity to lightning bolt is still vulnerable to shocking grasp or chain lightning.\n\nA creature can have only one spell immunity or greater spell immunity spell in effect on it at a time." domains: Protection: 4 Strength: 4 duration: '10 min./level' effect: '' levels: Cleric: 4 'Runescarred Berserker': 4 name: 'Spell Immunity' range: Touch savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like \"_spell immunity_\" except the immunity applies to spells of 8th level or lower.\n\nA creature can have only one _spell immunity_ or _greater spell immunity_ spell in effect on it at a time." domains: Pride: 8 duration: '10 minutes/level' effect: '' levels: Cleric: 8 name: 'Spell Immunity, Greater' range: Touch savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: 'The creature gains spell resistance equal to 12 + your caster level.' domains: Baator: 5 Magic: 5 Protection: 5 duration: '1 min./level' effect: '' levels: Cleric: 5 'Knight of the Weave': 5 'Nar Demonbinder': 5 'Runescarred Berserker': 5 name: 'Spell Resistance' range: Touch savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "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. Thus, a \"_charm person_\" spell cast at you could be turned back upon the caster and possibly enable you to use the charm effect on that individual, but a \"_fireball_\" could not be turned back, and neither could inflict critical wounds.\n\nFrom seven to ten (1d4+6) spell levels are affected by the turning. The DM secretly rolls the exact number. When a spell is turned, the DM subtracts its level from the amount of spell turning left. \n\nWhen 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. \n\nFor example, if you had three levels of spell turning left and were targeted by a \"_magic missile_\" spell heightened to 4th level, you would turn three-fourths of the spell back at the caster. You would take one-forth of the damage, while the caster takes three-fourths of the damage. If you were targeted by a wizard's \"_fear_\" spell (also a 4th-level spell) in the same situation, you would have a one in four (25%) chance to be affected by the spell, while the caster would have a three in four (75%) chance to be affected.\n\nIf you and a spellcasting attacker are both warded by _spell turning_ effects in operation, a resonating field is created.\n\nRoll randomly to determine the result.\n\n|_. d% |_. Effect |\n| 01-70 | Spell drains away without effect. |\n| 71-80 | Spell affects both of you equally at full effect. |\n| 81-97 | Both turning effects are rendered nonfunctional for 1d4 minutes. |\n| 98-100 | Both of you go through a rift into another plane. |\n\nArcane Material Component: A small silver mirror." domains: Arborea: 7 Baator: 7 Endurance: 8 Luck: 7 Magic: 7 Retribution: 7 duration: 'Until expended or 10 min./level' effect: '' levels: Beguiler: 7 "Sha'ir": 7 Sorcerer: 7 Wizard: 7 name: 'Spell Turning' range: Personal savingthrow: '' school: Abjuration spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 gold: 250 description: >- The warded creature gains resistance to blows, cuts, stabs, and slashes.\nThe subject gains damage reduction 10/adamantine.\n(It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction).\nOnce the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.\nMaterial Component: Granite and 250 gp worth of diamond dust sprinkled on the target's skin. domains: Dragon: 6 Earth: 6 Endurance: 5 Strength: 6 duration: '10 min./level or until discharged' effect: '' levels: Adept: 4 'Death Master': 4 'Disciple of Thrym': 5 Druid: 5 Fatemaker: 4 'Runescarred Berserker': 4 "Sha'ir": 4 Sorcerer: 4 Trapsmith: 2 'Urban Druid': 5 Wizard: 4 'Wu Jen': 4 name: Stoneskin range: Touch savingthrow: 'Will negates (harmless)' school: Abjuration spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: 'An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.' domains: Liberation: 2 duration: '24 hours' effect: '' levels: Bard: 1 Beguiler: 1 Cleric: 2 'Death Master': 2 'Dread Necromancer': 1 'Ebonmar Infiltrator': 2 Jester: 2 'Knight of the Chalice': 2 Paladin: 2 'Vassal of Bahamut': 2 Vigilante: 1 name: 'Undetectable Alignment' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates (object)' school: Abjuration spellresistance: 0 target: 'One creature or object' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 gold: 500 description: >- 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.\nThis abjuration has four effects.\nFirst, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves.\nUnlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.\nSecond, a warded creature gains spell resistance 25 against good spells and spells cast by good creatures.\nThird, the abjuration blocks possession and mental influence, just as protection from good does.\nFinally, 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).\nFocus: A tiny reliquary containing some sacred relic, such as a piece of parchment from an unholy text.\nThe reliquary costs at least 500 gp. domains: Evil: 8 Hades: 8 Mysticism: 8 duration: '1 round/level (D)' effect: '' levels: Cleric: 8 'Death Master': 8 'Nar Demonbinder': 8 name: 'Unholy Aura' range: '20 ft.' savingthrow: 'See text' school: Abjuration spellresistance: 0 target: 'One creature/level in a 20-ft.-radius burst centered on you' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "_Acid fog_ creates a billowing mass of misty vapors similar to that produced by a \"_solid fog_\" spell (page 281). In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.\n\n_Arcane Material Component A pinch of dried, powdered peas combined with powdered animal hoof." domains: Water: 7 duration: '1 round/level' effect: 'Fog spreads in 20-ft. radius, 20 ft. high' levels: Blighter: 6 'Death Master': 6 'Dread Necromancer': 6 "Sha'ir": 6 Sorcerer: 6 Warmage: 6 Wizard: 6 name: 'Acid Fog' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You fire a small orb of acid at the target.\n\nYou must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage." domains: {} duration: Instantaneous effect: 'One missile of acid' levels: Duskblade: 0 "Sha'ir": 0 Sorcerer: 0 Warmage: 0 Wizard: 0 name: 'Acid Splash' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous.\nThese vapors automatically kill any living creature with 3 or fewer HD (no save).\nA living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).\nA living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage).\nHolding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.\nUnlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.\nFigure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.\nBecause the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings; thus, the spell is ideal for slaying hives of giant ants, for example.\nIt cannot penetrate liquids, nor can it be cast underwater." domains: {} duration: '1 min./level' effect: 'Cloud spreads in 20-ft. radius, 20 ft. high' levels: 'Death Master': 5 'Dread Necromancer': 5 "Sha'ir": 5 Sorcerer: 5 Warmage: 5 Wizard: 5 name: Cloudkill range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Fortitude partial; see text' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "The food that this spell creates is simple fare of your choice--highly nourishing, if rather bland.\nFood so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it.\nThe water created by this spell is just like clean rain water, and it doesn't go bad as the food does." domains: Creation: 3 Gluttony: 3 duration: '24 hours; see text' effect: 'Food and water to sustain three humans or one horse/level for 24 hours' levels: Cleric: 3 Healer: 3 Savant: 3 name: 'Create Food and Water' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell generates wholesome, drinkable water, just like clean rain water.\nWater can be created in an area as small as will actually contain the liquid, or in an area three times as large--\npossibly creating a downpour or filling many small receptacles.\nNote: Conjuration spells can't create substances or objects within a creature.\nWater weighs about 8 pounds per gallon.\nOne cubic foot of water contains roughly 8 gallons and weighs about 60 pounds." domains: Creation: 1 duration: Instantaneous effect: 'Up to 2 gallons of water/level' levels: Adept: 0 Cleric: 0 'Divine Bard': 0 Druid: 0 Healer: 0 Jester: 0 Paladin: 1 'Urban Druid': 0 name: 'Create Water' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "When you utter the spell of creeping doom, you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.\n(See the Monster Manual for details on centipede swarms).\nYou may summon the centipede swarms so that they share the area of other creatures.\nThe swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action).\nAs a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you.\nYou cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet).\n\n*Special: When casting _creeping doom_ as a Scalykind Domain spell, the swarm is composed of tiny snakes.*" domains: Scalykind: 7 Spider: 8 duration: '1 min./level' effect: 'One swarm of centipedes per two levels' levels: 'Death Master': 7 Druid: 7 'Urban Druid': 7 name: 'Creeping Doom' range: 'Close (25 ft. + 5 ft./2 levels)/100 ft.; see text' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like "cure light wounds" except that it cures 4d8 points of damage +1 point per caster level (maximum +20).' domains: Healing: 4 duration: '' effect: '' levels: Adept: 4 Ardent: 4 Cleric: 4 Druid: 5 Healer: 4 'Hunter of the Dead': 4 'Knight of the Weave': 5 'Runescarred Berserker': 3 'Urban Druid': 5 name: 'Cure Critical Wounds' range: '' savingthrow: '' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like mass cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +40).' domains: Healing: 8 duration: '' effect: '' levels: Cleric: 8 Druid: 9 Healer: 7 'Urban Druid': 9 name: 'Cure Critical Wounds, Mass' range: '' savingthrow: '' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). \n\nSince undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage." domains: Healing: 1 duration: Instantaneous effect: '' levels: Adept: 1 Bard: 1 Cleric: 1 Druid: 1 Healer: 1 'Hunter of the Dead': 1 'Knight of the Weave': 1 'Nentyar Hunter': 1 Paladin: 1 Ranger: 2 Savant: 1 'Urban Druid': 1 name: 'Cure Light Wounds' range: Touch savingthrow: 'Will half (harmless); see text' school: Conjuration spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.\n\nLike other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage." domains: Elysium: 5 Healing: 5 duration: Instantaneous effect: '' levels: Bard: 5 Cleric: 5 Druid: 6 Healer: 4 'Urban Druid': 6 name: 'Cure Light Wounds, Mass' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will half (harmless) or Will half; see text' school: Conjuration spellresistance: 0 target: 'One creature/level, no two of which can be more than 30 ft. apart' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like cure light wounds, except that it cures only 1 point of damage.' domains: {} duration: '' effect: '' levels: Adept: 0 Cleric: 0 'Divine Bard': 0 Druid: 0 Healer: 0 'Urban Druid': 0 name: 'Cure Minor Wounds' range: '' savingthrow: '' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like "cure light wounds" except that it cures 2d8 points of damage +1 point per caster level (maximum +10).' domains: Healing: 2 duration: '' effect: '' levels: Adept: 2 Bard: 2 Cleric: 2 Druid: 3 Healer: 2 'Hunter of the Dead': 2 'Knight of the Weave': 3 'Nentyar Hunter': 2 Paladin: 3 Ranger: 3 'Runescarred Berserker': 1 Savant: 2 'Urban Druid': 3 name: 'Cure Moderate Wounds' range: '' savingthrow: '' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like "_mass cure light wounds_" except that it cures 2d8 points of damage +1 point per caster level (maximum +30).' domains: {} duration: '' effect: '' levels: Bard: 6 Cleric: 6 Druid: 7 Healer: 5 'Urban Druid': 7 name: 'Cure Moderate Wounds, Mass' range: '' savingthrow: '' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like "cure light wounds" except that it cures 3d8 points of damage +1 point per caster level (maximum +15).' domains: Healing: 3 duration: '' effect: '' levels: Adept: 3 Bard: 3 Cleric: 3 Druid: 4 Healer: 3 'Hunter of the Dead': 3 'Knight of the Weave': 4 'Nentyar Hunter': 3 Paladin: 4 Ranger: 4 'Runescarred Berserker': 2 'Urban Druid': 4 name: 'Cure Serious Wounds' range: '' savingthrow: '' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like "_mass cure light wounds_" except that it cures 3d8 points of damage +1 point per caster level (maximum +35).' domains: {} duration: '' effect: '' levels: Cleric: 7 Druid: 8 Healer: 6 'Urban Druid': 8 name: 'Cure Serious Wounds, Mass' range: '' savingthrow: '' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "The subject becomes temporarily immune to poison.\nAny poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired.\nDelay poison does not cure any damage that poison may have already done." domains: {} duration: '1 hour/level' effect: '' levels: Adept: 2 Bard: 2 Cleric: 2 'Death Delver': 2 Druid: 2 Healer: 2 'Knight of the Weave': 2 Paladin: 2 Ranger: 1 'Urban Druid': 2 name: 'Delay Poison' range: Touch savingthrow: 'Fortitude negates (harmless)' school: Conjuration spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired--whether by simply visualizing the area or by stating direction, such as \"900 feet straight downward\", or \"upward to the northwest, 45-degree angle, 1,200 feet\". After using this spell, you can't take any other actions until your next turn. 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. 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.\n\nIf you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.\n\nIf there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails." domains: Portal: 4 'Portal (Alternative)': 4 Travel: 4 duration: Instantaneous effect: '' levels: Bard: 4 'Court Herald': 4 'Death Master': 4 Duskblade: 4 'Ebonmar Infiltrator': 4 Hoardstealer: 4 Jester: 4 'Knight of the Weave': 5 'Runescarred Berserker': 5 Savant: 4 "Sha'ir": 4 'Slayer of Domiel': 4 Sorcerer: 4 'Telflammar Shadowlord': 3 Trapsmith: 2 Wizard: 4 'Wu Jen': 4 name: 'Dimension Door' range: 'Long (400 ft. + 40 ft./level)' savingthrow: 'None and Will negates (object)' school: Conjuration spellresistance: 0 target: 'You and touched objects or other touched willing creatures' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 gold: 1000 description: >- You call some nonliving item from virtually any location directly to your hand.\nFirst, you must place your arcane mark (page 201) on the item.\nThen you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp.\nThereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem.\nThe item appears instantly in your hand.\nOnly you can use the gem in this way.\nIf the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.\nThe inscription on the gem is invisible.\nIt is also unreadable, except by means of a read magic spell, to anyone but you.\nThe item can be summoned from another plane, but only if no other creature has claimed ownership of it.\nMaterial Component: A sapphire worth at least 1,000 gp. domains: Rune: 7 duration: 'Permanent until discharged' effect: '' levels: "Sha'ir": 7 Sorcerer: 7 Wizard: 7 name: "Drawmij's Instant Summons" range: 'See text' savingthrow: None school: Conjuration spellresistance: 0 target: 'One object weighing 10 lb. or less whose longest dimension is 6 ft. or less' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain.\n\nWhen the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell.\n\nThe elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.\n\nWhen you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type. For example, elemental swarm is a fire spell when you cast it to summon fire elementals and a water spell when you use it to summon water elementals.\n\nh4. Special\n\nWhen casting _elemental swarm_ as an Air Domain spell, only Air elementals may be summoned.\nWhen casting _elemental swarm_ as an Earth or Dwarf Domain spell, only Earth elementals may be summoned.\nWhen casting _elemental swarm_ as a Fire Domain spell, only Fire elementals may be summoned.\nWhen casting _elemental swarm_ as a Water or Ocean Domain spell, only Water elementals may be summoned." domains: Air: 9 Dwarf: 9 Earth: 9 Fire: 9 Ocean: 9 Water: 9 duration: '10 min./level (D)' effect: 'Two or more summoned creatures, no two of which can be more than 30 ft. apart' levels: Druid: 9 Warmage: 9 name: 'Elemental Swarm' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '20-ft.-radius spread' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell conjures a field of rubbery black tentacles, each 10 feet long.\nThese waving members seem to spring forth from the earth, floor, or whatever surface is underfoot--including water.\nThey grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.\nEvery creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles.\nTreat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19.\nThus, its grapple check modifier is equal to your caster level +8.\nThe tentacles are immune to all types of damage.\nOnce the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage.\nThe tentacles continue to crush the opponent until the spell ends or the opponent escapes.\nAny creature that enters the area of the spell is immediately attacked by the tentacles.\nEven creatures who aren't grappling with the tentacles may move through the area at only half normal speed.\nMaterial Component: A piece of tentacle from a giant octopus or a giant squid." domains: Blackwater: 3 Slime: 5 duration: '1 round/level (D)' effect: '' levels: 'Death Master': 4 'Dread Necromancer': 4 "Sha'ir": 4 Sorcerer: 4 Warmage: 4 Wizard: 4 name: "Evard's Black Tentacles" range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.\nAcorn Grenades: As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet.\nA ranged touch attack roll is required to strike the intended target.\nTogether, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the acorns as you wish.\nFor example, a 20th-level druid could create one 20d6 missile, two 10d6 missiles, one 11d6 and three 3d6 missiles, or any other combination totalling up to four acorns and 20d6 points of damage.\nEach acorn explodes upon striking any hard surface.\nIn addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet.\nA creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw.\nHolly Berry Bombs: You turn as many as eight holly berries into special bombs.\nThe holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet).\nIf you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot-radius burst and igniting any combustible materials within 5 feet.\nA creature in the area that makes a successful Reflex saving throw takes only half damage.\nMaterial Component: The acorns or holly berries." domains: Fire: 6 Sun: 6 duration: '10 min./level or until used' effect: '' levels: Blighter: 6 Druid: 6 Warmage: 6 'Wu Jen': 6 name: 'Fire Seeds' range: Touch savingthrow: 'None or Reflex half; see text' school: Conjuration spellresistance: 0 target: 'Up to four touched acorns or up to eight touched holly berries' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "A bank of fog billows out from the point you designate.\nThe fog obscures all sight, including darkvision, beyond 5 feet.\nA creature within 5 feet has concealment (attacks have a 20% miss chance).\nCreatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).\nA moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.\nThe spell does not function underwater." domains: Water: 2 duration: '10 min./level' effect: 'Fog spreads in 20-ft. radius, 20 ft. high' levels: Beguiler: 2 'Death Master': 2 'Disciple of Thrym': 2 Druid: 2 Jester: 2 "Sha'ir": 2 Sorcerer: 2 'Urban Druid': 2 Wizard: 2 'Wu Jen': 2 name: 'Fog Cloud' range: 'Medium (100 ft. + 10 ft. level)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 1000 description: >- Casting a _gate_ spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.\n\nSecond, you may then call a particular individual or kind of being through the _gate_. The _gate_ itself is a circular hoop or disk from 5 to 20 feet in diameter (caster's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.\n\nA _gate_ has a front and a back. Creatures moving through the _gate_ from the front are transported to the other plane; creatures moving through it from the back are not.\n\n_Planar Travel As a mode of planar travel, a _gate_ spell functions much like a \"_plane shift_\" spell, except that the _gate_ opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a _gate_ from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you--anyone who chooses to step through the portal is transported. A _gate_ cannot be opened to another point on the same plane; the spell works only for interplanar travel.\n\nYou could position a _gate_ in a hallway in order to absorb any attack or force coming at you by shunting it to another plane. Whether the denizens of that plane appreciate this tactic is, of course, another matter.\n\nYou may hold the _gate_ open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.\n\n_Calling Creatures The second effect of the _gate_ spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the _gate_ to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the _gate_, although they may choose to do so of their own accord. This use of the spell creates a _gate_ that remains open just long enough to transport the called creatures. This use of the spell has an XP cost (see below).\n\nIf you choose to call a kind of creature instead of a known individual--for instance, a bearded devil or a ghaele eladrin--you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your caster level. In the case of a single creature, you can control it if its HD do not exceed twice your caster level. A single creature with more HD than twice your caster level can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.\n\nA controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature's help. The creature departs at the end of the spell.\n\nIf you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the lesser planar ally spell for appropriate rewards. (Some creatures may want their payment in \"livestock\" rather than in coin, which could involve complications). Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.\n\nFailure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.\n\n_Note When you use a calling spell such as _gate_ to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type. For example, _gate_ is a chaotic and evil spell when you cast it to call a demon.\n\n_XP Cost 1,000 XP (only for the calling creatures function). domains: Celestial: 9 Drow: 9 Glory: 9 Hades: 9 Pact: 9 Portal: 9 'Portal (Alternative)': 9 Summoner: 9 duration: 'Instantaneous or concentration (up to 1 round/level); see text' effect: 'See text' levels: Cleric: 9 Healer: 9 "Sha'ir": 9 Sorcerer: 9 Wizard: 9 'Wu Jen': 9 name: Gate range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: 'Creatures and objects within 10-ft.-radius spread' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell.\nAll within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.\nAny creature covered by the dust takes a -40 penalty on Hide checks.\nMaterial Component: Ground mica." domains: {} duration: '1 round/level' effect: '' levels: Bard: 2 Beguiler: 2 Jester: 2 Savant: 2 "Sha'ir": 2 Sorcerer: 2 Wizard: 2 name: Glitterdust range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will negates (blinding only)' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area.\n\nA creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). \n\nThe DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not). \n\nThe spell can also be used to create a greasy coating on an item--a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item.\n\nA creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component: A bit of pork rind or butter." domains: Slime: 1 duration: '1 round/level (D)' effect: '' levels: Bard: 1 'Death Master': 1 Jester: 1 Savant: 1 "Sha'ir": 1 Sorcerer: 1 Wizard: 1 name: Grease range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'See text' school: Conjuration spellresistance: 0 target: 'One object or a 10-ft. square' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like \"_heal_\" but it affects only the paladin's special mount (typically a warhorse)." domains: {} duration: Instantaneous effect: '' levels: Paladin: 3 name: 'Heal Mount' range: Touch savingthrow: 'Will negates (harmless)' school: Conjuration spellresistance: 0 target: 'Your mount touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.\n\nHeal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.\n\nIf used against an undead creature, heal instead acts like harm." domains: Healing: 6 duration: Instantaneous effect: '' levels: Adept: 5 Cleric: 6 Druid: 7 Healer: 6 'Runescarred Berserker': 5 'Urban Druid': 7 name: Heal range: Touch savingthrow: 'Will negates (harmless)' school: Conjuration spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like heal, except as noted above.\nThe maximum number of hit points restored to each creature is 250." domains: Community: 9 Elysium: 9 Healing: 9 duration: '' effect: '' levels: Cleric: 9 Healer: 8 name: 'Heal, Mass' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: '' school: Conjuration spellresistance: 0 target: 'One or more creatures, no two of which can be more than 30 ft. apart' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.\n\nIf the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated." domains: Arborea: 6 Community: 6 Courage: 6 Creation: 6 Family: 6 Fey: 6 Gluttony: 6 Planning: 6 Renewal: 6 duration: '1 hour plus 12 hours; see text' effect: 'Feast for one creature/level' levels: Bard: 6 Cleric: 6 Healer: 6 name: "Heroes' Feast" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers.\nThe smoke obscures all sight as a fog cloud does.\nIn addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round.\nAll targets can make Reflex saves each round to take half damage.\nAs with a cloudkill spell, the smoke moves away from you at 10 feet per round.\nFigure out the smoke's new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell.\nBy concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round.\nAny portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder's spread thereafter.\nAs with fog cloud, wind disperses the smoke, and the spell can't be cast underwater." domains: Fire: 8 duration: '1 round/level' effect: 'Cloud spreads in 20-ft. radius, 20 ft. high' levels: Blighter: 9 "Sha'ir": 8 Sorcerer: 8 Warmage: 8 Wizard: 8 'Wu Jen': 8 name: 'Incendiary Cloud' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Reflex half; see text' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level).\nThe swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area).\nYou may summon the locust swarms so that they share the area of other creatures.\nEach swarm attacks any creatures occupying its area.\nThe swarms are stationary after being summoned, and won't pursue creatures that flee.\nSee the Monster Manual for details on locust swarms." domains: Spider: 5 duration: '1 min./level' effect: 'One swarm of locusts per three levels, each of which must be adjacent to at least one other swarm' levels: Cleric: 5 'Death Master': 5 'Dread Necromancer': 5 Druid: 5 name: 'Insect Plague' range: 'Long (400 ft. + 40 ft./level)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '10 minutes' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 gold: 5050 description: >- You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will.\nThe 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).\nIf any living creatures are in the chest, there is a 75% chance that the spell simply fails.\nOnce the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.\nThe chest must be exceptionally well crafted and expensive, constructed for you by master crafters.\nIf made principally of wood, it must be ebony, rosewood, sandalwood, teak, or the like, and all of its corner fittings, nails, and hardware must be platinum.\nIf constructed of ivory, the metal fittings of the chest must be gold.\nIf the chest is fashioned from bronze, copper, or silver, its fittings must be silver or electrum (a valuable metal).\nThe cost of such a chest is never less than 5,000 gp.\nOnce 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.\n(The replica costs 50 gp).\nYou can have but one pair of these chests at any given time--even a wish spell does not allow more.\nThe chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.\nTo hide the chest, you cast the spell while touching both the chest and the replica.\nThe chest vanishes into the Ethereal Plane.\nYou need the replica to recall the chest.\nAfter sixty days, there is a cumulative chance of 5% per day that the chest is irretrievably lost.\nIf 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.\nLiving 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.\nFocus: The chest and its replica. domains: Wealth: 5 duration: 'Sixty days or until discharged' effect: '' levels: "Sha'ir": 5 Sorcerer: 5 'Urban Druid': 5 Wizard: 5 name: "Leomund's Secret Chest" range: 'See text' savingthrow: None school: Conjuration spellresistance: 0 target: 'One chest and up to 1 cu. ft. of goods/caster level' - area: '' castingtime: '10 minutes' components: arcanefocus: 1 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast--stone, timber, or (at worst) sod.\nThe floor is level, clean, and dry.\nIn all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.\nThe shelter has no heating or cooling source (other than natural insulation qualities).\nTherefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants.\nThe dwelling does, however, provide considerable security otherwise--it is as strong as a normal stone building, regardless of its material composition.\nThe dwelling resists flames and fire as if it were stone.\nIt is impervious to normal missiles (but not the sort cast by siege engines or giants).\nThe 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.\nIn addition, these three areas are protected by an \"_alarm_\" spell.\nFinally, an unseen servant is conjured to provide service to you for the duration of the shelter.\nThe secure shelter contains rude furnishings--eight bunks, a trestle table, eight stools, and a writing desk.\nMaterial Component: A square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood.\nThese must be augmented by the components of the unseen servant spell (string and a bit of wood) if this benefit is to be included.\nFocus: The focus of the alarm spell (silver wire and a tiny bell) if this benefit is to be included." domains: Cavern: 4 duration: '2 hours/level (D)' effect: '20-ft.-square structure' levels: Bard: 4 "Sha'ir": 4 Sorcerer: 4 'Urban Druid': 4 Wizard: 4 name: "Leomund's Secure Shelter" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.\n\n_Focus A piece of cured leather." domains: Force: 1 Spell: 1 duration: '1 hour/level (D)' effect: '' levels: Beguiler: 1 'Court Herald': 1 'Knight of the Weave': 1 "Sha'ir": 1 Sorcerer: 1 Wizard: 1 name: 'Mage Armor' range: Touch savingthrow: 'Will negates (harmless)' school: Conjuration spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like \"_minor creation_\" except that you can also create an object of mineral nature: stone, crystal, metal, or the like.\n\nThe duration of the created item varies with its relative hardness and rarity, as indicated on the following table." domains: Craft: 7 Creation: 5 duration: 'See text' effect: '' levels: Adept: 5 'Court Herald': 5 "Sha'ir": 5 Sorcerer: 5 'Urban Druid': 5 Wizard: 5 'Wu Jen': 5 name: 'Major Creation' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: '' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn't escape, the maze disappears after 10 minutes, forcing the subject to leave.\n\nOn escaping or leaving the maze, the subject reappears where it had been when the _maze_ spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space.\n\nSpells and abilities that move a creature within a plane, such as \"_teleport_\" and \"_dimension door_\" do not help a creature escape a _maze_ spell, although a \"_plane shift_\" spell allows it to exit to whatever plane is designated in that spell. \"Minotaurs\" are not affected by this spell." domains: Portal: 8 duration: 'See text' effect: '' levels: 'Death Master': 8 "Sha'ir": 8 Sorcerer: 8 'Urban Druid': 8 Wizard: 8 name: Maze range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 1 target: 'One creature' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "A magical arrow of acid springs from your hand and speeds to its target.\nYou must succeed on a ranged touch attack to hit your target.\nThe arrow deals 2d4 points of acid damage with no splash damage.\nFor every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.\nMaterial Component: Powdered rhubarb leaf and an adder's stomach.\nFocus: A dart." domains: Slime: 2 duration: '1 round + 1 round per three levels' effect: 'One arrow of acid' levels: Duskblade: 2 Savant: 2 "Sha'ir": 2 Sorcerer: 2 Warmage: 2 Wizard: 2 name: "Melf's Acid Arrow" range: 'Long (400 ft. + 40 ft./level)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 minute' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You create a nonmagical, unattended object of nonliving, vegetable matter--linen clothes, a hemp rope, a wooden ladder, and so forth.\nThe volume of the item created cannot exceed 1 cubic foot per caster level.\nYou must succeed on an appropriate skill check to make a complex item, such as Craft (bowmaking) check to make straight arrow shafts.\nAttempting to use any created object as a material component causes the spell to fail.\nMaterial Component: A tiny piece of matter of the same sort of item you plan to create with minor creation--a bit of twisted hemp to create rope, and so forth." domains: Craft: 4 Creation: 4 Gnome: 4 duration: '1 hour/level (D)' effect: 'Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level' levels: Adept: 4 'Court Herald': 4 Jester: 4 Savant: 4 "Sha'ir": 4 Sorcerer: 4 'Urban Druid': 4 Wizard: 4 'Wu Jen': 4 name: 'Minor Creation' range: '0 ft.' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You conjure up a phantom watchdog that is invisible to everyone but yourself.\nIt then guards the area where it was conjured (it does not move).\nThe hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it.\n(Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking).\nThe hound sees invisible and ethereal creatures.\nIt does not react to figments, but it does react to shadow illusions.\nIf an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round.\nThe dog also gets the bonuses appropriate to an invisible creature.\nThe dog is considered ready to bite intruders, so it delivers its first bite on the intruder's turn.\nIts bite is the equivalent of a magic weapon for the purpose of damage reduction.\nThe hound cannot be attacked, but it can be dispelled.\nThe spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level.\nIf you are ever more than 100 feet distant from the hound, the spell ends.\nMaterial Component: A tiny silver whistle, a piece of bone, and a thread." domains: Halfling: 5 duration: '1 hour/caster level or until discharged, then 1 round/caster level; see text' effect: 'Phantom watchdog' levels: 'Knight of the Weave': 5 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 name: "Mordenkainen's Faithful Hound" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 gold: 15 description: >- You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast.\nThe entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high.\nOnly those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter.\nYou may open it again from your own side at will.\nOnce observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond.\nThe atmosphere is clean, fresh, and warm.\nYou can create any floor plan you desire to the limit of the spell's effect.\nThe place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level.\nA staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter.\nThe servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.\nSince the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.\nFocus: A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon (each item worth 5 gp). domains: Community: 8 Trade: 7 duration: '2 hours/level (D)' effect: 'Extradimensional mansion, up to three 10-ft. cubes/level (S)' levels: "Sha'ir": 7 Sorcerer: 7 'Urban Druid': 7 Wizard: 7 name: "Mordenkainen's Magnificent Mansion" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You summon a light horse or a pony (your choice) to serve you as a mount.\nThe steed serves willingly and well.\nThe mount comes with a bit and bridle and a riding saddle.\nMaterial Component: A bit of horse hair." domains: {} duration: '2 hours/level (D)' effect: 'One mount' levels: Savant: 1 "Sha'ir": 1 Sorcerer: 1 Wizard: 1 name: Mount range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own. For example, if a poison has dealt 3 points of Constitution damage to a character and threatens to deal more damage later, this spell prevents the future damage but does not repair the damage already done.\n\nThe creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren't postponed until after the duration--the creature need not make any saves against poison effects applied to it during the length of the spell.\n\nThis spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster's option.\n\nArcane Material Component: A bit of charcoal." domains: Arborea: 4 duration: '10 min./level' effect: '' levels: Adept: 3 Bard: 4 Cleric: 4 'Court Herald': 4 'Death Delver': 4 Druid: 3 Fatemaker: 4 Healer: 3 'Knight of the Weave': 4 'Nentyar Hunter': 2 Paladin: 4 Ranger: 3 'Runescarred Berserker': 4 'Urban Druid': 3 name: 'Neutralize Poison' range: Touch savingthrow: 'Will negates (harmless, object)' school: Conjuration spellresistance: 0 target: 'Creature or object of up to 1 cu. ft./level touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).\n\nA moderate wind (11+ mph), such as from a \"gust of wind spell\" disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A \"fireball\" \"flame strike\" or similar spell burns away the fog in the explosive or fiery spell's area. A \"wall of fire\" burns away the fog in the area into which it deals damage. This spell does not function underwater." domains: Air: 1 Darkness: 1 Water: 1 Windstorm: 1 duration: '1 min./level' effect: 'Cloud spreads in 20-ft. radius from you, 20 ft. high' levels: Adept: 1 Assassin: 1 Beguiler: 1 Cleric: 1 'Death Master': 1 'Disciple of Thrym': 1 Druid: 1 Duskblade: 1 'Ebonmar Infiltrator': 1 Jester: 1 "Sha'ir": 1 'Slayer of Domiel': 1 Sorcerer: 1 'Urban Druid': 1 Wizard: 1 'Wu Jen': 1 name: 'Obscuring Mist' range: '20 ft.' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You conjure a Large, quasi-real, horselike creature.\nThe steed can be ridden only by you or by the one person for whom you specifically created the mount.\nA phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound.\nIt has what seems to be a saddle, bit, and bridle.\nIt does not fight, but animals shun it and refuse to attack it.\nThe mount has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level.\nIf it loses all its hit points, the phantom steed disappears.\nA phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet.\nIt can bear its rider's weight plus up to 10 pounds per caster level.\nThese mounts gain certain powers according to caster level.\nA mount's abilities include those of mounts of lower caster levels.\nThus, a mount created by a 12th-level caster has the 8th, 10th, and 12th caster level abilities.\n8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.\n10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).\n12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.\n14th Level: The mount can fly at its speed (average maneuverability).\n\n*Special: When casting _phantom steed_ as a Spider Domain spell, the steed has a vermin shape.*" domains: Spider: 3 duration: '1 hour/level (D)' effect: 'One quasi-real, horselike creature' levels: Bard: 3 'Death Master': 3 'Knight of the Weave': 3 Savant: 3 "Sha'ir": 3 Sorcerer: 3 Wizard: 3 name: 'Phantom Steed' range: '0 ft.' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials.\nThe phase door is invisible and inaccessible to all creatures except you, and only you can use the passage.\nYou disappear when you enter the phase door and appear when you exit.\nIf you desire, you can take one other creature (Medium or smaller) through the door.\nThis counts as two uses of the door.\nThe door does not allow light, sound, or spell effects through it, nor can you see through it without using it.\nThus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease.\nA gem of true seeing or similar magic reveals the presence of a phase door but does not allow its use.\nA phase door is subject to dispel magic.\nIf anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect.\nYou can allow other creatures to use the phase door by setting some triggering condition for the door.\nSuch conditions can be as simple or elaborate as you desire.\nThey can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities.\nIntangibles such as level, class, Hit Dice, and hit points don't qualify.\nPhase door can be made permanent with a permanency spell." domains: Travel: 8 duration: 'One usage per two levels' effect: 'Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels' levels: Beguiler: 7 "Sha'ir": 7 Sorcerer: 7 'Urban Druid': 7 Wizard: 7 name: 'Phase Door' range: '0 ft.' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 250 description: >- This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose Hit Dice total no more than 12. The creatures agree to help you and request your return payment together.\n\nXP Cost: 250 XP. domains: Summoner: 6 duration: '' effect: 'One or two called elementals or outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear' levels: Cleric: 6 Hathran: 6 name: 'Planar Ally' range: '' savingthrow: '' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 500 description: >- This spell functions like \"_lesser planar ally_\" except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. The creatures agree to help you and request your return payment together.\n\nXP Cost: 500 XP. domains: Drow: 8 Summoner: 8 duration: '' effect: 'Up to three called elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear' levels: Cleric: 8 name: 'Planar Ally, Greater' range: '' savingthrow: '' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 100 description: >- "By casting this spell, you request your deity to send you an elemental or outsider (of 6 HD or less) of the deity's choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature's name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).\n\nYou may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple (fly us across the chasm, help us fight a battle) to the complex (spy on our enemies, protect us on our foray into the dungeon). You must be able to communicate with the creature called in order to bargain for its services.\n\nThe creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature's alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.\n\nA task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to one day per caster level, requires a payment of 1,000 gp per HD. \n\nA nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature's ethos, the DM may halve or even waive the payment. For instance, a celestial creature called to battle demons might require a gift of only half the normal value.\n\nAt the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).\n\nNote you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, a lesser planar ally is a fire spell when it calls a fire elemental.\n\nXP Cost: 100 XP." domains: Celestial: 4 Lust: 4 Summoner: 4 duration: Instantaneous effect: 'One called elemental or outsider of 6 HD or less' levels: Cleric: 4 'Knight of the Chalice': 4 name: 'Planar Ally, Lesser' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12.\nEach creature gets a save, makes an independent attempt to escape, and must be individually persuaded to aid you." domains: {} duration: '' effect: '' levels: 'Dread Necromancer': 6 Hathran: 6 'Nar Demonbinder': 6 "Sha'ir": 6 Sorcerer: 6 Wizard: 6 name: 'Planar Binding' range: '' savingthrow: '' school: Conjuration spellresistance: 0 target: 'Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like lesser planar binding, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18.\nEach creature gets a saving throw, makes independent attempts to escape, and must be persuaded to aid you individually." domains: {} duration: '' effect: '' levels: Hathran: 8 'Nar Demonbinder': 8 "Sha'ir": 8 Sorcerer: 8 Wizard: 8 name: 'Planar Binding, Greater' range: '' savingthrow: '' school: Conjuration spellresistance: 0 target: 'Up to three elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell's range.\nThe called creature is held in the trap until it agrees to perform one service in return for its freedom.\nTo create the trap, you must use a magic circle spell, focused inward.\nThe kind of creature to be bound must be known and stated.\nIf you wish to call a specific individual, you must use that individual's proper name in casting the spell.\nThe target creature is allowed a Will saving throw.\nIf the saving throw succeeds, the creature resists the spell.\nIf the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called).\nThe creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha modifier).\nIt can try each method once per day.\nIf it breaks loose, it can flee or attack you.\nA dimensional anchor cast on the creature prevents its escape via dimensional travel.\nYou can also employ a calling diagram (see magic circle against evil, page 246) to make the trap more secure.\nIf the creature does not break free of the trap, you can keep it bound for as long as you dare.\nYou can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward.\nYou make a Charisma check opposed by the creature's Charisma check.\nThe DM assigns your check a bonus of +0 to +6 based on the nature of the service and the reward.\nIf the creature wins the opposed check, it refuses service.\nNew offers, bribes, and the like can be made or the old ones reoffered every 24 hours.\nThis process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell.\nImpossible demands or unreasonable commands are never agreed to.\nIf you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.\nOnce the requested service is completed, the creature need only so inform you to be instantly sent back whence it came.\nThe creature might later seek revenge.\nIf you assign some open-ended task that the creature cannot complete though its own actions (such as \"Wait here\" or \"Defend this area against attack\"), the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free.\nNote that a clever recipient can subvert some instructions.\nWhen you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.\nFor example, lesser planar binding is a water spell when you cast it to call a water elemental." domains: Rune: 5 duration: Instantaneous effect: '' levels: 'Dread Necromancer': 5 Hathran: 5 'Nar Demonbinder': 4 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 name: 'Planar Binding, Lesser' range: 'Close (25 ft. + 5 ft./2 levels); see text' savingthrow: 'Will negates' school: Conjuration spellresistance: 0 target: 'One elemental or outsider with 6 HD or less' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You move yourself or some other creature to another plane of existence or alternate dimension.\nIf several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time.\nPrecise accuracy as to a particular arrival location on the intended plane is nigh impossible.\nFrom the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.\nNote: Plane shift transports creatures instantaneously and then ends.\nThe creatures need to find other means if they are to travel back.\nFocus: A small, forked metal rod.\nThe size and metal type dictates to which plane of existence or alternate dimension the spell sends the affected creatures.\nForked rods keyed to certain planes or dimensions may be difficult to come by, as decided by the DM." domains: Hades: 7 duration: Instantaneous effect: '' levels: Cleric: 5 'Nar Demonbinder': 5 "Sha'ir": 7 Sorcerer: 7 Wizard: 7 name: 'Plane Shift' range: Touch savingthrow: 'Will negates' school: Conjuration spellresistance: 1 target: 'Creature touched, or up to eight willing creatures joining hands' - area: '' castingtime: '1 minute' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You restore life to a deceased creature.\nYou can raise a creature that has been dead for no longer than one day per caster level.\nIn addition, the subject's soul must be free and willing to return (see Bringing Back the Dead, page 171).\nIf the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.\nComing back from the dead is an ordeal.\nThe subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature.\nIf the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised).\nThis level/HD loss or Constitution loss cannot be repaired by any means.\nA character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level.\nA spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.\nA raised creature has a number of hit points equal to its current Hit Dice.\nAny ability scores damaged to 0 are raised to 1.\nNormal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone.\nWhile the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole.\nOtherwise, missing parts are still missing when the creature is brought back to life.\nNone of the dead creature's equipment or possessions are affected in any way by this spell.\nA creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell.\nConstructs, elementals, outsiders, and undead creatures can't be raised.\nThe spell cannot bring back a creature that has died of old age.\nMaterial Component: Diamonds worth a total of least 5,000 gp." domains: {} duration: Instantaneous effect: '' levels: Adept: 5 Cleric: 5 'Divine Bard': 6 Healer: 5 name: 'Raise Dead' range: Touch savingthrow: 'None; see text' school: Conjuration spellresistance: 0 target: 'Dead creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You create powerful magic in some specially prepared object--a statuette, a jeweled rod, a gem, or the like.\nThis object contains the power to instantly transport its possessor across any distance within the same plane to your abode.\nOnce the item is transmuted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used.\nTo make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action).\nWhen this is done, the individual and all objects it is wearing and carrying (to a maximum of the character's heavy load) are instantly transported to your abode.\nNo other creatures are affected (aside from a familiar that is touching the subject).\nYou can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken.\nYou will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported.\nMaterial Component: The specially prepared object, whose construction requires gems worth 1,500 gp." domains: Community: 7 Family: 7 Liberation: 7 Lust: 7 duration: 'Permanent until discharged' effect: '' levels: Cleric: 7 "Sha'ir": 9 Sorcerer: 9 Wizard: 9 name: Refuge range: Touch savingthrow: None school: Conjuration spellresistance: 0 target: 'Object touched' - area: '' castingtime: '3 full rounds' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back.\nAfter the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature.\nIt takes 2d10 rounds otherwise.\nRegenerate also cures 4d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken.\nIt has no effect on nonliving creatures (including undead)." domains: Celestia: 7 Competition: 7 Healing: 7 duration: Instantaneous effect: '' levels: Cleric: 7 Druid: 9 Healer: 6 'Urban Druid': 9 name: Regenerate range: Touch savingthrow: 'Fortitude negates (harmless)' school: Conjuration spellresistance: 0 target: 'Living creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature.\nThe spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.\nRemove blindness/deafness counters and dispels blindness/deafness." domains: {} duration: Instantaneous effect: '' levels: Cleric: 3 'Death Delver': 3 Healer: 2 Paladin: 3 name: 'Remove Blindness/deafness' range: Touch savingthrow: 'Fortitude negates (harmless)' school: Conjuration spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Remove disease cures all diseases that the subject is suffering from.\nThe spell also kills parasites, including green slime and others.\nCertain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.\nNote: Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same\ndisease at a later date." domains: Renewal: 3 duration: Instantaneous effect: '' levels: Adept: 3 Cleric: 3 'Death Delver': 3 'Divine Bard': 4 Druid: 3 Healer: 2 'Nentyar Hunter': 2 Ranger: 3 'Urban Druid': 3 name: 'Remove Disease' range: Touch savingthrow: 'Fortitude negates (harmless)' school: Conjuration spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul's touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.\n\nThe spell does not restore ability scores reduced by penalties, damage, or drain." domains: {} duration: Instantaneous effect: '' levels: Cleric: 2 'Death Delver': 2 Healer: 1 'Hunter of the Dead': 2 Paladin: 2 'Thayan Slaver': 2 name: 'Remove Paralysis' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates (harmless)' school: Conjuration spellresistance: 0 target: 'Up to four creatures, no two of which can be more than 30 ft. apart' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 gold: 100 description: >- This spell functions like lesser restoration, except that it also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. Thus, if a 10th-level character has been struck by a wight and drained to 9th level, restoration brings the character up to exactly the minimum number of experience points necessary to restore him to 10th level (45,000 XP), gaining him an additional Hit Die and level functions accordingly.\n\nRestoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.\n\nRestoration does not restore levels or Constitution points lost due to death.\n\nMaterial Component: Diamond dust worth 100 gp that is sprinkled over the target. domains: {} duration: '' effect: '' levels: Adept: 4 Cleric: 4 'Death Delver': 4 'Divine Bard': 5 Fatemaker: 4 Healer: 3 'Hunter of the Dead': 4 'Knight of the Weave': 4 Paladin: 4 'Runescarred Berserker': 4 name: Restoration range: '' savingthrow: '' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 500 description: >- This spell functions like lesser restoration, except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.\n\n_Greater restoration_ also dispels all magical effects penalizing the creature's abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. Greater restoration does not restore levels or Constitution points lost due to death.\n\nXP Cost: 500 XP. domains: Renewal: 7 duration: '' effect: '' levels: Cleric: 7 Healer: 6 name: 'Restoration, Greater' range: '' savingthrow: '' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '3 rounds' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Lesser restoration dispels any magical effects reducing one of the subject's ability scores (such as ray of enfeeblement) or cures 1d4 points of temporary ability damage to one of the subject's ability scores (such as from a shadow's touch or from poison). It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain." domains: Renewal: 1 duration: Instantaneous effect: '' levels: Cleric: 2 'Death Delver': 1 'Death Master': 2 Druid: 2 Healer: 2 'Hunter of the Dead': 2 'Knight of the Weave': 1 Paladin: 1 'Urban Druid': 2 name: 'Restoration, Lesser' range: Touch savingthrow: 'Will negates (harmless)' school: Conjuration spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.\nThe condition of the remains is not a factor.\nSo long as some small portion of the creature's body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature's body at the time of death.\n(The remains of a creature hit by a disintegrate spell count as a small portion of its body).\nThe creature can have been dead no longer than 10 years per caster level.\nUpon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells.\nHowever, the subject loses one level, or 2 points of Constitution if the subject was 1st level.\n(If this reduction would bring its Con to 0 or lower, it can't be resurrected).\nThis level loss or Constitution loss cannot be repaired by any means.\nYou can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed.\nYou cannot resurrect someone who has died of old age.\nConstructs, elementals, outsiders, and undead creatures can't be resurrected.\nMaterial Component: A sprinkle of holy water and diamonds worth a total of at least 10,000 gp." domains: {} duration: '' effect: '' levels: Cleric: 7 Healer: 7 name: Resurrection range: '' savingthrow: '' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map.\nThe text containing the symbol must be at least twenty-five words long.\nWhen 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.\nSimply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it.\nThe target is entitled to a save to evade the snake's strike.\nIf it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise.\nIf 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.\nWhile trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells.\nIt is preserved in a state of suspended animation, unaware of its surroundings.\nIt can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury.\nHowever, a dying subject does not lose hit points or become stable until the spell ends.\nThe hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.\nA dispel magic can remove the sigil.\nAn erase spell destroys the entire page of text.\nSepia snake sigil can be cast in combination with other spells\nthat hide or garble text, such as secret page.\nMaterial Component: 500 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores." domains: {} duration: 'Permanent or until discharged; until released or 1d4 days + one day/level; see text' effect: '' levels: Bard: 3 Savant: 3 "Sha'ir": 3 Sorcerer: 3 Wizard: 3 name: 'Sepia Snake Sigil' range: Touch savingthrow: 'Reflex negates' school: Conjuration spellresistance: 0 target: 'One touched book or written work' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "The shambler spell creates 1d4+2 shambling mounds with 11 HD each.\n(See the Monster Manual for details about shambling mounds).\nThe creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards.\nThe creatures remain with you for seven days unless you dismiss them.\nIf the shamblers are created only for guard duty, however, the duration of the spell is seven months.\nIn this case, the shamblers can only be ordered to guard a specific site or location.\nShamblers summoned to guard duty cannot move outside the spell's range, which is measured from the point where each first appeared.\nThe shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp." domains: Plant: 9 duration: 'Seven days or seven months (D); see text' effect: 'Three or more shambling mounds, no two of which can be more than 30 ft. apart; see text' levels: Blighter: 8 Druid: 9 name: Shambler range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: 'Cylinder (40-ft. radius, 20 ft. high)' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy.\nA creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check.\nFailure means it can't move in that round, while failure by 5 or more means it falls (see the Balance skill for details).\nThe sleet extinguishes torches and small fires.\nArcane Material Component: A pinch of dust and a few drops of water." domains: Cold: 3 Storm: 4 duration: '1 round/level' effect: '' levels: 'Disciple of Thrym': 3 Druid: 3 Savant: 3 "Sha'ir": 3 Sorcerer: 3 Warmage: 3 Wizard: 3 name: 'Sleet Storm' range: 'Long (400 ft. + 40 ft./level)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "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.\nThe vapors prevent effective ranged weapon attacks (except for magic rays and the like).\nA 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.\nA creature can't take a 5-foot step while in solid fog.\nHowever, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.\nSolid fog can be made permanent with a permanency spell.\nA permanent solid fog dispersed by wind reforms in 10 minutes.\nMaterial Component: A pinch of dried, powdered peas combined with powdered animal hoof." domains: {} duration: '1 min./level' effect: '' levels: Beguiler: 4 'Death Master': 4 "Sha'ir": 4 Sorcerer: 4 Wizard: 4 'Wu Jen': 4 name: 'Solid Fog' range: '' savingthrow: '' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating.\nLiving creatures in the cloud become nauseated.\nThis condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves.\n(Roll separately for each nauseated character).\nAny creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.\nStinking cloud can be made permanent with a permanency spell.\nA permanent stinking cloud dispersed by wind reforms in 10 minutes.\nMaterial Component: A rotten egg or several skunk cabbage leaves." domains: {} duration: '1 round/level' effect: 'Cloud spreads in 20-ft. radius, 20 ft. high' levels: Blighter: 3 'Death Master': 3 Jester: 3 "Sha'ir": 3 Sorcerer: 3 'Urban Druid': 3 Warmage: 3 Wizard: 3 'Wu Jen': 3 name: 'Stinking Cloud' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Fortitude negates; see text' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell creates an enormous black storm cloud.\nLightning and crashing claps of thunder appear within the storm.\nEach creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4x10 minutes.\nIf you do not maintain concentration on the spell after casting it, the spell ends.\nIf you continue to concentrate, the spell generates additional effects in each following round, as noted below.\nEach effect occurs during your turn.\n2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save).\n3rd Round: You call six bolts of lightning down from the cloud.\nYou decide where the bolts strike.\nNo two bolts may be directed at the same target.\nEach bolt deals 10d6 points of electricity damage.\nA creature struck can attempt a Reflex save for half damage.\n4th Round rain down in the area, dealing 5d6 points of bludgeoning damage (no save).\n5th through 10th Rounds: Violent rain and wind gusts reduce visibility.\nThe rain obscures all sight, including darkvision, beyond 5 feet.\nA creature 5 feet away has concealment (attacks have a 20% miss chance).\nCreatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).\nSpeed is reduced by three-quarters.\nRanged attacks within the area of the storm are impossible.\nSpells 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." domains: Nobility: 9 Retribution: 9 Storm: 9 'Wrath (BE)': 9 'Wrath (SpC)': 9 duration: 'Concentration (maximum 10 rounds) (D)' effect: '360-ft.-radius storm cloud' levels: Blighter: 9 Cleric: 9 Druid: 9 'Urban Druid': 9 name: 'Storm of Vengeance' range: 'Long (400 ft. + 40 ft./level)' savingthrow: 'See text' school: Conjuration spellresistance: 1 target: '' - area: ~ castingtime: '1 round' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell summons one handheld musical instrument of your choice.\nThis instrument appears in your hands or at your feet (your choice).\nThe instrument is typical for its type.\nOnly one instrument appears per casting, and it will play only for you.\nYou can't summon an instrument too large to be held in two hands (such as a harp, piano, harpsichord, alphorn, or pipe organ)." domains: {} duration: '1 min./level (D)' effect: 'One summoned handheld musical instrument' levels: Bard: 0 name: 'Summon Instrument' range: '0 ft.' savingthrow: None school: Conjuration spellresistance: 0 target: ~ - area: '' castingtime: '1 round' components: arcanefocus: 1 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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. \n\nThe 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. Information on these creatures can be found in the Monster Manual.\n\nA 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. For instance, a celestial porpoise may only be summoned in an aquatic environment.\n\nWhen 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. For example, a summon monster I is a lawful and evil spell when cast to summon a fiendish dire rat.\n\nArcane Focus: A tiny bag and a small (not necessarily lit) candle.\n\nh4. 1ST LEVEL\n\n|_. *Monster* |_. *Alignement* |\n| Celestial dog | LG |\n| Celestial owl | LG |\n| Celestial giant fire beetle | NG |\n| Celestial porpoise ^1^ | NG |\n| Celestial badger | CG |\n| Celestial monkey | CG |\n| Fiendish dire rat | LE |\n| Fiendish raven | LE |\n| Fiendish monstrous centipede, Medium | NE |\n| Fiendish monstrous scorpion, Small | NE |\n| Fiendish hawk | CE |\n| Fiendish monstrous spider, Small | CE |\n| Fiendish octopus ^1^ | CE |\n| Fiendish snake, Small viper | CE |\n|\\2. ^1^ may be summoned only into an aquatic or watery environment |" domains: Portal: 1 Summoner: 1 duration: '1 round/level (D)' effect: 'One summoned creature' levels: Bard: 1 Cleric: 1 Demonologist: 1 'Knight of the Chalice': 1 "Sha'ir": 1 Sorcerer: 1 Wizard: 1 'Wu Jen': 1 name: 'Summon Monster I' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 1 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nArcane Focus: A tiny bag and a small (not necessarily lit) candle.\n\nh4. 2ND LEVEL\n\n|_. *Monster* |_. *Alignement* |\n| Celestial giant bee | LG |\n| Celestial giant bombardier beetle | NG |\n| Celestial riding dog | NG |\n| Celestial eagle | CG |\n| Lemure (devil) | LE |\n| Fiendish squid ^1^ | LE |\n| Fiendish wolf | LE |\n| Fiendish monstrous centipede, Large | NE |\n| Fiendish monstrous scorpion, Medium | NE |\n| Fiendish shark, Medium ^1^ | NE |\n| Fiendish monstrous spider, Medium | CE |\n| Fiendish snake, Medium viper | CE |\n|\\2. ^1^ may be summoned only into an aquatic or watery environment |" domains: Summoner: 2 duration: '1 round/level (D)' effect: 'One or more summoned creatures, no two of which can be more than 30 ft. apart' levels: Bard: 2 Cleric: 2 'Knight of the Chalice': 2 "Sha'ir": 2 Sorcerer: 2 Wizard: 2 'Wu Jen': 2 name: 'Summon Monster II' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 1 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nArcane Focus: A tiny bag and a small (not necessarily lit) candle.\n\nh4. Special\n\nWhen casting _Summon Monster III_ as a Abyss Domain spell, only Chaotic Evil creatures may be summoned.\nWhen casting _Summon Monster III_ as a Arborea Domain spell, only Chaotic Good creatures may be summoned.\nWhen casting _Summon Monster III_ as a Baator Domain spell, only Lawful Evil creatures may be summoned.\nWhen casting _Summon Monster III_ as a Celestia Domain spell, only Lawful Good creatures may be summoned.\n\nh4. 3RD LEVEL\n\n|_. *Monster* |_. *Alignment* |\n| Celestial black bear | LG |\n| Celestial bison | NG |\n| Celestial dire badger | CG |\n| Celestial hippogriff | CG |\n| Elemental, Small (any) | N |\n| Fiendish ape | LE |\n| Fiendish dire weasel | LE |\n| Hell hound | LE |\n| Fiendish snake, constrictor | LE |\n| Fiendish boar | NE |\n| Fiendish dire bat | NE |\n| Fiendish monstrous centipede, Huge | NE |\n| Fiendish crocodile | CE |\n| Dretch (demon) | CE |\n| Fiendish snake, Large viper | CE |\n| Fiendish wolverine | CE |" domains: Abyss: 3 Arborea: 3 Baator: 3 Celestia: 3 Summoner: 3 duration: '1 round/level (D)' effect: 'One or more summoned creatures, no two of which can be more than 30 ft. apart' levels: Bard: 3 Cleric: 3 'Knight of the Chalice': 3 "Sha'ir": 3 Sorcerer: 3 Wizard: 3 'Wu Jen': 3 name: 'Summon Monster III' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 1 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nArcane Focus: A tiny bag and a small (not necessarily lit) candle.\n\nh4. 4TH LEVEL\n\n|_. *Monster* |_. *Alignement* |\n| Archon, lantern | LG |\n| Celestial giant owl | LG |\n| Celestial giant eagle | CG |\n| Celestial lion | CG |\n| Mephit (any) | N |\n| Fiendish dire wolf | LE |\n| Fiendish giant wasp | LE |\n| Fiendish giant praying mantis | NE |\n| Fiendish shark, Large ^1^ | NE |\n| Yeth hound | NE |\n| Fiendish monstrous spider, Large | CE |\n| Fiendish snake, Huge viper | CE |\n| Howler | CE |\n|\\2. ^1^ may be summoned only into an aquatic or watery environment |" domains: {} duration: '1 round/level (D)' effect: 'One or more summoned creatures, no two of which can be more than 30 ft. apart' levels: Bard: 4 Cleric: 4 'Nar Demonbinder': 4 "Sha'ir": 4 Sorcerer: 4 Wizard: 4 'Wu Jen': 4 name: 'Summon Monster IV' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 1 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nArcane Focus: A tiny bag and a small (not necessarily lit) candle.\n\nh4. Special\n\nWhen casting _Summon Monster V_ as a Abyss Domain spell, only Chaotic Evil creatures may be summoned.\nWhen casting _Summon Monster V_ as a Arborea Domain spell, only Chaotic Good creatures may be summoned.\nWhen casting _Summon Monster V_ as a Baator Domain spell, only Lawful Evil creatures may be summoned.\nWhen casting _Summon Monster V_ as a Celestia Domain spell, only Lawful Good creatures may be summoned.\n\nh4. 5TH LEVEL\n\n|_. *Monster* |_. *Alignement* |\n| Archon, hound | LG |\n| Celestial brown bear | LG |\n| Celestial giant stag beetle | NG |\n| Celestial sea cat ^1^ | NG |\n| Celestial griffon | CG |\n| Elemental, Medium (any) | N |\n| Achaierai | LE |\n| Devil, bearded | LE |\n| Fiendish deinonychus | LE |\n| Fiendish dire ape | LE |\n| Fiendish dire boar | NE |\n| Fiendish shark, Huge | NE |\n| Fiendish monstrous scorpion, Large | NE |\n| Shadow mastiff | NE |\n| Fiendish dire wolverine | CE |\n| Fiendish giant crocodile | CE |\n| Fiendish tiger | CE |\n|\\2. ^1^ may be summoned only into an aquatic or watery environment |" domains: Abyss: 5 Arborea: 5 Baator: 5 Celestia: 5 Summoner: 5 duration: '1 round/level (D)' effect: 'One or more summoned creatures, no two of which can be more than 30 ft. apart' levels: Bard: 5 Cleric: 5 'Nar Demonbinder': 5 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 'Wu Jen': 5 name: 'Summon Monster V' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 1 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nArcane Focus: A tiny bag and a small (not necessarily lit) candle.\n\nh4. 6TH LEVEL\n\n|_. *Monster* |_. *Alignement* |\n| Celestial polar bear | LG |\n| Celestial orca whale ^1^ | NG |\n| Bralani (eladrin) | CG |\n| Celestial dire lion | CG |\n| Elemental, Large (any) | N |\n| Janni (genie) | N |\n| Chaos beast | CN |\n| Devil, chain | LE |\n| Xill | LE |\n| Fiendish monstrous centipede, Gargantuan | NE |\n| Fiendish rhinoceros | NE |\n| Fiendish elasmosaurus ^1^ | CE |\n| Fiendish monstrous spider, Huge | CE |\n| Fiendish snake, giant constrictor | CE |\n|\\2. ^1^ may be summoned only into an aquatic or watery environment |" domains: {} duration: '1 round/level (D)' effect: 'One or more summoned creatures, no two of which can be more than 30 ft. apart' levels: Bard: 6 Cleric: 6 'Nar Demonbinder': 6 "Sha'ir": 6 Sorcerer: 6 Wizard: 6 'Wu Jen': 6 name: 'Summon Monster VI' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 1 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nArcane Focus: A tiny bag and a small (not necessarily lit) candle.\n\nh4. Special\n\nWhen casting _Summon Monster VII_ as a Abyss Domain spell, only Chaotic Evil creatures may be summoned.\nWhen casting _Summon Monster VII_ as a Arborea Domain spell, only Chaotic Good creatures may be summoned.\nWhen casting _Summon Monster VII_ as a Baator Domain spell, only Lawful Evil creatures may be summoned.\nWhen casting _Summon Monster VII_ as a Celestia Domain spell, only Lawful Good creatures may be summoned.\n\nh4. 7TH LEVEL\n\n|_. *Monster* |_. *Alignement* |\n| Celestial elephant | LG |\n| Avoral (guardinal) | NG |\n| Celestial baleen whale ^1^ | NG |\n| Djinni (genie) | CG |\n| Elemental, Huge (any) | N |\n| Invisible stalker | N |\n| Slaad, red | CN |\n| Devil, bone | LE |\n| Fiendish megaraptor | LE |\n| Fiendish monstrous scorpion, Huge | NE |\n| Babau (demon) | CE |\n| Fiendish giant octopus ^1^ | CE |\n| Fiendish girallon | CE |\n|\\2. ^1^ may be summoned only into an aquatic or watery environment |" domains: Abyss: 7 Arborea: 7 Baator: 7 Celestia: 7 Summoner: 7 duration: '1 round/level (D)' effect: 'One or more summoned creatures, no two of which can be more than 30 ft. apart' levels: Cleric: 7 'Nar Demonbinder': 7 "Sha'ir": 7 Sorcerer: 7 Wizard: 7 'Wu Jen': 7 name: 'Summon Monster VII' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 1 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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 fromthe 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.\n\nArcane Focus: A tiny bag and a small (not necessarily lit) candle.\n\nh4. 8TH LEVEL\n\n|_. *Monster* |_. *Alignement* |\n| Celestial dire bear | LG |\n| Celestial cachalot whale ^1^ | NG |\n| Celestial triceratops | NG |\n| Lillend | CG |\n| Elemental, greater (any) | N |\n| Slaad, blue | CN |\n| Fiendish giant squid ^1^ | LE |\n| Hellcat | LE |\n| Fiendish monstrous centipede, Colossal | NE |\n| Fiendish dire tiger | CE |\n| Fiendish monstrous spider, Gargantuan | CE |\n| Fiendish tyrannosaurus | CE |\n| Vrock (demon) | CE |\n|\\2. ^1^ may be summoned only into an aquatic or watery environment |" domains: {} duration: '1 round/level (D)' effect: 'One or more summoned creatures, no two of which can be more than 30 ft. apart' levels: Cleric: 8 'Nar Demonbinder': 8 "Sha'ir": 8 Sorcerer: 8 Wizard: 8 'Wu Jen': 8 name: 'Summon Monster VIII' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 1 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nArcane Focus: A tiny bag and a small (not necessarily lit) candle.\n\nh4. Special\n\nWhen casting _Summon Monster IX_ as a Abyss Domain spell, only Chaotic Evil creatures may be summoned.\nWhen casting _Summon Monster IX_ as a Arborea Domain spell, only Chaotic Good creatures may be summoned.\nWhen casting _Summon Monster IX_ as a Baator Domain spell, only Lawful Evil creatures may be summoned.\nWhen casting _Summon Monster IX_ as a Celestia Domain spell, only Lawful Good creatures may be summoned.\n\nh4. 9TH LEVEL\n\n|_. *Monster* |_. *Alignement* |\n| Couatl | LG |\n| Leonal (guardinal) | NG |\n| Celestial roc | CG |\n| Elemental, elder (any) | N |\n| Slaad, green | CN |\n| Devil, barbed | LE |\n| Fiendish dire shark ^1^ | NE |\n| Fiendish monstrous scorpion, Gargantuan | NE |\n| Night hag | NE |\n| Bebilith (demon) | CE |\n| Fiendish monstrous spider, Colossal | CE |\n| Hezrou (demon) | CE |\n|\\2. ^1^ may be summoned only into an aquatic or watery environment |" domains: Abyss: 9 Arborea: 9 Baator: 9 Celestia: 9 Chaos: 9 Evil: 9 Good: 9 Law: 9 duration: '1 round/level (D)' effect: 'One or more summoned creatures, no two of which can be more than 30 ft. apart' levels: Cleric: 9 "Sha'ir": 9 Sorcerer: 9 Wizard: 9 'Wu Jen': 9 name: 'Summon Monster IX' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nA 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. For instance, a porpoise may only be summoned in an aquatic environment.\n\nThe 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.\n\nh4. 1ST LEVEL\n\n| Dire rat |\n| Eagle (animal) |\n| Monkey (animal) |\n| Octopus ^1^ (animal) |\n| Owl (animal) |\n| Porpoise ^1^ (animal) |\n| Snake, Small viper (animal) |\n| Wolf (animal) |\n| ^1^ may be summoned only into an aquatic or watery environment |" domains: {} duration: '1 round/level (D)' effect: 'One summoned creature' levels: Druid: 1 Ranger: 1 name: "Summon Nature's Ally I" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nh4. 2ND LEVEL\n\n| Bear, black (animal) |\n| Crocodile (animal) |\n| Dire badger |\n| Dire bat |\n| Elemental, Small (any) |\n| Hippogriff |\n| Shark, Medium ^1^ (animal) |\n| Snake, Medium viper (animal) |\n| Squid ^1^ (animal) |\n| Wolverine (animal) |\n| ^1^ may be summoned only into an aquatic or watery environment |" domains: {} duration: '1 round/level (D)' effect: 'One or more creatures, no two of which can be more than 30 ft. apart' levels: Druid: 2 Ranger: 2 name: "Summon Nature's Ally II" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nWhen 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. For example, _summon nature's ally III_ is an evil and fire spell when you cast it to summon a salamander.\n\nh4. 3RD LEVEL\n\n| Ape (animal) |\n| Dire weasel |\n| Dire wolf |\n| Eagle, giant [NG] |\n| Lion |\n| Owl, giant [NG] |\n| Satyr [CN; without pipes] |\n| Shark, Large ^1^ (animal) |\n| Snake, constrictor (animal) |\n| Snake, Large viper (animal) |\n| Thoqqua |\n| ^1^ may be summoned only into an aquatic or watery environment |" domains: {} duration: '1 round/level (D)' effect: 'One or more creatures, no two of which can be more than 30 ft. apart' levels: Druid: 3 Ranger: 3 name: "Summon Nature's Ally III" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nWhen 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.\n\nh4. 4TH LEVEL\n\n| Arrowhawk, juvenile |\n| Bear, brown (animal) |\n| Crocodile, giant (animal) |\n| Deinonychus (dinosaur) |\n| Dire ape |\n| Dire boar |\n| Dire wolverine |\n| Elemental, Medium (any) |\n| Salamander, flamebrother [NE] |\n| Sea cat ^1^ |\n| Shark, Huge ^1^ (animal) |\n| Snake, Huge viper (animal) |\n| Tiger (animal) |\n| Tojanida, juvenile ^1^ |\n| Unicorn [CG] |\n| Xorn, minor |\n| ^1^ may be summoned only into an aquatic or watery environment |" domains: Animal: 4 duration: '1 round/level (D)' effect: 'One or more creatures, no two of which can be more than 30 ft. apart' levels: Druid: 4 Ranger: 4 name: "Summon Nature's Ally IV" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nWhen 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.\n\nh4. 5TH LEVEL\n\n| Arrowhawk, adult |\n| Bear, polar (animal) |\n| Dire lion |\n| Elasmosaurus ^1^ (dinosaur) |\n| Elemental, Large (any) |\n| Griffon |\n| Janni (genie) |\n| Rhinoceros (animal) |\n| Satyr [CN; with pipes] |\n| Snake, giant constrictor (animal) |\n| Nixie (sprite) |\n| Tojanida, adult ^1^ |\n| Whale, orca ^1^ (animal) |\n| ^1^ may be summoned only into an aquatic or watery environment |" domains: {} duration: '1 round/level (D)' effect: 'One or more creatures, no two of which can be more than 30 ft. apart' levels: Druid: 5 name: "Summon Nature's Ally V" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nWhen 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.\n\nh4. 6TH LEVEL\n\n| Dire bear |\n| Elemental, Huge (any) |\n| Elephant (animal) |\n| Girallon |\n| Megaraptor (dinosaur) |\n| Octopus, giant ^1^ (animal) |\n| Pixie ^2^ (sprite) [NG; no special arrows] |\n| Salamander, average [NE] |\n| Whale, baleen ^1^ |\n| Xorn, average |\n| ^1^ may be summoned only into an aquatic or watery environment |\n| ^2^ Can't cast _Otto's irresistible dance_ |" domains: {} duration: '1 round/level (D)' effect: 'One or more creatures, no two of which can be more than 30 ft. apart' levels: Druid: 6 name: "Summon Nature's Ally VI" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nWhen 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.\n\nh4. 7TH LEVEL\n\n| Arrowhawk, elder |\n| Dire tiger |\n| Elemental, greater (any) |\n| Djinni (genie) [NG] |\n| Invisible stalker |\n| Pixie ^2^ (sprite) [NG; with sleep arrows] |\n| Squid, giant ^1^ (animal) |\n| Triceratops (dinosaur) |\n| Tyrannosaurus (dinosaur) |\n| Whale, cachalot ^1^ (animal) |\n| Xorn, elder |\n| ^1^ may be summoned only into an aquatic or watery environment |\n| ^2^ Can't cast _Otto's irresistible dance_ |" domains: {} duration: '1 round/level (D)' effect: 'One or more creatures, no two of which can be more than 30 ft. apart' levels: Druid: 7 name: "Summon Nature's Ally VII" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nWhen 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.\n\nh4. 8TH LEVEL\n\n| Dire shark ^1^ |\n| Roc |\n| Salamander, noble [NE] |\n| Tojanida, elder |\n| ^1^ may be summoned only into an aquatic or watery environment |" domains: Animal: 8 duration: '1 round/level (D)' effect: 'One or more creatures, no two of which can be more than 30 ft. apart' levels: Druid: 8 name: "Summon Nature's Ally VIII" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nWhen 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.\n\n*Special: When casting _summon nature's ally IX_ as a Gnome Domain spell, only Earth elementals or animals may be summoned.*\n\nh4. 9TH LEVEL\n\n| Elemental, elder |\n| Grig [NG; with fiddle] (sprite) |\n| Pixie ^2^ (sprite) [NG; with sleep and memory loss arrows] |\n| Unicorn, celestial charger |\n| ^2^ Can cast _Otto's irresistible dance_ |" domains: Fey: 9 Gnome: 9 duration: '1 round/level (D)' effect: 'One or more creatures, no two of which can be more than 30 ft. apart' levels: Druid: 9 name: "Summon Nature's Ally IX" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nSee the Monster Manual for details of bat, rat, and spider swarms.\n\n_Arcane Material Component A square of red cloth." domains: Pestilence: 2 Spider: 2 duration: 'Concentration + 2 rounds' effect: 'One swarm of bats, rats, or spiders' levels: Bard: 2 'Death Master': 2 'Dread Necromancer': 2 Druid: 2 "Sha'ir": 2 Sorcerer: 2 'Urban Druid': 2 Wizard: 2 name: 'Summon Swarm' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like \"_teleport_\" except that it teleports an object, not you. Creatures and magical forces (such as a \"_delayed blast fireball_\" bead) cannot be teleported.\n\nIf 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." domains: Greed: 7 duration: '' effect: '' levels: "Sha'ir": 7 Sorcerer: 7 Wizard: 7 'Wu Jen': 7 name: 'Teleport Object' range: Touch savingthrow: 'Will negates (object)' school: Conjuration spellresistance: 0 target: 'One touched object of up to 50 lb./level and 3 cu. ft./level' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level.\nInterplanar travel is not possible.\nYou can bring along objects as long as their weight doesn't exceed your maximum load.\nYou 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.\nA Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.\nAll creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.\nAs 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.\nOnly objects held or in use (attended) by another person receive saving throws and spell resistance.\nYou must have some clear idea of the location and layout of the destination.\nYou can't simply teleport to the warlord's tent if you don't know where that tent is, what it looks like, or what's in it.\nThe clearer your mental image, the more likely the teleportation works.\nAreas of strong physical or magical energy may make teleportation more hazardous or even impossible.\nTo see how well the teleportation works, roll d% and consult the Teleport table.\nRefer to the following information for definitions of the terms on the table.\nFamiliarity: \"Very familiar\" is a place where you have been very often and where you feel at home.\n\"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.\n\"Seen casually\" is a place that you have seen more than once but with which you are not very familiar.\n\"Viewed once\" is a place that you have seen once, possibly using magic.\n\"False destination\" is a place that does not truly exist, such as if you scryed on a enemy's sanctum but instead viewed a false vision, 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 (for instance, a home that has burned to the ground).\nWhen 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.\nOn Target: You appear where you want to be.\nOff Target: You appear safely a random distance away from the destination in a random direction.\nDistance off target is 1d10x1d10% of the distance that was to be traveled.\nFor example, if you tried to travel 120 miles, landed off target, and rolled 5 and 3 on the two d10s, then you would be 15% off target.\nThat's 18 miles, in this case.\nThe DM determines the direction off target randomly, such as by rolling 1d8 and designating 1 as north, 2 as northeast, and so forth.\nIf you were teleporting to a coastal city and would up 18 miles out at sea, you could be in trouble.\nSimilar Area: You wind up in an area that's visually or thematically similar to the target area.\nA wizard heading for her home laboratory might wind up in another wizard's laboratory or in an alchemy supply shop that has many of the same tools and implements as in her laboratory.\nGenerally, you appear in the closest similar place within range.\nIf the DM determines no such area exists within the spell's range, the spell simply fails instead.\nMishap: You and anyone else teleporting with you have gotten \"scrambled\".\nYou each take 1d10 points of damage, and you reroll on the chart to see where you wind up.\nFor these rerolls, roll 1d20+80.\nEach time \"Mishap\" comes up, the characters take more damage and must reroll." domains: Portal: 5 Travel: 5 duration: Instantaneous effect: '' levels: 'Knight of the Weave': 6 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 'Wu Jen': 5 name: Teleport range: 'Personal and touch' savingthrow: 'None and Will negates (object)' school: Conjuration spellresistance: 0 target: 'You and touched objects or other touched willing creatures' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like \"teleport\" except that there is no range limit and there is no chance you arrive off target.\nIn 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 (such as a detailed description from someone else or a particularly precise map).\nIf you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location.\nInterplanar travel is not possible." domains: Travel: 7 duration: '' effect: '' levels: "Sha'ir": 7 Sorcerer: 7 Wizard: 7 'Wu Jen': 7 name: 'Teleport, Greater' range: '' savingthrow: '' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 0 verbal: 1 xp: 0 description: "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.\nOnce you designate the destination for the circle, you can't change it.\nThe 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.\nThe circle itself is subtle and nearly impossible to notice.\nIf you intend to keep creatures from activating it accidentally, you need to mark the circle in some way, such as by placing it on a raised platform.\nTeleportation circle can be made permanent with a permanency spell.\nA permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.\nNote traps such as teleportation circle are hard to detect and disable.\nA rogue (only) can use the Search skill to find the circle and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 34 in the case of teleportation circle.\nMaterial Component: Amber dust to cover the area of the circle (cost 1,000 gp)." domains: Rune: 9 duration: '10 min./level (D)' effect: '5-ft.-radius circle that teleports those who activate it' levels: "Sha'ir": 9 Sorcerer: 9 Wizard: 9 'Wu Jen': 9 name: 'Teleportation Circle' range: '0 ft.' savingthrow: None school: Conjuration spellresistance: 1 target: '' - area: ~ castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\nThe entry plant must be alive.\nThe destination plant need not be familiar to you, but it also must be alive.\nIf you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance (\"an oak tree one hundred miles due north of here\"), and the transport via plants spell moves you as close as possible to the desired location.\nIf a particular destination plant is desired (the oak tree outside your druid grove, for instance), but the plant is not living, the spell fails and you are ejected from the entry plant.\nYou can bring along objects as long as their weight doesn't exceed your maximum load.\nYou 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.\nUse 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.\nAll creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.\nYou can't use this spell to travel through plant creatures such as shambling mounds and treants.\nThe 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." domains: {} duration: '1 round' effect: ~ levels: Druid: 6 name: 'Transport Via Plants' range: Unlimited savingthrow: None school: Conjuration spellresistance: 0 target: 'You and touched objects or other touched willing creatures' - area: '' castingtime: '1 standard action or see text' components: arcanefocus: 1 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Trap the soul forces a creature's life force (and its material body) into a gem.\nThe 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.\nIf the trapped creature is a powerful creature from another plane (which could mean a character trapped by an inhabitant of another plane when the character is not on the Material Plane), it can be required to perform a service immediately upon being freed.\nOtherwise, the creature can go free once the gem imprisoning it is broken.\nDepending on the version selected, the spell can be triggered in one of two ways.\nSpell 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.\nThis allows spell resistance (if any) and a Will save to avoid the effect.\nIf the creature's name is spoken as well, any spell resistance is ignored and the save DC increases by 2.\nIf the save or spell resistance is successful, the gem shatters.\nTrigger 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.\nTo use this method, both the creature's name and the trigger word must be inscribed on the trigger object when the gem is enspelled.\nA sympathy spell can also be placed on the trigger object.\nAs 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.\nMaterial 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 (for example, it requires a gem of 10,000 gp value to trap a 10 HD creature).\nIf the gem is not valuable enough, it shatters when the entrapment is attempted.\n(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.\nRemember that this value can change over time as creatures gain more Hit Dice).\nFocus (Trigger Object Only): If the trigger object method is used, a special trigger object, prepared as described above, is needed." domains: Gluttony: 9 Lust: 9 duration: 'Permanent; see text' effect: '' levels: 'Death Master': 8 "Sha'ir": 8 Sorcerer: 8 Wizard: 8 name: 'Trap the Soul' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'See text' school: Conjuration spellresistance: 0 target: 'One creature' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You gain the ability to enter trees and move from inside one tree to inside another tree.\nThe 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.\nBy 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.\nYou may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.\nYou 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).\nThe spell lasts until the duration expires or you exit a tree.\nThis means that in a thick oak forest, a 10th-level druid\ncould make ten transports over the course of 10 rounds, traveling as far as 30,000 feet (about 6 miles) in doing so.\nEach transport is a full-round action.\nYou can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends.\nIf 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." domains: Celerity: 5 Elf: 4 Fey: 5 duration: '1 hour/level or until expended; see text' effect: '' levels: Druid: 5 'Nentyar Hunter': 4 Ranger: 4 name: 'Tree Stride' range: Personal savingthrow: '' school: Conjuration spellresistance: 0 target: You - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "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.\nThis 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).\nUpon 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.\nYou can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed.\nThis spell can also resurrect elementals or outsiders, but it can't resurrect constructs or undead creatures.\nEven true resurrection can't restore to life a creature who has died of old age.\nMaterial Component: A sprinkle of holy water and diamonds worth a total of at least 25,000 gp." domains: {} duration: Instantaneous effect: '' levels: Cleric: 9 Healer: 9 name: 'True Resurrection' range: Touch savingthrow: 'None; see text' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command.\nIt can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend.\nThe servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so, thus allowing you to command it to clean the floor and then turn your attention elsewhere as long as you remain within range.\nIt can open only normal doors, drawers, lids, and the like.\nIt has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds).\nIt 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.\nIt 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.\nIts speed is 15 feet.\nThe servant cannot attack in any way; it is never allowed an attack roll.\nIt cannot be killed, but it dissipates if it takes 6 points of damage from area attacks.\n(It gets no saves against attacks).\nIf you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.\nMaterial Component: A piece of string and a bit of wood." domains: Sloth: 2 duration: '1 hour/level' effect: 'One invisible, mindless, shapeless servant' levels: Bard: 1 'Court Herald': 1 'Death Master': 1 Hoardstealer: 1 Jester: 1 Savant: 1 "Sha'ir": 1 Sorcerer: 1 Wizard: 1 'Wu Jen': 1 name: 'Unseen Servant' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You cause a flat, vertical iron wall to spring into being.\nThis wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so.\nThe wall cannot be conjured so that it occupies the same space as a creature or another object.\nIt must always be a flat plane, though you can shape its edges to fit the available space.\nA wall of iron is 1 inch thick per four caster levels.\nYou can double the wall's area by halving its thickness.\nEach 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10.\nA section of wall whose hit points drop to 0 is breached.\nIf 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.\nIf 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.\nThe wall is 50% likely to tip in either direction if left unpushed.\nCreatures can push the wall in one direction rather than letting it fall randomly.\nA creature must make a DC 40 Strength check to push the wall over.\nCreatures with room to flee the falling wall may do so by making successful Reflex saves.\nAny Large or smaller creature that fails takes 10d6 points of damage.\nThe wall cannot crush Huge and larger creatures.\nLike any iron wall, this wall is subject to rust, perforation, and other natural phenomena.\nMaterial Component: A small piece of sheet iron plus gold dust worth 50 gp (1 pound of gold dust)." domains: Metal: 5 duration: Instantaneous effect: 'Iron wall whose area is up to one 5-ft. square/level; see text' levels: "Sha'ir": 6 Sorcerer: 6 'Urban Druid': 6 Wizard: 6 'Wu Jen': 6 name: 'Wall of Iron' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'See text' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell creates a wall of rock that merges into adjoining rock surfaces.\nIt is typically employed to close passages, portals, and breaches against opponents.\nA wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level.\nYou can double the wall's area by halving its thickness.\nThe wall cannot be conjured so that it occupies the same space as a creature or another object.\nUnlike a wall of iron, you can create a wall of stone in almost any shape you desire.\nThe wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone.\nIt can be used to bridge a chasm, for instance, or as a ramp.\nFor this use, if the span is more than 20 feet, the wall must be arched and buttressed.\nThis requirement reduces the spell's area by half.\nThus, a 20th-level caster can create span with a surface area of ten 5-foot squares.\nThe wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.\nLike any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping.\nEach 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8.\nA section of wall whose hit points drop to 0 is breached.\nIf 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.\nIt 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.\nCreatures can avoid entrapment with successful Reflex saves.\nArcane Material Component: A small block of granite." domains: Craft: 5 Earth: 5 duration: Instantaneous effect: 'Stone wall whose area is up to one 5-ft. square/level (S)' levels: Adept: 5 Cleric: 5 'Death Master': 5 Druid: 6 "Sha'ir": 5 Sorcerer: 5 Trapsmith: 3 'Urban Druid': 5 Wizard: 5 'Wu Jen': 5 name: 'Wall of Stone' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'See text' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\nAny 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.\nDexterity and dodge bonuses to AC do not count for this calculation.\n(Creatures with an Armor Class of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall).\nYou 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.\nThis 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.\nCreatures can force their way slowly through the wall by making a Strength check as a full-round action.\nFor 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).\nFor example, a creature that rolled 25 on its Strength check could move 5 feet in a round.\nOf course, moving or attempting to move through the thorns incurs damage as described above.\nA creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage.\nAny 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.\nIn order to escape, it must attempt to push its way free, or it can wait until the spell ends.\nCreatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage.\nA wall of thorns can be breached by slow work with edged weapons.\nChopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work.\nNormal fire cannot harm the barrier, but magical fire burns it away in 10 minutes.\nDespite its appearance, a wall of thorns is not actually a living plant, and thus is unaffected by spells that affect plants." domains: Plant: 5 duration: '10 min./level (D)' effect: 'Wall of thorny brush, up to one 10-ft. cube/level (S)' levels: Druid: 5 'Nentyar Hunter': 4 name: 'Wall of Thorns' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Web creates a many-layered mass of strong, sticky strands.\nThese strands trap those caught in them.\nThe strands are similar to spider webs but far larger and tougher.\nThese masses must be anchored to two or more solid and diametrically opposed points--floor and ceiling, opposite walls, or the like--or else the web collapses upon itself and disappears.\nCreatures caught within a web become entangled among the gluey fibers.\nAttacking a creature in a web won't cause you to become entangled.\nAnyone in the effect's area when the spell is cast must make a Reflex save.\nIf this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below).\nIf 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.\nOnce 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.\nEach round devoted to moving allows the creature to make a new Strength check or Escape Artist check.\nThe creature moves 5 feet for each full 5 points by which the check result exceeds 10.\nIf you have at least 5 feet of web between you and an opponent, it provides cover.\nIf you have at least 20 feet of web between you, it provides total cover (see Cover, page 150).\nThe strands of a web spell are flammable.\nA magic flaming sword can slash them away as easily as a hand brushes away cobwebs.\nAny fire--a torch, burning oil, a flaming sword, and so forth--can set the webs alight and burn away 5 square feet in 1 round.\nAll creatures within flaming webs take 2d4 points of fire damage from the flames.\nWeb can be made permanent with a permanency spell.\nA permanent web that is damaged (but not destroyed) regrows in 10 minutes.\nMaterial Component: A bit of spider web." domains: {} duration: '10 min./level (D)' effect: 'Webs in a 20-ft.-radius spread' levels: Adept: 2 'Death Master': 2 "Sha'ir": 2 Sorcerer: 2 Wizard: 2 name: Web range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Reflex negates; see text' school: Conjuration spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "Word of recall teleports you instantly back to your sanctuary when the word is uttered.\nYou must designate the sanctuary when you prepare the spell, and it must be a very familiar place.\nThe actual point of arrival is a designated area no larger than 10 feet by 10 feet.\nYou can be transported any distance within a plane but cannot travel between planes.\nYou can transport, in addition to yourself, any objects you carry, as long as their weight doesn't exceed your maximum load.\nYou 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.\nA Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.\nAll creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.\nExceeding this limit causes the spell to fail.\nAn unwilling creature can't be teleported by word of recall.\nLikewise, a creature's Will save (or spell resistance) prevents items in its possession from being teleported.\nUnattended, nonmagical objects receive no saving throw." domains: Halfling: 8 duration: Instantaneous effect: '' levels: Cleric: 6 'Death Master': 6 Druid: 8 'Urban Druid': 8 name: 'Word of Recall' range: Unlimited savingthrow: 'None or Will negates (harmless, object)' school: Conjuration spellresistance: 0 target: 'You and touched objects or other willing creatures' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.\n\nAn attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.\n\n_Analyze dweomer_ does not function when used on an artifact (see the _Dungeon Master's Guide_ for details on artifacts).\n\n_Focus A tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,500 gp." domains: {} duration: '1 round/level (D)' effect: '' levels: Bard: 6 'Court Herald': 6 "Sha'ir": 6 Sorcerer: 6 Wizard: 6 name: 'Analyze Dweomer' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'None or Will negates; see text' school: Divination spellresistance: 0 target: 'One object or creature per caster level' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You create an invisible magical sensor that sends you visual information.\nYou can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance.\nAn arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead.\nIt sees exactly as you would see if you were there.\nThe eye can travel in any direction as long as the spell lasts.\nSolid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter.\nThe eye can't enter another plane of existence, even through a gate or similar magical portal.\nYou must concentrate to use an arcane eye.\nIf you do not concentrate, the eye is inert until you again concentrate.\nMaterial Component: A bit of bat fur." domains: {} duration: '1 min./level (D)' effect: 'Magical sensor' levels: 'Court Herald': 4 'Death Master': 4 'Ebonmar Infiltrator': 4 Hoardstealer: 4 Savant: 4 "Sha'ir": 4 Sorcerer: 4 Trapsmith: 2 Wizard: 4 name: 'Arcane Eye' range: Unlimited savingthrow: None school: Divination spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you.\nThe effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.\nYou know the location and power of all magical auras within your sight.\nAn aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell (page 219).\nIf the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each.\n(Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect).\nIf you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.\nIn some cases, arcane sight may give a deceptively low reading--for example, when you use it on a spellcaster who has used up most of his or her daily spell allotment.\nArcane sight can be made permanent with a permanency spell." domains: {} duration: '1 min./level (D)' effect: '' levels: Beguiler: 3 'Court Herald': 3 'Death Master': 3 'Ebonmar Infiltrator': 3 Hoardstealer: 3 'Knight of the Weave': 3 Savant: 3 "Sha'ir": 3 Sorcerer: 3 Trapsmith: 1 Wizard: 3 name: 'Arcane Sight' range: Personal savingthrow: '' school: Divination spellresistance: 0 target: You - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see.\nGreater arcane sight doesn't let you identify magic items.\nUnlike arcane sight, this spell cannot be made permanent with a permanency spell." domains: {} duration: '' effect: '' levels: Beguiler: 7 'Death Master': 7 "Sha'ir": 7 Sorcerer: 7 Wizard: 7 name: 'Arcane Sight, Greater' range: '' savingthrow: '' school: Divination spellresistance: 0 target: '' - area: '' castingtime: '1 minute' components: arcanefocus: 1 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "An _augury_ can tell you whether a particular action will bring good or bad results for you in the immediate future. For example, if a character is considering destroying a weird seal that closes a portal, an _augury_ might determine whether that act is a good idea.\n\nThe base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; the DM makes the roll secretly. The DM may determine that a question is so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the _augury_ succeeds, you get one of four results:\n\n* Weal (if the action will probably bring good results).\n* Woe (for bad results).\n* Weal and woe (for both).\n* Nothing (for actions that don't have especially good or bad results).\n\nIf the spell fails, you get the \"nothing\" result. A cleric who gets the \"nothing\" result has no way to tell whether it was the consequence of a failed or successful _augury_.\n\nThe _augury_ can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.\n\n_Material Component Incense worth at least 25 gp.\n\n_Focus A set of marked sticks, bones, or similar tokens of at least 25 gp value." domains: Destiny: 2 Dream: 2 Fate: 2 Oracle: 2 Planning: 2 duration: Instantaneous effect: '' levels: Cleric: 2 Savant: 2 name: Augury range: Personal savingthrow: '' school: Divination spellresistance: 0 target: You - area: '' castingtime: '10 minutes' components: arcanefocus: 1 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "_Clairaudience/clairvoyance_ creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be known--a place familiar to you or an obvious one, such as behind a door, around a corner, or in a grove of trees. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other \"scrying\" spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the spell's effect. _Clairaudience/clairvoyance_ functions only on the plane of existence you are currently occupying.\n\n_Arcane Focus A small horn (for hearing) or a glass eye (for seeing)." domains: Drow: 2 Knowledge: 3 Lust: 3 Mentalism: 3 Planning: 3 duration: '1 min./level (D)' effect: 'Magical sensor' levels: Bard: 3 Beguiler: 3 'Court Herald': 3 'Ebonmar Infiltrator': 4 Hoardstealer: 3 Savant: 3 "Sha'ir": 3 Sorcerer: 3 Trapsmith: 1 Vigilante: 3 Wizard: 3 name: Clairaudience/clairvoyance range: 'Long (400 ft. + 40 ft./level)' savingthrow: None school: Divination spellresistance: 0 target: '' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You become one with nature, attaining knowledge of the surrounding territory.\nYou instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of\npowerful unnatural creatures, or even the general state of the natural setting.\nFor example, you could determine the location of any powerful undead creatures, the location of all major sources of safe drinking water, and the location of any buildings (which register as blind spots).\nIn outdoor settings, the spell operates in a radius of 1 mile per caster level.\nIn natural underground settings--caves, caverns, and the like--the radius is limited to 100 feet per caster level.\nThe spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns." domains: Animal: 5 Elf: 5 Seafolk: 5 duration: Instantaneous effect: '' levels: Druid: 5 'Nentyar Hunter': 4 Ranger: 4 name: 'Commune With Nature' range: Personal savingthrow: '' school: Divination spellresistance: 0 target: You - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 100 description: >- "You contact your deity--or agents thereof--and ask questions that can be answered by a simple yes or no.\n(A cleric of no particular deity contacts a philosophically allied deity).\nYou are allowed one such question per caster level.\nThe answers given are correct within the limits of the entity's knowledge.\n\"Unclear\" is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient.\nIn cases where a one-word answer would be misleading or contrary to the deity's interests, the DM should give a short phrase (five words or less) as an answer instead.\nThe spell, at best, provides information to aid character decisions.\nThe entities contacted structure their answers to further their own purposes.\nIf you lag, discuss the answers, or go off to do anything else, the spell ends.\nMaterial Component (or unholy) water and incense.\nXP Cost: 100 XP. domains: Oracle: 5 duration: '1 round/level' effect: '' levels: Adept: 5 Cleric: 5 'Divine Bard': 6 name: Commune range: Personal savingthrow: '' school: Divination spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You can understand the spoken words of creatures or read otherwise incomprehensible written messages.\nIn either case, you must touch the creature or the writing.\nThe ability to read does not necessarily impart insight into the material, merely its literal meaning.\nThe spell enables you to understand or read an unknown language, not speak or write it.\nWritten material can be read at the rate of one page (250 words) per minute.\nMagical writing cannot be read, though the spell reveals that it is magical, but comprehend languages is often useful when deciphering treasure maps.\nThis spell can be foiled by certain warding magic (such as the secret page and illusory script spells).\nIt does not decipher codes or reveal messages concealed in otherwise normal text.\nComprehend languages can be made permanent with a permanency spell.\nArcane Material Component: A pinch of soot and a few grains of salt." domains: Herald: 1 Mind: 1 duration: '10 min./level' effect: '' levels: Adept: 1 Bard: 1 Beguiler: 1 Cleric: 1 'Court Herald': 1 'Death Master': 1 'Ebonmar Infiltrator': 1 'Knight of the Weave': 1 Savant: 1 "Sha'ir": 1 Sorcerer: 1 'Urban Druid': 1 Vigilante: 1 Wizard: 1 'Wu Jen': 1 name: 'Comprehend Languages' range: Personal savingthrow: '' school: Divination spellresistance: 0 target: You - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there.\n(See the accompanying table for possible consequences and results of the attempt).\nThe powers reply in a language you understand, but they resent such contact and give only brief answers to your questions.\n(The DM answers all questions with \"yes\", \"no\", \"maybe\", \"never\", \"irrelevant\", or some other one-word answer).\nYou must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round.\nA question is answered by the power during the same\nround.\nFor every two caster levels, you may ask one question.\nContact with minds far removed from your home plane increases the probability that you will incur a decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes.\nOnce the Outer Planes are reached, the power of the deity contacted determines the effects.\n(Random results obtained from the table are subject to DM changes, the personalities of individual deities, and so on).\nOn rare occasions, this divination may be blocked by an act of certain deities or forces." domains: {} duration: Concentration effect: '' levels: "Sha'ir": 5 Sorcerer: 5 Wizard: 5 name: 'Contact Other Plane' range: Personal savingthrow: '' school: Divination spellresistance: 0 target: You - area: 'Cone-shaped emanation' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face.\nYou must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round.\nThe amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.\n1st Round: Presence or absence of that kind of animal or plant in the area.\n2nd Round of individuals of the specified kind in the area, and the condition of the healthiest specimen.\n3rd Round: The condition (see below) and location of each individual present.\nIf an animal or plant is outside your line of sight, then you discern its direction but not its exact location.\nConditions: For purposes of this spell, the categories of condition are as follows Has at least 90% of full normal hit points, free of disease.\nFair: 30% to 90% of full normal hit points remaining.\nPoor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.\nWeak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.\nIf a creature falls into more than one category, the spell indicates the weaker of the two.\nEach round you can turn to detect a kind of animal or plant in a new area.\nThe spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.\nThe DM decides if a specific kind of animal or plant is present." domains: {} duration: 'Concentration, up to 10 min./level (D)' effect: ~ levels: Druid: 1 Ranger: 1 name: 'Detect Animals Or Plants' range: 'Long (400 ft. + 40 ft./level)' savingthrow: None school: Divination spellresistance: 0 target: ~ - area: 'Cone-shaped emanation' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: 'This spell functions like "_detect evil_" except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.' domains: Inquisition: 1 duration: 'Concentration, up to 10 min./ level (D)' effect: '' levels: Adept: 1 Cleric: 1 'Death Master': 1 'Ebonmar Infiltrator': 1 'Knight of the Chalice': 1 Savant: 1 'Wu Jen': 1 name: 'Detect Chaos' range: '60 ft.' savingthrow: None school: Divination spellresistance: 0 target: '' - area: 'Cone-shaped emanation' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.\n\n_1st Round Presence or absence of evil.\n\n_2nd Round Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.\n\n_3rd Round The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. \n\n_Aura Power An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two. \n\nFor example, as indicated on the table, an evil outsider with 12 HD has an overwhelming aura of evil. A good cleric who casts this spell and directs it at the location of such a creature for longer than 1 round loses the spell and is stunned for 1 round if his character level is 6th or lower.\n\n|_. |_\\4=. Aura Power |\n|_=. Creature/Object |_=. Faint |_=. Moderate |_=. Strong |_=. Overwhelming |\n| Evil creature ^1^ (HD) | 10 or lower | 11-25 | 26-50 | 51 or higher |\n| Undead (HD) | 2 or lower | 3-8 | 9-20 | 21 or higher |\n| Evil outsider (HD) | 1 or lower | 2-4 | 5-10 | 11 or higher |\n| Cleric of an evil deity ^2^ (class levels) | 1 | 2-4 | 5-10 | 11 or higher |\n| Evil magic ittem or spell (caster level) |2nd or lower | 3rd-8th | 9th-20th | 21st or higher |\n|\\5. ^1^ Except for undead and evil outsiders, who have their own entries on the table. |\n|\\5. ^2^ Some Characters who are not clerics may radiate an aura of an equivalent power. The class description will indicate whether this applies. |\n\n_Lingering Aura An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If _detect evil_ is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. \n\n|_. Original Strength |_. Duration of Lingering Aura |\n| Faint | 1d6 rounds |\n|Moderate | 1d6 minutes |\n| Strong | 1d6 x 10 minutes |\n| Overwhelming | 1d6 days |\n\nEach round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.\n\n" domains: {} duration: 'Concentration, up to 10 min./level (D)' effect: '' levels: Adept: 1 Cleric: 1 'Death Master': 1 'Divine Bard': 1 'Ebonmar Infiltrator': 1 'Knight of the Chalice': 1 Savant: 1 'Wu Jen': 1 name: 'Detect Evil' range: '60 ft.' savingthrow: None school: Divination spellresistance: 0 target: '' - area: 'Cone-shaped emanation' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: 'This spell functions like "_detect evil_" except that it detects the auras of good creatures, "clerics" or "paladins" of good deities, "good" spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil. Healing potions, antidotes, and similar beneficial items are not good.' domains: {} duration: 'Concentration, up to 10 min./ level (D)' effect: '' levels: Adept: 1 Cleric: 1 'Death Master': 1 'Divine Bard': 1 'Ebonmar Infiltrator': 1 Savant: 1 'Wu Jen': 1 name: 'Detect Good' range: '60 ft.' savingthrow: None school: Divination spellresistance: 0 target: '' - area: 'Cone-shaped emanation' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: 'This spell functions like "_detect evil_" except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.' domains: {} duration: 'Concentration, up to 10 min./ level (D)' effect: '' levels: Adept: 1 Cleric: 1 'Death Master': 1 'Divine Bard': 1 'Ebonmar Infiltrator': 1 Savant: 1 'Wu Jen': 1 name: 'Detect Law' range: '60 ft.' savingthrow: None school: Divination spellresistance: 0 target: '' - area: 'Cone-shaped emanation' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.\n\n_1st Round Presence or absence of magical auras.\n\n_2nd Round Number of different magical auras and the power of the most potent aura.\n\n_3rd Round The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect).\n\nMagical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.\n\n_Aura Strength An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. \n\n|_\\1. |_\\4=. Aura Power |\n|_. Spell or Object |_. Faint |_. Moderate |_. Strong |_. Overwhelming |\n| Functioning spell (spell level) | 3rd or lower | 4th-6th | 7th-9th | 10th+ (deity level) |\n| Magic Item (caster level) | 5th or lower | 6th-11th | 12th-20th | 21st+ (artifact) |\n\nLingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:\n\n|_. Original Strength |_. Duration of Lingering Aura |\n| Faint\t| 1d6 rounds |\n| Moderate\t| 1d6 minutes |\n| Strong\t| 1d6×10 minutes |\n| Overwhelming\t| 1d6 days |\n\nOutsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.\n\nEach round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.\n\nDetect magic can be made permanent with a permanency spell." domains: {} duration: 'Concentration, up to 1 min./level (D)' effect: '' levels: Adept: 0 Bard: 0 Beguiler: 0 Blighter: 0 Cleric: 0 'Court Herald': 0 'Death Master': 0 'Dread Necromancer': 1 Druid: 0 'Ebonmar Infiltrator': 1 Healer: 0 Hoardstealer: 1 Jester: 0 'Nentyar Hunter': 1 "Sha'ir": 0 Sorcerer: 0 'Urban Druid': 0 Vigilante: 1 Wizard: 0 'Wu Jen': 0 name: 'Detect Magic' range: '60 ft.' savingthrow: None school: Divination spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You determine whether a creature, object, or area has been poisoned or is poisonous.\nYou can determine the exact type of poison with a DC 20 Wisdom check.\nA character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.\nThe spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it." domains: {} duration: Instantaneous effect: '' levels: Assassin: 1 Blighter: 0 Cleric: 0 'Court Herald': 0 'Death Delver': 1 'Death Master': 0 Druid: 0 Healer: 0 'Nentyar Hunter': 1 Paladin: 1 Ranger: 1 "Sha'ir": 0 Sorcerer: 0 'Urban Druid': 0 Wizard: 0 'Wu Jen': 0 name: 'Detect Poison' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Divination spellresistance: 0 target: 'One creature, one object, or a 5-ft. cube' - area: '40-ft.-radius emanation centered on you' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You immediately become aware of any attempt to observe you by means of a \"divination (scrying)\" spell or effect. The spell's area radiates from you and moves as you move. You know the location of every magical sensor within the spell's area.\n\nIf the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier's result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.\n\n_Material Component A small piece of mirror and a miniature brass hearing trumpet." domains: Planning: 5 Wealth: 4 duration: '24 hours' effect: '' levels: Bard: 4 'Court Herald': 3 'Death Master': 4 'Ebonmar Infiltrator': 4 Savant: 4 "Sha'ir": 4 Sorcerer: 4 'Telflammar Shadowlord': 3 Vigilante: 4 Wizard: 4 name: 'Detect Scrying' range: '40 ft.' savingthrow: None school: Divination spellresistance: 0 target: '' - area: 'Cone-shaped emanation' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You can detect secret doors, compartments, caches, and so forth.\nOnly passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell--an ordinary trapdoor underneath a pile of crates would not be detected.\nThe amount of information revealed depends on how long you study a particular area or subject.\n1st Round: Presence or absence of secret doors.\n2nd Round of secret doors and the location of each.\nIf an aura is outside your line of sight, then you discern its direction but not its exact location.\nEach Additional Round: The mechanism or trigger for one particular secret portal closely examined by you.\nEach round, you can turn to detect secret doors in a new area.\nThe spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it." domains: Cavern: 1 Knowledge: 1 duration: 'Concentration, up to 1 min./level (D)' effect: '' levels: Bard: 1 Beguiler: 1 'Ebonmar Infiltrator': 1 Hoardstealer: 1 Savant: 1 "Sha'ir": 1 Sorcerer: 1 'Urban Druid': 1 Vigilante: 1 Wizard: 1 name: 'Detect Secret Doors' range: '60 ft.' savingthrow: None school: Divination spellresistance: 0 target: '' - area: 'Cone-shaped emanation' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials.\nThe spell does not detect complex traps, including trapdoor traps.\nDetect snares and pits does detect certain natural hazards--\nquicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall).\nHowever, it does not reveal other potentially dangerous conditions, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant.\nThe spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.\nThe amount of information revealed depends on how long you study a particular area.\n1st Round: Presence or absence of hazards.\n2nd Round of hazards and the location of each.\nIf a hazard is outside your line of sight, then you discern its direction but not its exact location.\nEach Additional Round: The general type and trigger for one particular hazard closely examined by you.\nEach round, you can turn to detect snares and pits in a new area.\nThe spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it." domains: {} duration: 'Concentration, up to 10 min./level (D)' effect: ~ levels: Druid: 1 Ranger: 1 name: 'Detect Snares and Pits' range: '60 ft.' savingthrow: None school: Divination spellresistance: 0 target: ~ - area: 'Cone-shaped emanation' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You detect surface thoughts.\nThe amount of information revealed depends on how long you study a particular area or subject.\n1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).\n2nd Round of thinking minds and the Intelligence score of each.\nIf the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends.\nThis spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.\n3rd Round: Surface thoughts of any mind in the area.\nA target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance.\nCreatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.\nEach round, you can turn to detect thoughts in a new area.\nThe spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.\nArcane Focus: A copper piece." domains: Baator: 3 Inquisition: 3 Knowledge: 2 Mentalism: 2 Mind: 2 duration: 'Concentration, up to 1 min./level (D)' effect: '' levels: Bard: 2 Beguiler: 2 'Court Herald': 2 'Death Master': 2 'Ebonmar Infiltrator': 2 Savant: 2 "Sha'ir": 2 Sorcerer: 2 'Thayan Slaver': 1 'Urban Druid': 2 Vigilante: 2 Wizard: 2 'Wu Jen': 2 name: 'Detect Thoughts' range: '60 ft.' savingthrow: 'Will negates; see text' school: Divination spellresistance: 0 target: '' - area: 'Cone-shaped emanation' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You can detect the aura that surrounds undead creatures.\nThe amount of information revealed depends on how long you study a particular area.\n1st Round: Presence or absence of undead auras.\n2nd Round of undead auras in the area and the strength of the strongest undead aura present.\nIf you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.\n3rd Round: The strength and location of each undead aura.\nIf an aura is outside your line of sight, then you discern its direction but not its exact location.\nAura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:\nLingering Aura: An undead aura lingers after its original source is destroyed.\nIf detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura).\nHow long the aura lingers at this dim level depends on its original power:\nEach round, you can turn to detect undead in a new area.\nThe spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.\nArcane Material Component: A bit of earth from a grave." domains: Undeath: 1 duration: 'Concentration, up to 1 minute/level (D)' effect: '' levels: Blighter: 1 Cleric: 1 'Death Delver': 1 'Death Master': 1 'Dread Necromancer': 1 Paladin: 1 Savant: 1 "Sha'ir": 1 Sorcerer: 1 'Urban Druid': 1 Wizard: 1 name: 'Detect Undead' range: '60 ft.' savingthrow: None school: Divination spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Each round, you concentrate on one subject, who must be within range.\nYou know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying.\nThe spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.\nEach round, you may concentrate on a different subject." domains: Drow: 4 Inquisition: 4 Mechanus: 4 Mind: 4 Nobility: 4 Tyranny: 3 duration: 'Concentration, up to 1 round/level' effect: '' levels: Cleric: 4 'Knight of the Chalice': 4 Paladin: 3 Savant: 4 'Vassal of Bahamut': 3 name: 'Discern Lies' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Divination spellresistance: 0 target: 'One creature/level, no two of which can be more than 30 ft. apart' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "A _discern location_ spell is among the most powerful means of locating creatures or objects. Nothing short of a \"_mind blank_\" spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. _Discern location_ circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object's location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.\n\nTo find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once." domains: Knowledge: 8 Oracle: 8 Planning: 8 Retribution: 8 Trade: 9 Wealth: 8 duration: Instantaneous effect: '' levels: Beguiler: 8 Cleric: 8 'Death Master': 8 Healer: 8 "Sha'ir": 8 Sorcerer: 8 'Urban Druid': 8 Wizard: 8 name: 'Discern Location' range: Unlimited savingthrow: None school: Divination spellresistance: 0 target: 'One creature or object' - area: '' castingtime: '3 rounds' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale.\nThe locale can be outdoors, underground, or even inside a maze spell.\nFind the path works with respect to locations, not objects or creatures at a locale.\nThus, the subject could not find the way to \"a forest where a green dragon lives\" or \"a hoard of platinum pieces\", but it could find the exit to a labyrinth.\nThe location must be on the same plane as you are at the time of casting.\nThe spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take.\nFor example, the spell enables the subject to sense trip wires or the proper word to bypass a glyph of warding.\nThe spell ends when the destination is reached or the duration expires, whichever comes first.\nFind the path can be used to remove the subject and its companions from the effect of a maze spell in a single round.\nThis divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).\nFocus: A set of divination counters of the sort you favor--\nbones, ivory counters, sticks, carved runes, or the like." domains: Cavern: 6 Elf: 6 Elysium: 6 Knowledge: 6 Travel: 6 duration: '10 min./level' effect: '' levels: Bard: 6 Cleric: 6 Druid: 6 'Nentyar Hunter': 5 'Urban Druid': 6 name: 'Find the Path' range: 'Personal or touch' savingthrow: 'None or Will negates (harmless)' school: Divination spellresistance: 0 target: 'You or creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You gain intuitive insight into the workings of traps.\nYou can use the Search skill to detect traps just as a rogue can.\nIn addition, you gain an insight bonus equal to one-half your caster level (maximum +10) on Search checks made to find traps while the spell is in effect.\nNote that find traps grants no ability to disable the traps that you may find." domains: {} duration: '1 min./level' effect: '' levels: Cleric: 2 Jester: 2 name: 'Find Traps' range: Personal savingthrow: '' school: Divination spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell grants you a powerful sixth sense in relation to yourself or another.\nOnce foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell.\nThus, if you are the subject of the spell, you would be warned in advance if a rogue were about to attempt a sneak attack on you, or if a creature were about to leap out from a hiding place, or if an attacker were specifically targeting you with a spell or ranged weapon.\nYou are never surprised or flat-footed.\nIn addition, the spell gives you a general idea of what action you might take to best protect yourself--duck, jump right, close your eyes, and so on--and gives you a +2 insight bonus to AC and Reflex saves.\nThis insight bonus is lost whenever you would lose a Dexterity bonus to AC.\nWhen another creature is the subject of the spell, you receive warnings about that creature.\nYou must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning.\nShouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay.\nThe subject, however, does not gain the insight bonus to AC and Reflex saves.\nArcane Material Component: A hummingbird's feather." domains: Celestia: 9 Fate: 9 Halfling: 9 Knowledge: 9 Oracle: 9 Time: 8 duration: '10 min./level' effect: '' levels: Beguiler: 9 Blighter: 9 'Death Master': 9 Druid: 9 Healer: 9 "Sha'ir": 9 Sorcerer: 9 'Urban Druid': 9 Wizard: 9 name: Foresight range: 'Personal or touch' savingthrow: 'None or Will negates (harmless)' school: Divination spellresistance: 0 target: 'See text' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell imbues the subject with a touch of divine guidance.\nThe creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check.\nIt must choose to use the bonus before making the roll to which it applies." domains: {} duration: '1 minute or until discharged' effect: '' levels: Adept: 0 Cleric: 0 Druid: 0 'Urban Druid': 0 name: Guidance range: Touch savingthrow: 'Will negates (harmless)' school: Divination spellresistance: 1 target: 'Creature touched' - area: '' castingtime: '1 hour' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).\nIdentify does not function when used on an artifact (see the Dungeon Master's Guide for details on artifacts).\nArcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting." domains: Magic: 2 Oracle: 1 duration: Instantaneous effect: '' levels: Bard: 1 'Court Herald': 1 'Death Master': 1 Hoardstealer: 1 Savant: 1 "Sha'ir": 1 Sorcerer: 1 Vigilante: 1 Wizard: 1 name: Identify range: Touch savingthrow: None school: Divination spellresistance: 0 target: 'One touched object' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You instantly know the direction of north from your current position.\nThe spell is effective in any environment in which \"north\"\nexists, but it may not work in extraplanar settings.\nYour knowledge of north is correct at the moment of casting, but you can get lost again within moments if you\ndon't find some external reference point to help you keep track of direction." domains: {} duration: Instantaneous effect: '' levels: Bard: 0 Druid: 0 'Urban Druid': 0 Vigilante: 1 name: 'Know Direction' range: Personal savingthrow: '' school: Divination spellresistance: 0 target: You - area: '' castingtime: 'See text' components: arcanefocus: 1 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Legend lore brings to your mind legends about an important person, place, or thing.\nIf the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4x10 minutes.\nIf you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time).\nIf you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).\nDuring the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth.\nWhen completed, the divination brings legends (if any) about the person, place, or things to your mind.\nThese may be legends that are still current, legends that have been forgotten, or even information that has never been generally known.\nIf the person, place, or thing is not of legendary importance, you gain no information.\nAs a rule of thumb, characters who are 11th level and higher are \"legendary\", as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.\nExamples of legend lore results include the following.\nA divination about a mysterious magic axe you have at hand: \"Woe to the evildoer whose hand touches the axe, for even the haft chops the hand of the evil ones.\nOnly a true Son or Daughter of Stone, one who loves Moradin and whom Moradin loves, may awaken the true powers of the axe, and only with the sacred word 'Rudnogg'\non the lips\".\nA divination about a legendary paladin about whom you know many details: \"Vanashon has been denied the glory of death and the duty of life.\nHe waits patiently beneath the Forbidden Mountain\".\n(The paladin has been turned to stone in the caverns under the mountain).\nA divination about ancient ruins about which you have only a passing reference in a partially damaged tome: \"The sorcerer who called herself Ryth built a library without words and a temple without gods.\nThose who read and those who pray tore it down in a night and a day\".\n(These clues may be enough for you to find out more and get details you need to cast a better legend lore).\nMaterial Component: Incense worth at least 250 gp.\nFocus: Four strips of ivory (worth 50 gp each) formed into a rectangle." domains: Knowledge: 7 Oracle: 6 Time: 7 duration: 'See text' effect: '' levels: Bard: 4 'Court Herald': 6 "Sha'ir": 6 Sorcerer: 6 'Urban Druid': 4 Vigilante: 4 Wizard: 6 name: 'Legend Lore' range: Personal savingthrow: '' school: Divination spellresistance: 0 target: You - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like locate object, except this spell locates a known or familiar creature.\nYou slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range.\nYou also know in which direction the creature is moving, if any.\nThe spell can locate a creature of a specific kind (such as a human or a unicorn) or a specific creature known to you.\nIt cannot find a creature of a certain type (such as humanoid or animal).\nTo find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.\nRunning water blocks the spell.\nIt cannot detect objects.\nIt can be fooled by mislead, nondetection, and polymorph spells.\nMaterial Component: A bit of fur from a bloodhound." domains: {} duration: '10 min./level' effect: '' levels: Bard: 4 Beguiler: 4 'Court Herald': 4 'Ebonmar Infiltrator': 4 Savant: 4 "Sha'ir": 4 Sorcerer: 4 'Thayan Slaver': 4 'Urban Druid': 4 Vigilante: 4 Wizard: 4 'Wu Jen': 4 name: 'Locate Creature' range: '' savingthrow: '' school: Divination spellresistance: 0 target: '' - area: 'Circle, centered on you, with a radius of 400 ft. + 40 ft./level' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You sense the direction of a well-known or clearly visualized object.\nThe spell locates such objects as apparel, jewelry, furniture, tools, weapons, or even a ladder.\nYou can search for general items such as a stairway, a sword, or a jewel, in which case you locate the nearest one of its kind if more than one is within range.\nAttempting to find a certain item, such as a particular piece of jewelry, requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails.\nYou cannot specify a unique item (such as \"Baron Vulden's signet ring\") unless you have observed that particular item firsthand (not through divination).\nThe spell is blocked by even a thin sheet of lead.\nCreatures cannot be found by this spell.\nPolymorph any object fools it.\nArcane Focus: A forked twig." domains: Travel: 2 duration: '1 min./level' effect: '' levels: Bard: 2 Cleric: 3 'Court Herald': 2 'Death Master': 2 'Ebonmar Infiltrator': 3 Hoardstealer: 2 Savant: 2 "Sha'ir": 2 Sorcerer: 2 'Urban Druid': 2 Vigilante: 2 Wizard: 2 'Wu Jen': 2 name: 'Locate Object' range: 'Long (400 ft. + 40 ft./level)' savingthrow: None school: Divination spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell grants you a powerful sixth sense in relation to yourself.\nOnce during the spell's duration, you may choose to use its effect.\nThis spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw.\nAlternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed).\nActivating the effect doesn't take an action; you can even activate it on another character's turn if needed.\nYou must choose to use the moment of prescience before you make the roll it is to modify.\nOnce used, the spell ends.\nYou can't have more than one moment of prescience active on you at the same time." domains: Competition: 8 Destiny: 8 Elysium: 9 Luck: 8 duration: '1 hour/level or until discharged' effect: '' levels: Beguiler: 8 "Sha'ir": 8 Sorcerer: 8 Wizard: 8 name: 'Moment of Prescience' range: Personal savingthrow: '' school: Divination spellresistance: 0 target: You - area: '' castingtime: '1 minute' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You create a number of semitangible, visible magical orbs (called \"eyes\") equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.\n\nWhile the individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with perfect maneuverability, and has a +16 Hide modifier. It has a Spot modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must find its way by touch.\n\nWhen you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well, so if you know, for example, what a typical merchant looks like, the eyes do as well.\n\nA sample command: \"Surround me at a range of four hundred feet and return if you spot any dangerous creatures\". The phrase \"Surround me\" directs the eyes to form an equally spaced, horizontal ring at whatever range you indicate, and then move with you. As eyes return or are destroyed, the rest automatically space themselves to compensate. In the case of this sample command, an eye returns only if it spots a creature you would regard as dangerous. A \"peasant\" that is actually a shapechanged dragon wouldn't trigger an eye's return. Ten eyes can form a ring with a radius of 400 feet and between themselves see everything that crosses the ring.\n\nAnother sample command: \"Spread out and search the town for Arweth. Follow him for three minutes, staying out of sight, and then return\". The phrase \"Spread out\" directs the eyes to move away from you in all directions. In this case, each eye would separately follow Arweth for three minutes once it spots him.\n\nOther commands that might be useful include having eyes form a line in a certain manner, making them move at random within a certain range, or having them follow a certain type of creature. The DM is the final judge of the suitability of your directions.\n\nIn order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears.\n\nIf an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event.\n\nThe eyes exist for up to 1 hour per caster level or until they return to you. \"_Dispel magic_\" can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.\n\nMaterial Component: A handful of crystal marbles." domains: Darkness: 6 Orc: 5 duration: '1 hour/level; see text (D)' effect: 'Ten or more levitating eyes' levels: 'Court Herald': 5 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 name: 'Prying Eyes' range: 'One mile' savingthrow: None school: Divination spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like prying eyes, except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120 feet.\nThus, they can navigate darkened areas at full normal speed.\nAlso, a greater prying eye's maximum Spot modifier is +25 instead of +15." domains: {} duration: '' effect: '' levels: "Sha'ir": 8 Sorcerer: 8 Wizard: 8 name: 'Prying Eyes, Greater' range: '' savingthrow: '' school: Divination spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "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.\nEach creature included in the link is linked to all the others.\nThe creatures can communicate telepathically through the bond regardless of language.\nNo special power or influence is established as a result of the bond.\nOnce the bond is formed, it works over any distance (although not from one plane to another).\nIf desired, you may leave yourself out of the telepathic bond forged.\nThis decision must be made at the time of casting.\nRary's telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.\nMaterial Component: Pieces of eggshell from two different kinds of creatures." domains: Community: 5 Family: 5 Mentalism: 6 Mind: 5 duration: '10 min./level (D)' effect: '' levels: Beguiler: 5 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 name: "Rary's Telepathic Bond" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Divination spellresistance: 0 target: 'You plus one willing creature per three levels, no two of which can be more than 30 ft. apart' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "By means of read magic, you can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.\nThis deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll.\nFurthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic.\nYou can read at the rate of one page (250 words) per minute.\nThe spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).\nRead magic can be made permanent with a permanency spell.\nFocus: A clear crystal or mineral prism." domains: {} duration: '10 min./level' effect: '' levels: Adept: 0 Bard: 0 Beguiler: 0 Blighter: 0 Cleric: 0 'Court Herald': 0 'Death Master': 0 Druid: 0 Healer: 0 Hoardstealer: 1 'Knight of the Weave': 1 Paladin: 1 Ranger: 1 "Sha'ir": 0 Sorcerer: 0 'Urban Druid': 0 Vigilante: 1 Wizard: 0 'Wu Jen': 0 name: 'Read Magic' range: Personal savingthrow: '' school: Divination spellresistance: 0 target: You - area: '' castingtime: '1 hour' components: arcanefocus: 1 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "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.\n\n|_. Knowledge |_. Will Save Modifier |\n| None ^1^ | +10 |\n| Secondhand (you have heard of the subject) | +5 |\n| Firsthand (you have met the subject) | +0 |\n| Familiar (you know the subject well) | --5 |\n\n^1^ You must have some sort of connection to a creature you have no knowledge of. \n\n|_. Connection |_. Will Save Modifier |\n| Likeness or picture | --2 |\n| Possession or garment | --4 |\n| Body part, lock of hair, bit of nail, etc. | --10 |\n\nIf 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.\n\nAs 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. \n\nIf the save succeeds, you can't attempt to scry on that subject again for at least 24 hours.\n\n_Arcane Material Component The eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc.\n\n_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.\n\n_Cleric Focus A holy water font costing not less than 100 gp.\n\n_Druid Focus A natural pool of water." domains: Lust: 5 Oracle: 4 duration: '1 min./level' effect: 'Magical sensor' levels: Bard: 3 Cleric: 5 'Court Herald': 4 'Death Master': 4 Druid: 4 'Ebonmar Infiltrator': 4 Savant: 4 "Sha'ir": 4 Sorcerer: 4 'Urban Druid': 4 Vigilante: 3 Wizard: 4 'Wu Jen': 4 name: Scrying range: 'See text' savingthrow: 'Will negates' school: Divination spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: '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_"' domains: Dream: 7 Oracle: 7 Planning: 7 duration: '1 hour/level' effect: 'Magical sensor' levels: Bard: 6 Cleric: 7 'Death Master': 7 Druid: 7 "Sha'ir": 7 Sorcerer: 7 'Urban Druid': 7 Wizard: 7 'Wu Jen': 7 name: 'Scrying, Greater' range: 'See text' savingthrow: 'Will negates' school: Divination spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "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. \n\nThe 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.\n\nSee invisibility can be made permanent with a permanency spell.\n\nMaterial Component: A pinch of talc and a small sprinkling of powdered silver." domains: {} duration: '10 min./level (D)' effect: '' levels: Adept: 2 Bard: 3 Beguiler: 2 'Court Herald': 2 'Death Master': 2 Duskblade: 2 'Ebonmar Infiltrator': 3 'Knight of the Weave': 2 'Nentyar Hunter': 3 'Runescarred Berserker': 1 Savant: 2 "Sha'ir": 2 Sorcerer: 2 Vigilante: 3 Wizard: 2 'Wu Jen': 2 name: 'See Invisibility' range: Personal savingthrow: '' school: Divination spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You can comprehend and communicate with animals.\nYou 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.\nFurthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments.\nIf an animal is friendly toward you, it may do some favor or service for you (as determined by the DM)." domains: {} duration: '1 min./level' effect: '' levels: Bard: 3 Druid: 1 Healer: 1 'Nentyar Hunter': 1 Ranger: 1 Vigilante: 3 name: 'Speak With Animals' range: Personal savingthrow: '' school: Divination spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You can comprehend and communicate with plants, including both normal plants and plant creatures.\nYou are able to ask questions of and receive answers from plants.\nA 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.\nThe spell doesn't make plant creatures any more friendly or cooperative than normal.\nFurthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments.\nIf a plant creature is friendly toward you, it may do some favor or service for you (as determined by the DM)." domains: {} duration: '1 min./level' effect: '' levels: Bard: 4 Druid: 3 'Nentyar Hunter': 2 Ranger: 2 Vigilante: 4 name: 'Speak With Plants' range: Personal savingthrow: '' school: Divination spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: '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.' domains: Community: 2 Fate: 4 Planning: 4 duration: '1 hour/level' effect: '' levels: Cleric: 2 Healer: 3 name: Status range: Touch savingthrow: 'Will negates (harmless)' school: Divination spellresistance: 0 target: 'One living creature touched per three levels' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\nThe stones relate complete descriptions if asked.\nA stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for (as determined by the DM).\nYou can speak with natural or worked stone." domains: Dwarf: 6 duration: '1 min./level' effect: '' levels: Druid: 6 'Urban Druid': 6 name: 'Stone Tell' range: Personal savingthrow: '' school: Divination spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 0 verbal: 1 xp: 0 description: "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.\nThe subject can speak only one language at a time, although it may be able to understand several languages.\nTongues does not enable the subject to speak with creatures who don't speak.\nThe subject can make itself understood as far as its voice carries.\nThis spell does not predispose any creature addressed toward the subject in any way.\nTongues can be made permanent with a permanency spell.\nArcane Material Component: A small clay model of a ziggurat, which shatters when the verbal component is pronounced." domains: Community: 4 Herald: 3 duration: '10 min./level' effect: '' levels: Adept: 3 Bard: 2 Cleric: 4 'Court Herald': 3 'Death Master': 4 'Ebonmar Infiltrator': 3 Fatemaker: 3 Jester: 3 Savant: 3 "Sha'ir": 3 Sorcerer: 3 'Urban Druid': 3 'Vassal of Bahamut': 4 Vigilante: 2 Wizard: 3 'Wu Jen': 3 name: Tongues range: Touch savingthrow: 'Will negates (harmless)' school: Divination spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nTrue 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.\n\nMaterial Component: An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat." domains: Dragon: 5 Inquisition: 5 Knowledge: 5 Trade: 6 duration: '1 min./level' effect: '' levels: Adept: 5 Beguiler: 6 Cleric: 5 'Court Herald': 6 'Death Master': 7 Druid: 7 Healer: 5 'Knight of the Weave': 5 "Sha'ir": 6 Sorcerer: 6 'Urban Druid': 7 Wizard: 6 'Wu Jen': 6 name: 'True Seeing' range: Touch savingthrow: 'Will negates (harmless)' school: Divination spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "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.\n\nFocus: A small wooden replica of an archery target." domains: Elf: 1 Fate: 1 Time: 1 duration: 'See text' effect: '' levels: Assassin: 1 Duskblade: 1 Fatemaker: 1 'Nentyar Hunter': 1 'Runescarred Berserker': 1 Savant: 1 "Sha'ir": 1 Sorcerer: 1 'Thayan Slaver': 1 Warmage: 1 Wizard: 1 'Wu Jen': 1 name: 'True Strike' range: Personal savingthrow: '' school: Divination spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 100 description: >- This spell functions like legend lore, except that it works more quickly but produces some strain on you.\nYou pose a question about some person, place, or object, then cast the spell.\nIf 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.\nIf only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete.\nIf only rumors are known, the DC is 30, and the information gained is vague.\nXP Cost: 100 XP. domains: Fate: 7 'Revered Ancestor': 7 duration: '' effect: '' levels: "Sha'ir": 7 Sorcerer: 7 Wizard: 7 name: Vision range: '' savingthrow: '' school: Divination spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: 'Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).' domains: Arborea: 2 Courage: 2 Good: 2 Luck: 2 'Revered Ancestor': 2 duration: '1 min./level' effect: '' levels: Adept: 2 Cleric: 2 'Knight of the Chalice': 2 name: Aid range: Touch savingthrow: None school: Enchantment spellresistance: 0 target: 'Living creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.\n\nUsing some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark (such as the peak of a distant mountain). The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.\n\nDuring this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. Unless the intended recipient of a message is expecting a messenger in the form of a bird or other small animal, the carrier may be ignored. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he or she doesn't know, for example).\n\n_Material Component A morsel of food the animal likes." domains: {} duration: 'One day/level' effect: '' levels: Bard: 2 Druid: 2 Ranger: 1 name: 'Animal Messenger' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'None; see text' school: Enchantment spellresistance: 1 target: 'One Tiny animal' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected. For example, if Vadania affects 7 HD worth of animals and there are several 2 HD wolves within close range, only the three closest wolves are affected.\n\nA magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.\n\n*Special: When casting _animal trance_ as a Scalykind Domain spell, only ophidian and reptilian creatures are affected.*" domains: Scalykind: 2 duration: Concentration effect: '' levels: Adept: 2 Bard: 2 Druid: 2 name: 'Animal Trance' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates; see text' school: Enchantment spellresistance: 1 target: 'Animals or magical beasts with Intelligence 1 or 2' - area: '' castingtime: '1 hour' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically--for example, red dragons, hill giants, wererats, lammasus, cloakers, or vampires. A creature subtype (such as goblinoid) is not specific enough. Likewise, the specific alignment to be repelled must be named--for example, chaotic evil, chaotic good, lawful neutral, or neutral.\n\nCreatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item. A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points.\n\n_Antipathy_ counters and dispels \"sympathy\"\n\n_Arcane Material Component A lump of alum soaked in vinegar." domains: Elf: 9 Hatred: 8 Mentalism: 7 Wealth: 9 duration: '2 hours/level (D)' effect: '' levels: Blighter: 9 'Death Master': 8 Druid: 9 "Sha'ir": 8 Sorcerer: 8 'Urban Druid': 9 Wizard: 8 'Wu Jen': 8 name: Antipathy range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will partial' school: Enchantment spellresistance: 1 target: 'One location (up to a 10-ft. cube/level) or one object' - area: 'All enemies within 50 ft.' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. \n\nBane counters and dispels bless." domains: Baator: 1 Suffering: 1 duration: '1 min./level' effect: '' levels: Blighter: 1 Cleric: 1 'Death Master': 1 Demonologist: 1 'Dread Necromancer': 1 Jester: 1 Savant: 1 name: Bane range: '50 ft.' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: '' - area: '' castingtime: 'One minute' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "A binding spell creates a magical restraint to hold a creature.\nThe target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level.\nYou may have as many as six assistants help you with the spell.\nFor each assistant who casts suggestion, your caster level for this casting of binding increases by 1.\nFor each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to one-third of that assistant's level, provided that the spell's target is appropriate for a binding spell.\nSince the assistants' spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants' spells are irrelevant.\nYour caster level determines whether the target gets an initial Will saving throw and how long the binding lasts.\nAll binding spells are dismissible.\nRegardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur.\nThese triggers can be as simple or elaborate as you desire, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass.\nThe conditions can be based on a creature's name, identity, or alignment but otherwise must be based on observable actions or qualities.\nIntangibles such as level, class, Hit Dice, or hit points don't qualify.\nFor example, a bound creature can be released when a lawful good creature approaches, but not when a paladin approaches.\nOnce the spell is cast, its triggering conditions cannot be changed.\nSetting a release condition increases the save DC (assuming a saving throw is allowed) by 2.\nIf you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap.\nIf you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw.\nIf the creature succeeds on this save, all the binding spells it has received are broken.\nThe binding spell has six versions.\nChoose one of the following versions when you cast the spell.\nChaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you.\nThe duration is one year per caster level.\nThe subject of this form of binding is confined to the spot it occupied when it received the spell.\nSlumber: This version causes the subject to become comatose for as long as one year per caster level.\nThe subject does not need to eat or drink while slumbering, nor does it age.\nThis form of binding is more difficult to cast than chaining, making it slightly easier to resist.\nReduce the spell's save DC by 1.\nBound Slumber: This combination of chaining and slumber lasts for as long as one month per caster level.\nReduce the save DC by 2.\nHedged Prison: The subject is transported to or otherwise brought within a confined area (such as a labyrinth) from which it cannot wander by any means.\nThe effect is permanent.\nReduce the save DC by 3.\nMetamorphosis: The subject assumes gaseous form, except for its head or face.\nIt is held harmless in a jar or other container, which may be transparent if you so choose.\nThe creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities.\nThe binding is permanent.\nThe subject does not need to breathe, eat, or drink while metamorphosed, nor does it age.\nReduce the save DC by 4.\nMinimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object.\nThe binding is permanent.\nThe subject does not need to breathe, eat, or drink while contained, nor does it age.\nReduce the save DC by 4.\nYou can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mordenkainen's disjunction affects it normally.\nA bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect.\nComponents: The components for a binding spell vary according to the version of the spell, but they always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures, and materials appropriate to the form of binding used.\nThese components can include such items as miniature chains of special metals (silver for lycanthropes, cold iron for demons, and so forth), soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like.\nIn addition to the specially made props suited to the specific type of binding (cost 500 gp), the spell requires opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured." domains: {} duration: 'See text (D)' effect: '' levels: "Sha'ir": 8 Sorcerer: 8 Wizard: 8 name: Binding range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates; see text' school: Enchantment spellresistance: 1 target: 'One living creature' - area: 'The caster and all allies within a 50-ft. burst, centered on the caster' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Bless fills your allies with courage.\nEach ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.\nBless counters and dispels bane." domains: Community: 1 Family: 1 duration: '1 min./level' effect: '' levels: Adept: 1 Cleric: 1 'Death Delver': 1 'Knight of the Weave': 1 Paladin: 1 Savant: 1 'Vassal of Bahamut': 1 name: Bless range: '50 ft.' savingthrow: None school: Enchantment spellresistance: 0 target: '' - area: ~ castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell soothes and quiets animals, rendering them docile and harmless.\nOnly ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell.\nAll the subjects must be of the same kind, and no two may be more than 30 feet apart.\nThe maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level.\nA dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.\n(A druid could calm a normal bear or wolf with little trouble, but it's more difficult to affect a trained guard dog).\nThe affected creatures remain where they are and do not attack or flee.\nThey are not helpless and defend themselves normally if attacked.\nAny threat (such as fire, a hungry predator, or an imminent attack) breaks the spell on the threatened creatures." domains: Animal: 1 duration: '1 min./level' effect: ~ levels: Druid: 1 Ranger: 1 name: 'Calm Animals' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates; see text' school: Enchantment spellresistance: 1 target: 'Animals within 30 ft. of each other' - area: 'Creatures in a 20-ft.-radius spread' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell calms agitated creatures.\nYou have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling.\nCreatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive.\nAny aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.\nThis spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard's ability to inspire courage or a barbarian's rage ability.\nIt also suppresses any fear effects and removes the confused condition from all targets.\nWhile the spell lasts, a suppressed spell or effect has no effect.\nWhen the calm emotions spell ends, the original spell or\neffect takes hold of the creature again, provided that its duration has not expired in the meantime." domains: Balance: 2 Charm: 2 Law: 2 Mechanus: 2 duration: 'Concentration, up to 1 round/level (D)' effect: '' levels: Bard: 2 Cleric: 2 Healer: 2 Savant: 2 'Urban Druid': 2 name: 'Calm Emotions' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: '' - area: ~ castingtime: ~ components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like charm person, except that it affects a creature of the animal type.\nSee the Monster Manual for more information on creature types." domains: {} duration: ~ effect: ~ levels: Druid: 1 Ranger: 1 name: 'Charm Animal' range: ~ savingthrow: ~ school: Enchantment spellresistance: 0 target: 'One animal' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: 'This spell functions like "_charm person_" except that the effect is not restricted by creature type or size.' domains: Charm: 5 Elysium: 4 Temptation: 4 duration: 'One day/level' effect: '' levels: Bard: 3 Beguiler: 4 'Death Master': 4 Fatemaker: 4 Jester: 4 "Sha'ir": 4 Sorcerer: 4 'Urban Druid': 3 Wizard: 4 'Wu Jen': 4 name: 'Charm Monster' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: 'One living creature' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: 'This spell functions like "_charm monster_" except that _mass charm monster_ affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.' domains: Pride: 9 Tyranny: 8 duration: 'One day/level' effect: '' levels: Bard: 6 'Death Master': 8 "Sha'ir": 8 Sorcerer: 8 Wizard: 8 name: 'Charm Monster, Mass' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: 'One or more creatures, no two of which can be more than 30 ft. apart' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly; see Influencing NPC Attitudes, page 72). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.\n\nThe spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed). An affected creature never obeys suicidal or obviously harmful orders, but a charmed fighter, for example, might believe you if you assured him that the only chance to save your life is for him to hold back an onrushing red dragon for \"just a few seconds\". Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming." domains: Charm: 1 Elysium: 1 Fey: 2 Lust: 1 Renewal: 1 Temptation: 1 duration: '1 hour/level' effect: '' levels: Bard: 1 Beguiler: 1 Fatemaker: 1 Jester: 1 'Knight of the Weave': 1 "Sha'ir": 1 Sorcerer: 1 'Urban Druid': 1 Wizard: 1 'Wu Jen': 1 name: 'Charm Person' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: 'One humanoid creature' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.\n\n_Approach On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.\n\n_Drop On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.\n\n_Fall On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.\n\n_Flee On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.\n\n_Halt The subject stands in place for 1 round. It may not take any actions but is not considered helpless. \n\nIf the subject can't carry out your command on its next turn, the spell automatically fails." domains: Domination: 1 Mechanus: 1 Pact: 1 Tyranny: 1 duration: '1 round' effect: '' levels: Adept: 1 Cleric: 1 'Death Master': 1 Jester: 1 'Knight of the Weave': 1 'Thayan Slaver': 1 name: Command range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: 'One living creature' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like \"_command_\" except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command." domains: Domination: 5 Herald: 5 Nobility: 5 Tyranny: 5 duration: '1 round/level' effect: '' levels: Cleric: 5 'Death Master': 5 Jester: 5 'Thayan Slaver': 3 name: 'Command, Greater' range: '' savingthrow: '' school: Enchantment spellresistance: 0 target: 'One creature/level, no two of which can be more than 30 ft. apart' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell causes the targets to become confused, making them unable to independently determine what they will do.\n\nRoll on the following table at the beginning of each subject's turn each round to see what the subject does in that round.\n\n|_. d% |_. Behavior |\n| 01--10 | Attack caster with melee or ranged weapons (or close with caster if attack is not possible). |\n| 11--20 | Act normally. |\n| 21--50 | Do nothing but babble incoherently. |\n| 51--70 | Flee away from caster at top possible speed. |\n| 71--100 | Attack nearest creature (for this purpose, a familiar counts as part of the subject's self). |\n\nA confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).\n\nArcane Material Component: A set of three nut shells." domains: Madness: 4 Trickery: 4 duration: '1 round/level' effect: '' levels: Bard: 3 Beguiler: 4 'Court Herald': 4 Jester: 3 "Sha'ir": 4 Sorcerer: 4 'Telflammar Shadowlord': 3 Wizard: 4 'Wu Jen': 4 name: Confusion range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: 'All creatures in a 15-ft. radius burst' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell causes a single creature to become confused for 1 round.\nSee the confusion spell, above, to determine the exact effect on the subject." domains: Limbo: 1 Madness: 1 Mentalism: 1 duration: '1 round' effect: '' levels: Bard: 1 name: 'Confusion, Lesser' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: '' school: Enchantment spellresistance: 0 target: 'One living creature' - area: 'Cone-shaped burst' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "An invisible cone of despair causes great sadness in the subjects.\nEach affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.\nCrushing despair counters and dispels good hope.\nMaterial Component: A vial of tears." domains: Envy: 5 Hades: 5 duration: '1 min./level' effect: '' levels: Bard: 3 Beguiler: 4 'Death Master': 4 'Dread Necromancer': 3 Jester: 3 "Sha'ir": 4 Sorcerer: 4 Wizard: 4 'Wu Jen': 4 name: 'Crushing Despair' range: '30 ft.' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like daze, but daze monster can affect any one living creature of any type.\nCreatures of 7 or more HD are not affected." domains: {} duration: '' effect: '' levels: Bard: 2 Beguiler: 2 'Death Master': 2 Fatemaker: 2 Jester: 2 "Sha'ir": 2 Sorcerer: 2 Wizard: 2 name: 'Daze Monster' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: '' school: Enchantment spellresistance: 0 target: 'One living creature of 6 HD or less' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.\nHumanoids of 5 or more HD are not affected.\nA dazed subject is not stunned, so attackers get no special advantage against it.\nMaterial Component: A pinch of wool or similar substance." domains: {} duration: '1 round' effect: '' levels: Bard: 0 Beguiler: 0 'Death Master': 0 Jester: 0 "Sha'ir": 0 Sorcerer: 0 Wizard: 0 'Wu Jen': 0 name: Daze range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: 'One humanoid creature of 4 HD or less' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like sleep, except that it affects 10 HD of creatures.' domains: Dream: 3 Sloth: 3 duration: '' effect: '' levels: Bard: 3 Beguiler: 3 'Death Delver': 3 'Death Master': 3 "Sha'ir": 3 Sorcerer: 3 Wizard: 3 name: 'Deep Slumber' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: '' school: Enchantment spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out.\nA successful Will save negates the suggestion effect but not the contact itself.\nThe demand, if received, is understood even if the subject's Intelligence score is as low as 1.\nIf the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.\nThe demand's message to the creature must be twenty-five words or less, including the suggestion.\nThe creature can also give a short reply immediately.\nMaterial Component: A short piece of copper wire and some small part of the subject--a hair, a bit of nail, or the like." domains: Baator: 8 Charm: 8 Nobility: 8 duration: '' effect: '' levels: Beguiler: 8 "Sha'ir": 8 Sorcerer: 8 Wizard: 8 name: Demand range: '' savingthrow: 'Will partial' school: Enchantment spellresistance: 1 target: '' - area: ~ castingtime: '1 round' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You can enchant an animal and direct it with simple commands such as \"Attack\", \"Run\", and \"Fetch\".\nSuicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.\nDominate animal establishes a mental link between you and the subject creature.\nThe animal can be directed by silent mental command as long as it remains in range.\nYou need not see the creature to control it.\nYou do not receive direct sensory input from the creature, but you know what it is experiencing.\nBecause you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension.\nYou need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn't do.\nChanging your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action." domains: Animal: 3 duration: '1 round/level' effect: ~ levels: Druid: 3 name: 'Dominate Animal' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: 'One animal' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: 'This spell functions like dominate person, except that the spell is not restricted by creature type.' domains: Charm: 9 Dragon: 9 Temptation: 9 Tyranny: 9 duration: '' effect: '' levels: Beguiler: 9 'Death Master': 9 "Sha'ir": 9 Sorcerer: 9 Wizard: 9 'Wu Jen': 9 name: 'Dominate Monster' range: '' savingthrow: '' school: Enchantment spellresistance: 0 target: 'One creature' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.\nIf you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities.\nIf no common language exists, you can communicate only basic commands, such as \"Come here\", \"Go there\", \"Fight\", and \"Stand still\".\nYou know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.\nOnce you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth).\nBecause of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description, page 81).\nChanging your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.\nBy concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you.\nYou can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on (the subject is walking through a smelly courtyard, the subject is talking to a guard, the guard looks suspicious, and so forth).\nSubjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus.\nObviously self-destructive orders are not carried out.\nOnce control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane.\nYou need not see the subject to control it.\nIf you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.\nProtection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it." domains: Baator: 6 Domination: 4 Temptation: 5 duration: 'One day/level' effect: '' levels: Bard: 4 Beguiler: 5 'Court Herald': 5 'Death Master': 5 "Sha'ir": 5 Sorcerer: 5 'Thayan Slaver': 3 'Urban Druid': 4 Wizard: 5 'Wu Jen': 5 name: 'Dominate Person' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: 'One humanoid' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "If you have the attention of a group of creatures, you can use this spell to hold them spellbound.\nTo cast the spell, you must speak or sing without interruption for 1 full round.\nThereafter, those affected give you their undivided attention, ignoring their surroundings.\nThey are considered to have an attitude of friendly while under the effect of the spell (see the Dungeon Master's Guide for information about NPC attitudes).\nAny potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.\nA creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent.\nIt gains a new saving throw if it witnesses actions that it opposes.\nThe effect lasts as long as you speak or sing, to a maximum of 1 hour.\nThose enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance.\nThose entering the area during the performance must also successfully save or become enthralled.\nThe speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.\nIf those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling.\nFor this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist (as described in Aid Another, page 65).\nThe heckling ends the spell if this check result beats your Charisma check result.\nOnly one such challenge is allowed per use of the spell.\nIf any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you.\nEach creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile." domains: Domination: 2 Elysium: 2 Herald: 2 Nobility: 2 Tyranny: 2 duration: '1 hour or less' effect: '' levels: Bard: 2 Cleric: 2 Jester: 2 'Urban Druid': 2 name: Enthrall range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will negates; see text' school: Enchantment spellresistance: 1 target: 'Any number of creatures' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1, giving it roughly the intellect of a lizard.\nThe affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently.\nStill, it knows who its friends are and can follow them and even protect them.\nThe subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind.\nA creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.\nMaterial Component: A handful of clay, crystal, glass, or mineral spheres." domains: Suffering: 5 duration: Instantaneous effect: '' levels: Beguiler: 5 'Court Herald': 5 Jester: 5 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 'Wu Jen': 5 name: Feeblemind range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will negates; see text' school: Enchantment spellresistance: 1 target: 'One creature' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you.\nThe creature must have 7 or fewer Hit Dice and be able to understand you.\nWhile a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.\nThe geased creature must follow the given instructions until the geas is completed, no matter how long it takes.\nIf the instructions involve some open-ended task that the recipient cannot complete through his own actions (such as \"Wait here\" or \"Defend this area against attack\"), the spell remains in effect for a maximum of one day per caster level.\nA clever recipient can subvert some instructions: For example, if you order the recipient to protect you from all harm, it might place you in a nice, safe dungeon for the duration of the spell.\nIf the subject is prevented from obeying the lesser geas for 24 hours, it takes a -2 penalty to each of its ability scores.\nEach day, another -2 penalty accumulates, up to a total of -\n8.\nNo ability score can be reduced to less than 1 by this effect.\nThe ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.\nA lesser geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish.\nDispel magic does not affect a lesser geas." domains: {} duration: 'One day/level or until discharged (D)' effect: '' levels: Bard: 3 "Sha'ir": 4 Sorcerer: 4 Wizard: 4 name: 'Geas, Lesser' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: 'One living creature with 7 HD or less' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.\nInstead of taking penalties to ability scores (as with lesser geas), the subject takes 3d6 points of damage each day it does not attempt to follow the geas/quest.\nAdditionally, each day it must make a Fortitude saving throw or become sickened.\nThese effects end 24 hours after the creature attempts to resume the geas/quest.\nA remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level.\nBreak enchantment does not end a geas/quest, but limited wish, miracle, and wish do.\nBards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest." domains: Charm: 6 Domination: 6 Fate: 6 Inquisition: 6 Nobility: 6 Tyranny: 6 duration: '' effect: '' levels: Bard: 6 Cleric: 6 'Dread Necromancer': 6 "Sha'ir": 6 Sorcerer: 6 Wizard: 6 'Wu Jen': 6 name: Geas/quest range: '' savingthrow: None school: Enchantment spellresistance: 0 target: 'One living creature' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell instills powerful hope in the subjects.\nEach affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.\nGood hope counters and dispels crushing despair." domains: Charm: 4 Joy: 4 duration: '1 min./level' effect: '' levels: Bard: 3 'Wu Jen': 4 name: 'Good Hope' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will negates (harmless)' school: Enchantment spellresistance: 0 target: 'One living creature/level, no two of which may be more than 30 ft. apart' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: 'This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.' domains: Arborea: 3 Courage: 3 Pride: 3 'Revered Ancestor': 3 duration: '10 min./level' effect: '' levels: Bard: 2 "Sha'ir": 3 Sorcerer: 3 Wizard: 3 name: Heroism range: Touch savingthrow: 'Will negates (harmless)' school: Enchantment spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: 'This spell functions like "_heroism_" except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).' domains: Arborea: 8 Courage: 7 Joy: 6 Pride: 7 'Revered Ancestor': 6 duration: '1 min./level' effect: '' levels: Bard: 5 "Sha'ir": 6 Sorcerer: 6 Wizard: 6 name: 'Heroism, Greater' range: Touch savingthrow: 'Will negates (harmless)' school: Enchantment spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: 'This spell functions like hold person, except that it affects an animal instead of a humanoid.' domains: Animal: 2 Blightbringer: 1 duration: '' effect: '' levels: Druid: 2 Ranger: 2 name: 'Hold Animal' range: '' savingthrow: '' school: Enchantment spellresistance: 0 target: 'One animal' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like hold person, except that it affects any living creature that fails its Will save.\nArcane Material Component hard metal bar or rod, which can be as small as a three-penny nail." domains: Law: 6 Mechanus: 6 duration: '' effect: '' levels: Bard: 4 Beguiler: 5 'Death Master': 5 Duskblade: 5 Jester: 5 "Sha'ir": 5 Sorcerer: 5 'Thayan Slaver': 3 'Urban Druid': 4 Wizard: 5 'Wu Jen': 5 name: 'Hold Monster' range: '' savingthrow: '' school: Enchantment spellresistance: 0 target: 'One living creature' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like hold person, except that it affects multiple creatures and holds any living creature that fails its Will save.' domains: {} duration: '' effect: '' levels: Beguiler: 9 'Death Master': 9 "Sha'ir": 9 Sorcerer: 9 Wizard: 9 name: 'Hold Monster, Mass' range: '' savingthrow: '' school: Enchantment spellresistance: 0 target: 'One or more creatures, no two of which can be more than 30 ft. apart' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "The subject becomes paralyzed and freezes in place.\nIt is aware and breathes normally but cannot take any actions, even speech.\nEach round on its turn, the subject may attempt a new saving throw to end the effect.\n(This is a full-round action that does not provoke attacks of opportunity).\nA winged creature who is paralyzed cannot flap its wings and falls.\nA swimmer can't swim and may drown.\nArcane Focus: A small, straight piece of iron." domains: {} duration: '1 round/level (D); see text' effect: '' levels: Bard: 2 Beguiler: 3 Cleric: 2 'Death Master': 2 "Sha'ir": 3 Sorcerer: 3 'Thayan Slaver': 2 'Urban Druid': 2 Wizard: 3 'Wu Jen': 2 name: 'Hold Person' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will negates; see text' school: Enchantment spellresistance: 1 target: 'One humanoid creature' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like hold person, except as noted above.' domains: Mechanus: 7 duration: '' effect: '' levels: Beguiler: 7 'Death Master': 7 "Sha'ir": 7 Sorcerer: 7 Wizard: 7 name: 'Hold Person, Mass' range: '' savingthrow: '' school: Enchantment spellresistance: 0 target: 'One or more humanoid creatures, no two of which can be more than 30 ft. apart' - area: 'Several living creatures, no two of which may be more than 30 ft. apart' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.\n\nIf you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.\n\nWhile the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude (see Influencing NPC Attitudes, page 72). This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. A creature that fails its saving throw does not remember that you enspelled it." domains: Pride: 1 duration: '2d4 rounds (D)' effect: '' levels: Bard: 1 Beguiler: 1 Jester: 1 "Sha'ir": 1 Sorcerer: 1 Wizard: 1 name: Hypnotism range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "The affected creature suffers from a continuous \"_confusion_\" effect, as the spell.\n\nRemove curse does not remove insanity. \"_Greater restoration_\" \"_heal_\" \"_limited wish_\" \"_miracle_\" or \"_wish_\" can restore the creature." domains: Charm: 7 Limbo: 6 Madness: 7 Moon: 7 duration: Instantaneous effect: '' levels: Jester: 6 "Sha'ir": 7 Sorcerer: 7 Wizard: 7 name: Insanity range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: 'One living creature' - area: 'Living creatures within a 10-ft.-radius burst' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Listen and Spot checks and a -2 penalty on Will saves against sleep effects while the lullaby is in effect.\nLullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter." domains: {} duration: 'Concentration + 1 round/level (D)' effect: ~ levels: Bard: 0 name: Lullaby range: 'Medium(100 ft. + 10 ft./level)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: ~ - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it.\nCreatures in the mind fog take a -10 competence penalty on Wisdom checks and Will saves.\n(A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog).\nAffected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter.\nThe fog is stationary and lasts for 30 minutes (or until dispersed by wind).\nA moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1 round.\nThe fog is thin and does not significantly hamper vision." domains: Elysium: 6 Hades: 6 Mentalism: 5 duration: '30 minutes and 2d6 rounds; see text' effect: 'Fog spreads in 20-ft. radius, 20 ft. high' levels: Bard: 5 Beguiler: 5 Jester: 5 "Sha'ir": 5 Sorcerer: 5 'Thayan Slaver': 4 Wizard: 5 name: 'Mind Fog' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: '' - area: '' castingtime: '1 round; see text' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the following ways.\n* Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells.\n* Allow the subject to recall with perfect clarity an event it actually experienced.\n** For instance, it could recall every word from a 5-minute conversation or every detail from a passage in a book. \n* Change the details of an event the subject actually experienced.\n* Implant a memory of an event the subject never experienced.\nCasting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory time you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell's range during this time, the spell is lost.\n\nA modified memory does not necessarily affect the subject's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory, such as the subject recalling how much it enjoyed drinking poison, is dismissed by the creature as a bad dream or a memory muddied by too much wine.\n\nMore useful applications of modify memory include implanting memories of friendly encounters with you (inclining the subject to act favorably toward you), changing the details of orders given to the subject by a superior, or causing the subject to forget that it ever saw you or your party.\n\nThe DM reserves the right to decide whether a modified memory is too nonsensical to significantly affect the subject." domains: Mentalism: 4 duration: Permanent effect: '' levels: Bard: 4 'Ebonmar Infiltrator': 4 name: 'Modify Memory' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: 'One living creature' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping.\nThe spell effect makes it impossible for the subject to do anything other than caper and prance in place.\nThe effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds.\nThe dancing subject provokes attacks of opportunity each round on its turn." domains: Gnome: 8 Joy: 9 Limbo: 8 duration: '1d4+1 rounds' effect: '' levels: Bard: 6 Jester: 6 "Sha'ir": 8 Sorcerer: 8 Wizard: 8 name: "Otto's Irresistible Dance" range: Touch savingthrow: None school: Enchantment spellresistance: 1 target: 'Living creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not.\nThe duration of the spell depends on the target's current hit point total.\nAny creature that currently has 201 or more hit points is unaffected by power word blind." domains: Darkness: 8 Slime: 8 War: 7 duration: 'See text' effect: '' levels: Beguiler: 7 'Death Master': 7 "Sha'ir": 7 Sorcerer: 7 Wizard: 7 'Wu Jen': 7 name: 'Power Word Blind' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Enchantment spellresistance: 1 target: 'One creature with 200 hp or less' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: 'You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by _power word kill_.' domains: Darkness: 9 Orc: 9 War: 9 duration: Instantaneous effect: '' levels: Beguiler: 9 'Death Master': 9 "Sha'ir": 9 Sorcerer: 9 Wizard: 9 'Wu Jen': 9 name: 'Power Word Kill' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Enchantment spellresistance: 1 target: 'One living creature with 100 hp or less' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not.\nThe duration of the spell depends on the target's current hit point total.\nAny creature that currently has 151 or more hit points is unaffected by power word stun." domains: Celestia: 8 Dream: 8 War: 8 duration: 'See text' effect: '' levels: Beguiler: 8 'Death Master': 8 "Sha'ir": 8 Sorcerer: 8 Wizard: 8 'Wu Jen': 8 name: 'Power Word Stun' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Enchantment spellresistance: 1 target: 'One creature with 150 hp or less' - area: 'All allies and foes within a 40-ft.-radius burst centered on you' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: 'You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.' domains: Community: 3 Competition: 3 Orc: 3 duration: '1 round/level' effect: '' levels: Cleric: 3 'Divine Bard': 3 'Knight of the Chalice': 3 Paladin: 3 name: Prayer range: '40 ft.' savingthrow: None school: Enchantment spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC.\nThe effect is otherwise identical with a barbarian's rage (see page 25), except that the subjects aren't fatigued at the end of the rage." domains: Hatred: 4 Liberation: 3 'Wrath (SpC)': 3 duration: 'Concentration + 1 round/level (D)' effect: '' levels: Bard: 2 Jester: 3 "Sha'ir": 3 Sorcerer: 3 Wizard: 3 name: Rage range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Enchantment spellresistance: 1 target: 'One willing living creature per three levels, no two of which may be more than 30 ft. apart' - area: 'One or more living creatures within a 10-ft.-radius burst' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures.\nCreatures with the fewest HD are affected first.\nAmong creatures with equal HD, those who are closest to the spell's point of origin are affected first.\nHit Dice that are not sufficient to affect a creature are wasted.\nFor example, Mialee casts sleep at one rat (1/4 HD), one kobold (1 HD), two gnolls (2 HD), and an ogre (4 HD).\nThe rat, the kobold, and one gnoll are affected (1/4 + 1 + 2 = 3-1/4 HD).\nThe remaining 3/4 HD is not enough to affect the last gnoll or the ogre.\nMialee can't choose to have sleep affect the ogre or the two gnolls.\nSleeping creatures are helpless.\nSlapping or wounding awakens an affected creature, but normal noise does not.\nAwakening a creature is a standard action (an application of the aid another action).\nSleep does not target unconscious creatures, constructs, or undead creatures.\nMaterial Component: A pinch of fine sand, rose petals, or a live cricket." domains: Dream: 1 duration: '1 min./level' effect: '' levels: Adept: 1 Assassin: 1 Bard: 1 Beguiler: 1 Jester: 1 "Sha'ir": 1 Sorcerer: 1 Wizard: 1 'Wu Jen': 1 name: Sleep range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: '' - area: 'Creatures within a 20-ft.-radius spread' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell causes those within the area to turn on each other rather than attack their foes.\nEach affected creature has a 50% chance to attack the nearest target each round.\n(Roll to determine each creature's behavior every round at the beginning of its turn).\nA creature that does not attack its nearest neighbor is free to act normally for that round.\nCreatures 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.\nThey do not, however, harm targets that have fallen unconscious." domains: Limbo: 7 'Wrath (SpC)': 6 duration: '1 round/level' effect: '' levels: Bard: 5 'Dread Necromancer': 7 name: 'Song of Discord' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 0 verbal: 1 xp: 0 description: "You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two).\nThe suggestion must be worded in such a manner as to make the activity sound reasonable.\nAsking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.\nHowever, a suggestion that a pool of acid is actually pure water and that a quick dip would be refreshing is another matter.\nUrging a red dragon to stop attacking your party so that the dragon and party could jointly loot a rich treasure elsewhere is a likewise reasonable use of the spell's power.\nThe suggested course of activity can continue for the entire duration, such as in the case of the red dragon mentioned above.\nIf the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.\nYou can instead specify conditions that will trigger a special activity during the duration.\nFor example, you might suggest that a noble knight give her warhorse to the first beggar she meets.\nIf the condition is not met before the spell duration expires, the activity is not performed.\nA very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2) at the discretion of the DM.\nMaterial Component: A snake's tongue and either a bit of honeycomb or a drop of sweet oil." domains: Baator: 4 Charm: 3 Domination: 3 Drow: 3 Temptation: 3 duration: '1 hour/level or until completed' effect: '' levels: Bard: 2 Beguiler: 3 'Court Herald': 3 Fatemaker: 3 Jester: 3 "Sha'ir": 3 Sorcerer: 3 'Urban Druid': 2 Wizard: 3 'Wu Jen': 3 name: Suggestion range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: 'One living creature' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like suggestion, except that it can affect more creatures.\nThe same suggestion applies to all these creatures." domains: Domination: 7 Dragon: 8 Temptation: 6 duration: '' effect: '' levels: Bard: 5 Beguiler: 6 'Court Herald': 6 "Sha'ir": 6 Sorcerer: 6 'Urban Druid': 6 Wizard: 6 'Wu Jen': 6 name: 'Suggestion, Mass' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: '' school: Enchantment spellresistance: 0 target: 'One creature/level, no two of which can be more than 30 ft. apart' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "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).\nUnlike 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.\nNote traps such as symbol of insanity are hard to detect and disable.\nA rogue (only) can use the Search skill to find a symbol of insanity and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 33 for symbol of insanity.\nMaterial Component and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp." domains: {} duration: '' effect: '' levels: Cleric: 8 'Death Master': 8 "Sha'ir": 8 Sorcerer: 8 Wizard: 8 'Wu Jen': 8 name: 'Symbol of Insanity' range: '' savingthrow: 'Will negates' school: Enchantment spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "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.\nUnlike 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.\nNote traps such as symbol of persuasion are hard to detect and disable.\nA rogue (only) can use the Search skill to find a symbol of persuasion and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 31 for symbol of persuasion.\nMaterial Component and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp." domains: Lust: 6 duration: '' effect: '' levels: Cleric: 6 'Court Herald': 6 "Sha'ir": 6 Sorcerer: 6 Wizard: 6 'Wu Jen': 6 name: 'Symbol of Persuasion' range: '' savingthrow: 'Will negates' school: Enchantment spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "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.\nUnlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.\nUnlike 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.\nNote traps such as symbol of sleep are hard to detect and disable.\nA rogue (only) can use the Search skill to find a symbol of sleep and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 30 for symbol of sleep.\nMaterial Component and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp." domains: Sloth: 5 duration: '' effect: '' levels: Cleric: 5 'Court Herald': 5 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 'Wu Jen': 5 name: 'Symbol of Sleep' range: '' savingthrow: 'Will negates' school: Enchantment spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "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.\nNote traps such as symbol of stunning are hard to detect and disable.\nA rogue (only) can use the Search skill to find a symbol of stunning and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 32 for symbol of stunning.\nMaterial Component and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp." domains: {} duration: '' effect: '' levels: Cleric: 7 'Death Master': 7 "Sha'ir": 7 Sorcerer: 7 Wizard: 7 'Wu Jen': 7 name: 'Symbol of Stunning' range: '' savingthrow: 'Will negates' school: Enchantment spellresistance: 0 target: '' - area: '' castingtime: '1 hour' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "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.\nThe particular kind of creature to be affected must be named specifically--for example, red dragons, hill giants, wererats, lammasus, or vampires.\nA creature subtype (such as goblinoid) is not specific enough.\nLikewise, the specific alignment must be named--for example, chaotic evil, chaotic good, lawful neutral, or neutral.\nCreatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object.\nThe compulsion to stay in the area or touch the object is overpowering.\nIf the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6x10 minutes later.\nIf this save fails, the affected creature attempts to return to the area or object.\nSympathy counters and dispels antipathy.\nMaterial Component: 1,500 gp worth of crushed pearls and a drop of honey." domains: Community: 8 Greed: 9 Joy: 8 Lust: 8 Temptation: 8 duration: '2 hours/level (D)' effect: '' levels: Druid: 9 "Sha'ir": 8 Sorcerer: 8 'Urban Druid': 9 Wizard: 8 'Wu Jen': 8 name: Sympathy range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates; see text' school: Enchantment spellresistance: 1 target: 'One location (up to a 10-ft. cube/level) or one object' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell afflicts the subject with uncontrollable laughter.\nIt collapses into gales of manic laughter, falling prone.\nThe subject can take no actions while laughing, but is not considered helpless.\nAfter the spell ends, it can act normally.\nA creature with an Intelligence score of 2 or lower is not affected.\nA creature whose type (such as humanoid or dragon) is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't \"translate\" well.\nMaterial Component: Tiny tarts that are thrown at the target and a feather that is waved in the air." domains: {} duration: '1 round/level' effect: '' levels: Bard: 1 'Death Master': 2 Jester: 1 "Sha'ir": 2 Sorcerer: 2 Wizard: 2 name: "Tasha's Hideous Laughter" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: 'One creature; see text' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\nThis 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." domains: Envy: 3 duration: '10 min./level' effect: '' levels: 'Death Master': 2 Jester: 2 Savant: 2 "Sha'ir": 2 Sorcerer: 2 Wizard: 2 name: 'Touch of Idiocy' range: Touch savingthrow: No school: Enchantment spellresistance: 1 target: 'Living creature touched' - area: '20-ft.-radius emanation' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Creatures within the emanation area (or those who enter it) can't speak any deliberate and intentional lies.\nEach 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.\nAffected creatures are aware of this enchantment.\nTherefore, 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.\nCreatures who leave the area are free to speak as they choose." domains: Inquisition: 2 duration: '1 min./level' effect: '' levels: Cleric: 2 Paladin: 2 Savant: 2 name: 'Zone of Truth' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Enchantment spellresistance: 1 target: '' - area: '' castingtime: '' components: arcanefocus: 1 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like Bigby's interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select.\nThe floating hand can move as far as 60 feet and can attack in the same round.\nSince this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.\nThe hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hand's Strength score (33), -1 for being Large.\nThe hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round.\nDirecting the spell to a new target is a move action.\nThe clenched fist can also interpose itself as Bigby's interposing hand does, or it can bull rush an opponent as Bigby's forceful hand does, but at a +15 bonus on the Strength check.\nClerics who cast this spell name it for their deities--Pelor's clenched fist, for example.\nArcane Focus: A leather glove." domains: Strength: 8 duration: '' effect: '' levels: Duskblade: 5 "Sha'ir": 8 Sorcerer: 8 Wizard: 8 name: "Bigby's Clenched Fist" range: '' savingthrow: '' school: Evocation spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 1 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like Bigby's interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select.\nThe crushing hand can grapple an opponent like Bigby's grasping hand does.\nIts grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hand's Strength score (35), +4 for being Large.\nThe hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.\nThe crushing hand can also interpose itself as Bigby's interposing hand does, or it can bull rush an opponent as Bigby's forceful hand does, but at a +18 bonus.\nDirecting the spell to a new target is a move action.\nClerics who cast this spell name it for their deities--St.\nCuthbert's crushing hand, for example.\nArcane Material Component: The shell of an egg.\nArcane Focus: A glove of snakeskin." domains: Force: 9 Strength: 9 duration: '' effect: '' levels: "Sha'ir": 9 Sorcerer: 9 Wizard: 9 name: "Bigby's Crushing Hand" range: '' savingthrow: '' school: Evocation spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like Bigby's interposing hand, except that the forceful hand pursues and pushes away the opponent that you designate.\nTreat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets).\nThe hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit.\nDirecting the spell to a new target is a move action.\nA very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it.\nFocus: A sturdy glove made of leather or heavy cloth." domains: {} duration: '' effect: '' levels: "Sha'ir": 6 Sorcerer: 6 Wizard: 6 name: "Bigby's Forceful Hand" range: '' savingthrow: '' school: Evocation spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 1 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like Bigby's interposing hand, except the hand can also grapple one opponent that you select.\nThe grasping hand gets one grapple attack per round.\nIts attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand's Strength score (31), -1 for being Large.\nIts grapple bonus is this same figure, except with a +4 modifier for being Large instead of -1.\nThe hand holds but does not harm creatures it grapples.\nDirecting the spell to a new target is a move action.\nThe grasping hand can also bull rush an opponent as Bigby's forceful hand does, but at a +16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as Bigby's interposing hand does.\nClerics who cast this spell name it for their deities--Kord's grasping hand, for example.\nArcane Focus: A leather glove." domains: Strength: 7 Tyranny: 7 duration: '' effect: '' levels: "Sha'ir": 7 Sorcerer: 7 Wizard: 7 name: "Bigby's Grasping Hand" range: '' savingthrow: '' school: Evocation spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Bigby's Interposing hand creates a Large magic hand that appears between you and one opponent.\nThis floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent.\nNothing can fool the hand--it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise.\nThe hand does not pursue an opponent, however.\nA Bigby's hand is 10 feet long and about that wide with its fingers outstretched.\nIt has as many hit points as you do when you're undamaged, and its AC is 20 (-1 size, +11 natural).\nIt takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.\nThe hand never provokes attacks of opportunity from opponents.\nIt cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere.\nThe hand makes saving throws as its caster.\nDisintegrate or a successful dispel magic destroys it.\nAny creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed.\nThe hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks.\nDirecting the spell to a new target is a move action.\nFocus: A soft glove." domains: {} duration: '1 round/level (D)' effect: '10-ft. hand' levels: Duskblade: 4 "Sha'ir": 5 Sorcerer: 5 Trapsmith: 3 Wizard: 5 name: "Bigby's Interposing Hand" range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "An immobile, vertical curtain of whirling blades shaped of pure force springs into existence.\nAny creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.\nIf you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall.\nEach such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.\nA blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it." domains: Celestia: 6 Good: 6 Metal: 6 War: 6 duration: '1 min./level (D)' effect: 'Wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high' levels: Cleric: 6 'Death Master': 6 Warmage: 6 name: 'Blade Barrier' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Reflex half or Reflex negates; see text' school: Evocation spellresistance: 1 target: '' - area: 'Nonevil creatures in a 40-ft.-radius spread centered on you' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "Any nonevil creature within the area of a _blasphemy_ spell suffers the following ill effects.\n\n|_. HD |_. Effect |\n| Equal to caster level | Dazed |\n| Up to caster level --1 | Weakened, dazed |\n| Up to caster level --5 | Paralyzed, weakened, dazed |\n| Up to caster level --10 | Killed, paralyzed, weakened, dazed |\n\nThe effects are cumulative and concurrent. No saving throw is allowed against these effects.\n\n_Dazed The creature can take no actions for 1 round, though it defends itself normally.\n\n_Weakened The creature's Strength score decreases by 2d6 points for 2d4 rounds.\n\n_Paralyzed The creature is paralyzed and helpless for 1d10 minutes.\n\n_Killed Living creatures die. Undead creatures are destroyed.\n\nFurthermore, if you are on your home plane when you cast this spell, nonevil 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 _blasphemy_. The banishment effect allows a Will save (at a -4 penalty) to negate.\n\nCreatures whose Hit Dice exceed your caster level are unaffected by _blasphemy_." domains: Evil: 7 Hades: 7 Hatred: 7 Mysticism: 7 Orc: 7 duration: Instantaneous effect: '' levels: Cleric: 7 'Death Master': 7 'Nar Demonbinder': 7 name: Blasphemy range: '40 ft.' savingthrow: 'None or Will negates; see text' school: Evocation spellresistance: 1 target: '' - area: 'Cone-shaped burst' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "A cone of searing flame shoots from your fingertips.\nAny creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).\nFlammable materials, such as cloth, paper, parchment, and thin wood burn if the flames touch them.\nA character can extinguish burning items as a full-round action." domains: Fire: 1 duration: Instantaneous effect: '' levels: Adept: 1 Blighter: 1 Duskblade: 1 "Sha'ir": 1 Sorcerer: 1 'Thayan Slaver': 1 Warmage: 1 Wizard: 1 name: 'Burning Hands' range: '15 ft.' savingthrow: 'Reflex half' school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.' domains: Storm: 6 duration: '' effect: '' levels: Druid: 5 'Urban Druid': 5 name: 'Call Lightning Storm' range: 'Long (400 ft. + 40 ft./level)' savingthrow: '' school: Evocation spellresistance: 0 target: '' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage.\nThe bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time).\nAny creature in the target square or in the path of the bolt is affected.\nYou need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed.\nHowever, each round after the first you may use a standard action (concentrating on the spell) to call a bolt.\nYou may call a total number of bolts equal to your caster level (maximum 10 bolts).\nIf you are outdoors and in a stormy area--a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size; see the Monster Manual)--\neach bolt deals 3d10 points of electricity damage instead of 3d6.\nThis spell functions indoors or underground but not underwater." domains: Storm: 3 Windstorm: 3 duration: '1 min./level' effect: 'One or more 30-ft.-long vertical lines of lightning' levels: Druid: 3 'Urban Druid': 3 name: 'Call Lightning' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Reflex half' school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips.\nUnlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.\nThe bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target.\nAfter it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20).\nThe secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).\nFor example, a 19th-level sorcerer generates a primary bolt (19d6 points of damage) and as many as nineteen secondary bolts (each of which deals half as much as the primary bolt dealt).\nEach target can attempt a Reflex saving throw for half damage.\nYou choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once.\nYou can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).\nFocus: A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your caster levels." domains: Air: 6 duration: Instantaneous effect: '' levels: Duskblade: 5 "Sha'ir": 6 Sorcerer: 6 Warmage: 6 Wizard: 6 name: 'Chain Lightning' range: 'Long (400 ft. + 40 ft./level)' savingthrow: 'Reflex half' school: Evocation spellresistance: 1 target: 'One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)' - area: '20-ft.-radius burst' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You unleash chaotic power to smite your enemies.\nThe power takes the form of a multicolored explosion of leaping, ricocheting energy.\nOnly lawful and neutral (not chaotic) creatures are harmed by the spell.\nThe spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the slow spell).\nA successful Will save reduces the damage by half and negates the slow effect.\nThe spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed.\nSuch a creature can reduce the damage by half again (down to one-quarter) with a successful Will save." domains: Chaos: 4 Limbo: 4 duration: 'Instantaneous (1d6 rounds); see text' effect: '' levels: {} name: 'Chaos Hammer' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will partial; see text' school: Evocation spellresistance: 1 target: '' - area: 'Cone-shaped burst' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone.\nIt drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).\nArcane Material Component: A very small crystal or glass cone." domains: Blightbringer: 5 Cold: 6 Water: 6 duration: Instantaneous effect: '' levels: 'Death Master': 5 "Sha'ir": 5 Sorcerer: 5 Warmage: 5 Wizard: 5 'Wu Jen': 5 name: 'Cone of Cold' range: '60 ft.' savingthrow: 'Reflex half' school: Evocation spellresistance: 1 target: '' - area: '20-ft.-radius emanation' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area.\n\nIf the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, -2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron.\n\nIf the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. Consecrate counters and dispels desecrate.\n\nMaterial Component: A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area." domains: Celestial: 2 duration: '2 hours/level' effect: '' levels: Cleric: 2 'Divine Bard': 2 'Knight of the Chalice': 2 name: Consecrate range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Evocation spellresistance: 0 target: '' - area: '' castingtime: 'At least 10 minutes; see text' components: arcanefocus: 1 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency.\nThe contingency spell and the companion spell are cast at the same time.\nThe 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.\nThe spell to be brought into effect by the contingency must be one that affects your person (feather fall, levitate, fly,\nteleport, and so forth) and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).\nThe conditions needed to bring the spell into effect must be clear, although they can be general.\nFor example, a contingency cast with water breathing might prescribe that any time you are plunged into or otherwise engulfed in water or similar liquid, the water breathing spell instantly comes into effect.\nOr a contingency could bring a feather fall spell into effect any time you fall more than 4 feet.\nIn all cases, the contingency immediately brings into effect the companion spell, the latter being \"cast\" instantaneously when the prescribed circumstances occur.\nIf complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on.\nThe companion spell occurs based solely on the stated conditions, regardless of whether you want it to.\nYou can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.\nMaterial Component: That of the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature.\nFocus: A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp).\nYou must carry the focus for the contingency to work." domains: Time: 6 duration: 'One day/level (D) or until discharged' effect: '' levels: 'Court Herald': 6 "Sha'ir": 6 Sorcerer: 6 Wizard: 6 name: Contingency range: Personal savingthrow: '' school: Evocation spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.\n\nLight spells counter and dispel darkness spells of an equal or lower level.\n\nMaterial Component: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame." domains: {} duration: Permanent effect: 'Magical, heatless flame' levels: Adept: 3 Cleric: 3 'Hunter of the Dead': 2 "Sha'ir": 2 Sorcerer: 2 Warmage: 2 Wizard: 2 name: 'Continual Flame' range: Touch savingthrow: None school: Evocation spellresistance: 0 target: 'Object touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape.\nThe dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like.\nThe lights can move up to 100 feet per round.\nA light winks out if the distance between you and it exceeds the spell's range.\nDancing lights can be made permanent with a permanency spell." domains: {} duration: '1 minute (D)' effect: 'Up to four lights, all within a 10-ft.-radius area' levels: Bard: 0 Beguiler: 0 'Court Herald': 0 'Death Master': 0 Jester: 0 "Sha'ir": 0 Sorcerer: 0 Wizard: 0 'Wu Jen': 0 name: 'Dancing Lights' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Evocation spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 0 verbal: 1 xp: 0 description: "This spell causes an object to radiate shadowy illumination out to a 20-foot radius.\nAll creatures in the area gain concealment (20% miss chance).\nEven creatures that can normally see in such conditions (such as with darkvision or lowlight vision) have the miss chance in an area shrouded in magical darkness.\nNormal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level (such as light or dancing lights).\nHigher level light spells (such as daylight) are not affected by darkness.\nIf darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.\nDarkness counters or dispels any light spell of equal or lower spell level.\nArcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal." domains: Baator: 2 Cavern: 2 duration: '10 min./level (D)' effect: '' levels: Adept: 2 Bard: 2 Blighter: 2 Cleric: 2 'Court Herald': 2 'Death Master': 2 'Dread Necromancer': 2 'Ebonmar Infiltrator': 2 "Sha'ir": 2 'Slayer of Domiel': 2 Sorcerer: 2 'Telflammar Shadowlord': 1 Wizard: 2 name: Darkness range: Touch savingthrow: None school: Evocation spellresistance: 0 target: 'Object touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light (such as vampires).\n\nIf daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell's effects are blocked until the covering is removed.\n\nDaylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.\n\nDaylight counters or dispels any darkness spell of equal or lower level, such as darkness." domains: {} duration: '10 min./level (D)' effect: '' levels: Adept: 3 Bard: 3 Cleric: 3 'Court Herald': 3 Druid: 3 'Hunter of the Dead': 3 'Knight of the Weave': 3 Paladin: 3 "Sha'ir": 3 Sorcerer: 3 'Urban Druid': 3 Wizard: 3 name: Daylight range: Touch savingthrow: None school: Evocation spellresistance: 0 target: 'Object touched' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like \"_darkness_\" except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.\nDaylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.\nDeeper darkness counters and dispels any light spell of equal or lower level, including daylight and light." domains: Baator: 4 duration: 'One day/level (D)' effect: '' levels: Adept: 3 Blighter: 3 Cleric: 3 'Death Master': 3 'Ebonmar Infiltrator': 3 'Slayer of Domiel': 3 name: 'Deeper Darkness' range: '' savingthrow: '' school: Evocation spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast.\nThe burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).\nThe glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds.\nYou select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below).\nIf you choose a delay, the glowing bead sits at its destination until it detonates.\nA creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet).\nIf a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled." domains: {} duration: '5 rounds or less; see text' effect: '' levels: "Sha'ir": 7 Sorcerer: 7 Warmage: 7 Wizard: 7 'Wu Jen': 7 name: 'Delayed Blast Fireball' range: '' savingthrow: '' school: Evocation spellresistance: 0 target: '' - area: '20-ft.-radius emanation' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell imbues an area with negative energy.\nEach Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws.\nAn undead creature created within or summoned into such an area gains +1 hit points per HD.\nIf the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area).\nFurthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).\nIf the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power.\nThis secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.\nDesecrate counters and dispels consecrate.\nMaterial Component: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area." domains: Evil: 2 Undeath: 2 duration: '2 hours/level' effect: '' levels: Blighter: 3 Cleric: 2 'Death Master': 2 'Divine Bard': 2 name: Desecrate range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Evocation spellresistance: 1 target: '' - area: 'Nonlawful creatures in a 40-ft.-radius spread centered on you' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "Any nonlawful creature within the area of a dictum spell suffers the following ill effects.\nThe effects are cumulative and concurrent.\nNo saving throw is allowed against these effects.\nDeafened: The creature is deafened for 1d4 rounds.\nSlowed: The creature is slowed, as by the slow spell, for 2d4 rounds.\nParalyzed: The creature is paralyzed and helpless for 1d10 minutes.\nKilled: Living creatures die.\nUndead creatures are destroyed.\nFurthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes.\nCreatures so banished cannot return for at least 24 hours.\nThis effect takes place regardless of whether the creatures hear the dictum.\nThe banishment effect allows a Will save (at a -4 penalty) to negate.\nCreatures whose HD exceed your caster level are unaffected by dictum." domains: Dwarf: 7 Inquisition: 7 Law: 7 Mechanus: 7 duration: Instantaneous effect: '' levels: Cleric: 7 name: Dictum range: '40 ft.' savingthrow: 'None or Will negates; see text' school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage." domains: Mysticism: 1 Nobility: 1 duration: '1 minute' effect: '' levels: Cleric: 1 'Disciple of Thrym': 1 'Knight of the Chalice': 1 'Knight of the Weave': 1 Paladin: 1 'Runescarred Berserker': 1 'Slayer of Domiel': 1 'Vassal of Bahamut': 1 name: 'Divine Favor' range: Personal savingthrow: '' school: Evocation spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: 'Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.' domains: Celestia: 4 Competition: 4 Orc: 4 Pride: 4 War: 4 duration: '1 round/level' effect: '' levels: Cleric: 4 'Runescarred Berserker': 3 Savant: 4 'Vassal of Bahamut': 4 name: 'Divine Power' range: Personal savingthrow: '' school: Evocation spellresistance: 0 target: You - area: '80-ft.-radius spread (S)' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "When you cast earthquake, an intense but highly localized tremor rips the ground.\nThe shock knocks creatures down, collapses structures, opens cracks in the ground, and more.\nThe effect lasts for 1 round, during which time creatures on the ground can't move or attack.\nA spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast.\nThe earthquake affects all terrain, vegetation, structures, and creatures in the area.\nThe specific effect of an earthquake spell depends on the nature of the terrain where it is cast.\nCave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and pinning that creature beneath the rubble (see below).\nAn earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.\nCliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically.\nAn earthquake cast at the top of a 100-foot cliff would sweep debris 100 feet outward from the base of the cliff.\nAny creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).\nOpen Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down.\nFissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure).\nAt the end of the spell, all fissures grind shut, killing any creatures still trapped within.\nStructure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry.\nHardness does not reduce this damage, nor is it halved as damage dealt to objects normally is (See the Dungeon Master's Guide for information on hit points for walls and the like).\nAny creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).\nRiver, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground.\nSoggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures.\nEach creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand.\nAt the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.\nPinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned.\nIf a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead." domains: Cavern: 8 Destruction: 8 Earth: 7 'Revered Ancestor': 8 duration: '1 round' effect: '' levels: Blighter: 7 Cleric: 8 Druid: 8 'Urban Druid': 8 Warmage: 7 'Wu Jen': 8 name: Earthquake range: 'Long (400 ft. + 40 ft./level)' savingthrow: 'See text' school: Evocation spellresistance: 0 target: '' - area: 'Creatures and objects within a 5-ft.-radius burst' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "A pale glow surrounds and outlines the subjects.\nOutlined subjects shed light as candles.\nOutlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or\nhigher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects.\nThe light is too dim to have any special effect on undead or darkdwelling creatures vulnerable to light.\nThe faerie fire can be blue, green, or violet, according to your choice at the time of casting.\nThe faerie fire does not cause any harm to the objects or creatures thus outlined." domains: Fey: 1 Moon: 1 duration: '1 min./level (D)' effect: '' levels: Druid: 1 'Urban Druid': 1 name: 'Faerie Fire' range: 'Long (400 ft. + 40 ft./level)' savingthrow: None school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell wreathes you in flame and causes damage to each creature that attacks you in melee.\nThe flames also protect you from either cold-based or fire-based attacks (your choice).\nAny creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15).\nThis damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks).\nIf the attacker has spell resistance, it applies to this effect.\nCreatures wielding weapons with exceptional reach are not subject to this damage if they attack you.\nWhen casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet).\nThe color of the flames is determined randomly (50% chance of either color)--blue or green if the chill shield is cast, violet or blue if the warm shield is employed.\nThe special powers of each version are as follows.\nWarm Shield: The flames are warm to the touch.\nYou take only half damage from cold-based attacks.\nIf such an attack allows a Reflex save for half damage, you take no damage on a successful save.\nChill Shield: The flames are cool to the touch.\nYou take only half damage from fire-based attacks.\nIf such an attack allows a Reflex save for half damage, you take no damage on a successful save.\nArcane Material Component: A bit of phosphorus for the warm shield; a live firefly or glowworm or the tail portions of four dead ones for the chill shield." domains: Fire: 5 Retribution: 4 Sun: 4 duration: '1 round/level (D)' effect: '' levels: Duskblade: 4 "Sha'ir": 4 Sorcerer: 4 Warmage: 3 Wizard: 4 'Wu Jen': 4 name: 'Fire Shield' range: Personal savingthrow: '' school: Evocation spellresistance: 0 target: You - area: 'Two 10-ft. cubes per level (S)' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame.\nThe raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage.\nAny other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6)." domains: Fire: 7 duration: Instantaneous effect: '' levels: Blighter: 7 Cleric: 8 Druid: 7 'Nar Demonbinder': 7 Warmage: 7 name: 'Fire Storm' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Reflex half' school: Evocation spellresistance: 1 target: '' - area: '20-ft.-radius spread' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.\n\nYou point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the _fireball_ at that point. (An early impact results in an early detonation). If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must \"hit\" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.\n\nThe _fireball_ sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.\n\nMaterial Component: A tiny ball of bat guano and sulfur." domains: {} duration: Instantaneous effect: '' levels: "Sha'ir": 3 Shugenja: 4 Sorcerer: 3 Warmage: 3 Wizard: 3 'Wu Jen': 3 name: Fireball range: 'Long (400 ft. + 40 ft./level)' savingthrow: 'Reflex half' school: Evocation spellresistance: 1 target: '' - area: ~ castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "A 3-foot-long, blazing beam of red-hot fire springs forth from your hand.\nYou wield this bladelike beam as if it were a scimitar.\nAttacks with the flame blade are melee touch attacks.\nThe blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10).\nSince the blade is immaterial, your Strength modifier does not apply to the damage.\nA flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.\nThe spell does not function underwater." domains: {} duration: '1 min./level (D)' effect: 'Sword-like beam' levels: Druid: 2 name: 'Flame Blade' range: '0 ft.' savingthrow: None school: Evocation spellresistance: 1 target: ~ - area: 'Cylinder (10-ft. radius, 40 ft. high)' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "A flame strike produces a vertical column of divine fire roaring downward.\nThe spell deals 1d6 points of damage per caster level (maximum 15d6).\nHalf the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield), and similar magic." domains: Sun: 5 War: 5 duration: Instantaneous effect: '' levels: Blighter: 4 Cleric: 5 Druid: 4 'Nar Demonbinder': 5 'Nentyar Hunter': 5 Warmage: 5 name: 'Flame Strike' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Reflex half' school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "A burning globe of fire rolls in whichever direction you point and burns those it strikes.\nIt moves 30 feet per round.\nAs part of thismovement, it can ascend or jump up to 30 feet to strike a target.\nIf it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage.\nA flaming sphere rolls over barriers less than 4 feet tall, such as furniture and low walls.\nIt ignites flammable substances it touches and illuminates the same area as a torch would.\nThe sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns.\nIt can be extinguished by any means that would put out a normal fire of its size.\nThe surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame.\nIt cannot push aside unwilling creatures or batter down large obstacles.\nA flaming sphere winks out if it exceeds the spell's range.\nArcane Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron." domains: {} duration: '1 round/level' effect: '5-ft.-diameter sphere' levels: Blighter: 2 Druid: 2 "Sha'ir": 2 Sorcerer: 2 Warmage: 2 Wizard: 2 name: 'Flaming Sphere' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Reflex negates' school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "This cantrip creates a burst of light.\nIf you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save.\nSightless creatures, as well as creatures already dazzled, are not affected by flare." domains: {} duration: Instantaneous effect: 'Burst of light' levels: Bard: 0 Blighter: 0 'Death Master': 0 Druid: 0 Jester: 0 "Sha'ir": 0 Sorcerer: 0 Wizard: 0 'Wu Jen': 0 name: Flare range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Fortitude negates' school: Evocation spellresistance: 1 target: '' - area: 'Barred cage (20-ft. cube) or windowless cell (10-ft. cube)' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).\nCreatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails.\nTeleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.\nLike a wall of force spell, a forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation.\nBarred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars.\nThe bands are a half-inch wide, with half-inch gaps between them.\nAny creature capable of passing through such a small space can escape; others are confined.\nYou can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps.\nEven against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover.\nAll spells and breath weapons can pass through the gaps in the bars.\nWindowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out.\nSolid walls of force form its six sides.\nMaterial Component: Ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell." domains: Craft: 8 Force: 7 duration: '2 hours/level (D)' effect: '' levels: "Sha'ir": 7 Sorcerer: 7 Wizard: 7 name: Forcecage range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Evocation spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.\nA Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet.\nIf flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.\nSmall creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet.\nMedium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet.\nLarge or larger creatures may move normally within a gust of wind effect.\nA gust of wind can't move a creature beyond the limit of its range.\nAny creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.\nThe force of the gust automatically extinguishes candles, torches, and similar unprotected flames.\nIt causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.\nIn addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do.\nIt can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.\nGust of wind can be made permanent with a permanency spell." domains: Storm: 2 duration: '1 round' effect: 'Line-shaped gust of severe wind emanating out from you to the extreme of the range' levels: Druid: 2 'Nentyar Hunter': 2 "Sha'ir": 2 Sorcerer: 2 Warmage: 3 Wizard: 2 name: 'Gust of Wind' range: '60 ft.' savingthrow: 'Fortitude negates' school: Evocation spellresistance: 1 target: '' - area: '40-ft. radius emanating from the touched point' castingtime: '24 hours' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Hallow makes a particular site, building, or structure a holy site.\nThis has four major effects.\nFirst, the site or structure is guarded by a magic circle against evil effect.\nSecond, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a -4 penalty.\nSpell resistance does not apply to this effect.\n(This provision does not apply to the druid version of the spell).\nThird, any dead body interred in a hallowed site cannot be turned into an undead creature.\nFinally, you may choose to fix a single spell effect to the hallowed site.\nThe spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect.\nYou may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment.\nFor example, you may create a bless effect that aids all creatures of your alignment or faith in the area, or a bane effect that hinders creatures of the opposed alignment or an enemy faith.\nAt the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.\nSpell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth.\nSaving throws and spell resistance might apply to these spells' effects.\n(See the individual spell descriptions for details).\nAn area can receive only one hallow spell (and its associated spell effect) at a time.\nHallow counters but does not dispel unhallow.\nMaterial Component oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area." domains: {} duration: Instantaneous effect: '' levels: Cleric: 5 'Divine Bard': 6 Druid: 5 'Urban Druid': 5 name: Hallow range: Touch savingthrow: 'See text' school: Evocation spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You create the ghostly image of a hand, which you can send to find a creature within 5 miles.\nThe hand then beckons to that creature and leads it to you if the creature is willing to follow.\nWhen the spell is cast, the hand appears in front of you.\nYou then specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class.\nWhen the description is complete, the hand streaks off in search of a subject that fits the description.\nThe amount of time it takes to find the subject depends on how far away she is.\nOnce the hand locates the subject, it beckons the creature to follow it.\nIf the subject does so, the hand points in your direction, indicating the most direct feasible route.\nThe hand hovers 10 feet in front of the subject, moving before it at a speed of asmuch as 240 feet per round.\nOnce the hand leads the subject back to you, it disappears.\nThe subject is not compelled to follow the hand or act in any particular way toward you.\nIf the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears.\nIf the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you.\nIf more than one subject in a 5-mile radius meets the description, the hand locates the closest creature.\nIf that creature refuses to follow the hand, the hand does not seek out a second subject.\nIf, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears.\nThe ghostly hand has no physical form.\nIt is invisible to anyone except you and a potential subject.\nIt cannot engage in combat or execute any other task aside from locating a subject and leading it back to you.\nThe hand can't pass through solid objects but can ooze through small cracks and slits.\nThe hand cannot travel more than 5 miles from the spot it appeared when you cast the spell." domains: Family: 3 duration: '1 hour/level' effect: 'Ghostly hand' levels: Cleric: 3 Savant: 3 name: 'Helping Hand' range: '5 miles' savingthrow: None school: Evocation spellresistance: 0 target: '' - area: '20-ft.-radius burst' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You draw down holy power to smite your enemies.\nOnly evil and neutral creatures are harmed by the spell; good creatures are unaffected.\nThe spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round.\nA successful Will saving throw reduces damage to half and negates the blinded effect.\nThe spell deals only half damage to creatures who are neither good nor evil, and they are not blinded.\nSuch a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save." domains: Elysium: 4 Glory: 4 Good: 4 duration: 'Instantaneous (1 round); see text' effect: '' levels: 'Knight of the Chalice': 4 name: 'Holy Smite' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will partial; see text' school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell allows you to channel holy power into your sword, or any other melee weapon you choose.\nThe weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents).\nIt also emits a magic circle against evil effect (as the spell).\nIf the magic circle ends, the sword creates a new one on your turn as a free action.\nThe spell is automatically canceled 1 round after the weapon leaves your hand.\nYou cannot have more than one holy sword at a time.\nIf this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell.\nThis spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way.\nThis spell does not work on artifacts.\nNote: A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack." domains: Glory: 5 duration: '1 round/level' effect: '' levels: Paladin: 4 'Slayer of Domiel': 4 'Vassal of Bahamut': 4 name: 'Holy Sword' range: Touch savingthrow: None school: Evocation spellresistance: 0 target: 'Melee weapon touched' - area: 'Nongood creatures in a 40-ft.-radius spread centered on you' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "Any nongood creature within the area that hears the holy word suffers the following ill effects.\nThe effects are cumulative and concurrent.\nNo saving throw is allowed against these effects.\nDeafened: The creature is deafened for 1d4 rounds.\nBlinded: The creature is blinded for 2d4 rounds.\nParalyzed: The creature is paralyzed and helpless for 1d10 minutes.\nKilled: Living creatures die.\nUndead creatures are destroyed.\nFurthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes.\nCreatures so banished cannot return for at least 24 hours.\nThis effect takes place regardless of whether the creatures hear the holy word.\nThe banishment effect allows a Will save (at a -4 penalty) to negate.\nCreatures whose HD exceed your caster level are unaffected by holy word." domains: Elysium: 7 Good: 7 Mysticism: 7 duration: Instantaneous effect: '' levels: Cleric: 7 name: 'Holy Word' range: '40 ft.' savingthrow: 'None or Will negates; see text' school: Evocation spellresistance: 1 target: '' - area: 'Cylinder (20-ft. radius, 40 ft. high)' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storm's effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).\n\n_Arcane Material Component_: A pinch of dust and a few drops of water." domains: Cold: 4 Storm: 5 Water: 5 Windstorm: 4 Winter: 4 duration: '1 full round' effect: '' levels: 'Death Master': 4 'Disciple of Thrym': 5 Druid: 4 Savant: 4 "Sha'ir": 4 Sorcerer: 4 Warmage: 3 Wizard: 4 'Wu Jen': 4 name: 'Ice Storm' range: 'Long (400 ft. + 40 ft./level)' savingthrow: None school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You transfer some of your currently prepared spells, and the ability to cast them, to another creature.\nOnly a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal.\nOnly cleric spells from the schools of abjuration, divination, and conjuration (healing) can be transferred.\nThe number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of imbue with spell ability can't exceed this limit.\nThe transferred spell's variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient.\nOnce you cast imbue with spell ability, you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the imbue with spell ability spell.\nIn the meantime, you remain responsible to your deity or your principles for the use to which the spell is put.\nIf the number of 4th-level spells you can cast decreases, and that number drops below your current number of active imbue with spell ability spells, the more recently cast imbued spells are dispelled.\nTo cast a spell with a verbal component, the subject must be able to speak.\nTo cast a spell with a somatic component, it must have humanlike hands.\nTo cast a spell with a material component or focus, it must have the materials or focus." domains: Family: 4 Magic: 4 duration: 'Permanent until discharged (D)' effect: '' levels: Cleric: 4 name: 'Imbue With Spell Ability' range: Touch savingthrow: 'Will negates (harmless)' school: Evocation spellresistance: 0 target: 'Creature touched; see text' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You create a destructive resonance in a corporeal creature's body.\nFor each round you concentrate, you cause one creature to collapse in on itself, killing it.\n(This effect, being instantaneous, cannot be dispelled).\nYou can target a particular creature only once with each casting of the spell.\nImplosion has no effect on creatures in gaseous form or on incorporeal creatures." domains: Abyss: 9 Destruction: 9 Slime: 9 duration: 'Concentration (up to 4 rounds)' effect: '' levels: Blighter: 9 Cleric: 9 'Death Master': 9 Warmage: 9 name: Implosion range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Fortitude negates' school: Evocation spellresistance: 1 target: 'One corporeal creature/round' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: 'You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility. Anything invisible becomes visible while in the area.' domains: {} duration: '1 min./level (D)' effect: '' levels: Cleric: 3 'Knight of the Chalice': 3 Savant: 3 name: 'Invisibility Purge' range: Personal savingthrow: '' school: Evocation spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You create an unmoving, opaque sphere of force of any color you desire around yourself.\nHalf the sphere projects above the ground, and the lower hemisphere passes through the ground.\nAs 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.\nHowever, if you remove yourself from the hut, the spell ends.\nThe temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F.\nAn exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis (thus, if it's -20° outside, inside the hut it's 50°).\nThe hut also provides protection against the elements, such as rain, dust, and sandstorms.\nThe hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.\nThe interior of the hut is a hemisphere.\nYou can illuminate it dimly upon command or extinguish the light as desired.\nAlthough the force field is opaque from the outside, it is transparent from within.\nMissiles, weapons, and most spell effects can pass through\nthe hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).\nMaterial Component: A small crystal bead that shatters when the spell duration expires or the hut is dispelled." domains: {} duration: '2 hours/level (D)' effect: '20-ft.-radius sphere centered on your location' levels: Bard: 3 "Sha'ir": 3 Sorcerer: 3 'Urban Druid': 3 Wizard: 3 name: "Leomund's Tiny Hut" range: '20 ft.' savingthrow: None school: Evocation spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 0 verbal: 1 xp: 0 description: "This spell causes an object to glow like a torch, shedding bright light in a 20-footradius (and dim light for an additional 20 feet) from the point you touch.\nThe effect is immobile, but it can be cast on a movable object.\nLight taken into an area of magical darkness does not function.\nA light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.\nArcane Material Component: A firefly or a piece of phosphorescent moss." domains: {} duration: '10 min./level (D)' effect: '' levels: Adept: 0 Bard: 0 Cleric: 0 'Court Herald': 0 'Death Master': 0 Druid: 0 Healer: 0 Jester: 0 'Nentyar Hunter': 1 "Sha'ir": 0 Sorcerer: 0 'Urban Druid': 0 Warmage: 0 Wizard: 0 'Wu Jen': 0 name: Light range: Touch savingthrow: None school: Evocation spellresistance: 0 target: 'Object touched' - area: '120-ft. line' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area.\nThe bolt begins at your fingertips.\nThe lightning bolt sets fire to combustibles and damages objects in its path.\nIt can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze.\nIf the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does.\nMaterial Component: A bit of fur and an amber, crystal, or glass rod." domains: {} duration: Instantaneous effect: '' levels: Adept: 3 "Sha'ir": 3 Sorcerer: 3 Warmage: 3 Wizard: 3 name: 'Lightning Bolt' range: '120 ft.' savingthrow: 'Reflex half' school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. \n\nThe missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell.\n\nFor every two caster levels beyond 1st, you gain an additional missile--two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage." domains: Force: 2 duration: Instantaneous effect: '' levels: 'Knight of the Weave': 1 'Nentyar Hunter': 1 "Sha'ir": 1 Sorcerer: 1 Warmage: 1 Wizard: 1 'Wu Jen': 1 name: 'Magic Missile' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Evocation spellresistance: 1 target: 'Up to five creatures, no two of which can be more than 15 ft. apart' - area: 'Four 40-ft.-radius spreads; see text' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects.\nWhen you cast it, four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select.\nThe meteor spheres leave a fiery trail of sparks.\nIf you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor.\nAny creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere's fire damage (see below).\nIf a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space.\nYou may aim more than one meteor at the same target.\nOnce a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area.\nIf a creature is within the area of more than one sphere, it must save separately against each.\n(Fire resistance applies to each sphere's damage individually)." domains: {} duration: Instantaneous effect: '' levels: "Sha'ir": 9 Sorcerer: 9 Warmage: 9 Wizard: 9 name: 'Meteor Swarm' range: 'Long (400 ft. + 40 ft./level)' savingthrow: 'None or Reflex half; see text' school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 5000 description: >- You don't so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede. The DM then determines the particular effect of the miracle.\n\nA miracle can do any of the following things.\n* Duplicate any cleric spell of 8th level or lower (including spells to which you have access because of your domains).\n* Duplicate any other spell of 7th level or lower.\n* Undo the harmful effects of certain spells, such as feeblemind or insanity.\n* Have any effect whose power level is in line with the above effects.\nIf the miracle has any of the above effects, casting it has no experience point cost. \n\nAlternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 5,000 XP because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following.\n* Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.\n* Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error.\n* Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.\nIn any event, a request that is out of line with the deity's (or alignment's) nature is refused.\n\nA duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle duplicates a spell that has an XP cost, you must pay that cost. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component. \n\nXP Cost: 5,000 XP (for some uses of the miracle spell; see above). domains: Luck: 9 duration: 'See text' effect: '' levels: Cleric: 9 name: Miracle range: 'See text' savingthrow: 'See text' school: Evocation spellresistance: 1 target: 'See text' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell brings into being a shimmering, swordlike plane of force.\nThe sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell.\nThe sword attacks its designated target once each round on your turn.\nIts attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus.\nAs a force effect, it can strike ethereal and incorporeal creatures.\nIt deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of x2.\nThe sword always strikes from your direction.\nIt does not get a bonus for flanking or help a combatant get one.\nIf the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers.\nEach round after the first, you can use a standard action to switch the sword to a new target.\nIf you do not, the sword continues to attack the previous round's target.\nThe sword cannot be attacked or harmed by physical\nattacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it.\nThe sword's AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).\nIf an attacked creature has spell resistance, the resistance is checked the first time Mordenkainen's sword strikes it.\nIf the sword is successfully resisted, the spell is dispelled.\nIf not, the sword has its normal full effect on that creature for the duration of the spell.\nFocus: A miniature platinum sword with a grip and pommel of copper and zinc.\nIt costs 250 gp to construct." domains: {} duration: '1 round/level (D)' effect: 'One sword' levels: "Sha'ir": 7 Sorcerer: 7 Warmage: 7 Wizard: 7 name: "Mordenkainen's Sword" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Evocation spellresistance: 1 target: '' - area: 'Nonlawful creatures within a burst that fills a 30-ft. cube' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You channel lawful power to smite enemies.\nThe power takes the form of a three-dimensional grid of energy.\nOnly chaotic and neutral (not lawful) creatures are harmed by the spell.\nThe spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round.\nA successful Will save reduces the damage to half and negates the daze effect.\nThe spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed.\nThey can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save." domains: Law: 4 Mechanus: 4 duration: 'Instantaneous (1 round); see text' effect: '' levels: {} name: "Order's Wrath" range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will partial; see text' school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Otiluke's Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area.\nAn elemental (water) creature instead takes 1d8 points of cold damage per caster level (maximum 15d8).\nIf the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10-foot square) per caster level (maximum 1,500 square feet).\nThis ice lasts for 1 round per caster level.\nCreatures that were swimming on the surface of frozen water become trapped in the ice.\nAttempting to break free is a full-round action.\nA trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.\nYou can refrain from firing the globe after completing the spell, if you wish.\nTreat this as a touch spell for which you are holding the charge (see page 176).\nYou can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect).\nFiring the globe in a later round is a standard action.\nFocus: A small crystal sphere." domains: Ocean: 6 duration: 'Instantaneous or 1 round/level; see text' effect: '' levels: "Sha'ir": 6 Sorcerer: 6 Warmage: 6 Wizard: 6 name: "Otiluke's Freezing Sphere" range: 'Long (400 ft. + 40 ft./level)' savingthrow: 'Reflex half; see text' school: Evocation spellresistance: 1 target: 'See text' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere.\nThe sphere contains its subject for the spell's duration.\nThe sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell.\nThese effects destroy the sphere without harm to the subject.\nNothing can pass through the sphere, inside or out, though the subject can breathe normally.\nThe subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.\nMaterial Component: A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic." domains: Force: 4 duration: '1 min./level (D)' effect: '1-ft.-diameter/level sphere, centered around a creature' levels: "Sha'ir": 4 Sorcerer: 4 Trapsmith: 2 Wizard: 4 name: "Otiluke's Resilient Sphere" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Reflex negates' school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like Otiluke's resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless.\nAnything contained within an Otiluke's telekinetic sphere weighs only one-sixteenth of its normal weight.\nYou can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less.\nThe 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.\nYou can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere.\nYou can begin moving a sphere in the round after casting the spell.\nIf you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round.\nIf 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.\nIf 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.\nThe 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.\nYou can move the sphere telekinetically even if you are in it.\nMaterial Component: A hemispherical piece of clear crystal, a matching hemispherical piece of gum arabic, and a pair of small bar magnets." domains: Force: 8 duration: '1 min./level (D)' effect: '1-ft.-diameter/level sphere, centered around creatures or objects' levels: "Sha'ir": 8 Sorcerer: 8 Wizard: 8 name: "Otiluke's Telekinetic Sphere" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Reflex negates (object)' school: Evocation spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "A blue-white ray of freezing air and ice springs from your hand.\nYou must succeed on a ranged touch attack with the ray to deal damage to a target.\nThe ray deals 1d6 points of cold damage per caster level (maximum 25d6).\nFocus: A small, white ceramic cone or prism." domains: Cold: 8 duration: Instantaneous effect: Ray levels: Duskblade: 5 "Sha'ir": 8 Sorcerer: 8 Warmage: 8 Wizard: 8 name: 'Polar Ray' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Evocation spellresistance: 1 target: '' - area: 'Cone-shaped burst' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.\n\n|_. 1d8 |_. Color of Beam |_. Effect |\n| 1 | Red | 20 points fire damage (Reflex half) |\n| 2 | Orange | 40 points acid damage (Reflex half) |\n| 3 | Yellow | 80 points electricity damage (Reflex half) |\n| 4 | Green | Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead) |\n| 5 | Blue | Turned to stone (Fortitude negates) |\n| 6 | Indigo | Insane, as insanity spell (Will negates) |\n| 7 | Violet | Sent to another plane (Will negates) |\n| 8 | -- | Struck by two rays; roll twice more, ignoring any \"8\" results. |" domains: {} duration: Instantaneous effect: '' levels: "Sha'ir": 7 Sorcerer: 7 Warmage: 7 Wizard: 7 name: 'Prismatic Spray' range: '60 ft.' savingthrow: 'See text' school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.\n\nIn addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.\n\nThis spell does not function underwater." domains: Fire: 2 Orc: 2 duration: '1 min./level (D)' effect: 'Flame in your palm' levels: Blighter: 2 Druid: 1 name: 'Produce Flame' range: '0 ft.' savingthrow: None school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "A ray of freezing air and ice projects from your pointing finger.\nYou must succeed on a ranged touch attack with the ray to deal damage to a target.\nThe ray deals 1d3 points of cold damage." domains: {} duration: Instantaneous effect: Ray levels: 'Death Master': 0 Duskblade: 0 "Sha'ir": 0 Sorcerer: 0 Warmage: 0 Wizard: 0 'Wu Jen': 0 name: 'Ray of Frost' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You blast your enemies with fiery rays.\nYou may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level).\nEach ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.\nThe 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." domains: {} duration: Instantaneous effect: 'One or more rays' levels: Adept: 2 Duskblade: 2 "Sha'ir": 2 Sorcerer: 2 Warmage: 2 Wizard: 2 name: 'Scorching Ray' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: '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, such as a vampire, 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).' domains: Glory: 3 Sun: 3 duration: Instantaneous effect: Ray levels: Cleric: 3 'Hunter of the Dead': 3 'Knight of the Chalice': 3 'Vassal of Bahamut': 3 name: 'Searing Light' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject.\nThe subject recognizes you if it knows you.\nIt can answer in like manner immediately.\nA 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.\nEven if the sending is received, the subject is not obligated to act upon it in any manner.\nIf 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.\n(Local conditions on other planes may worsen this chance considerably, at the option of the DM).\nArcane Material Component: A short piece of fine copper wire." domains: Herald: 4 Trade: 4 duration: '1 round; see text' effect: '' levels: Beguiler: 5 Cleric: 4 'Court Herald': 5 'Divine Bard': 4 Savant: 4 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 name: Sending range: 'See text' savingthrow: None school: Evocation spellresistance: 0 target: 'One creature' - area: '5-ft.-radius spread; or one solid object or one crystalline creature' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.\nUsed as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, and so forth.\nAll such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell.\nObjects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.\nAlternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level.\nTargeted 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.\nArcane Material Component: A chip of mica." domains: Chaos: 2 Destruction: 2 duration: Instantaneous effect: '' levels: Bard: 2 Cleric: 2 'Death Master': 2 "Sha'ir": 2 Sorcerer: 2 Warmage: 2 Wizard: 2 name: Shatter range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates (object); Will negates (object) or Fortitude half; see text' school: Evocation spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6).\nWhen 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)." domains: {} duration: Instantaneous effect: '' levels: 'Death Master': 1 Duskblade: 1 Jester: 1 "Sha'ir": 1 Sorcerer: 1 Warmage: 1 Wizard: 1 name: 'Shocking Grasp' range: Touch savingthrow: None school: Evocation spellresistance: 1 target: 'Creature or object touched' - area: 'Cone-shaped burst' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "You emit an ear-splitting yell that deafens and damages creatures in its path.\nAny creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage.\nA successful save negates the deafness and reduces the damage by half.\nAny exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6).\nAn 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.\nA shout spell cannot penetrate a silence spell." domains: 'Wrath (SpC)': 4 duration: Instantaneous effect: '' levels: Bard: 4 Duskblade: 4 Jester: 4 'Knight of the Chalice': 3 "Sha'ir": 4 Sorcerer: 4 Warmage: 4 Wizard: 4 'Wu Jen': 4 name: Shout range: '30 ft.' savingthrow: 'Fortitude partial or Reflex negates (object); see text' school: Evocation spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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).\nIt also causes creatures to be stunned for 1 round and deafened for 4d6 rounds.\nA 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.\nA creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.\nArcane Focus: A small metal or ivory horn." domains: 'Wrath (SpC)': 8 duration: '' effect: '' levels: Bard: 6 "Sha'ir": 8 Sorcerer: 8 Warmage: 8 Wizard: 8 name: 'Shout, Greater' range: '60 ft.' savingthrow: 'Fortitude partial or Reflex negates (object); see text' school: Evocation spellresistance: 0 target: '' - area: '10-ft.-radius spread' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You blast an area with a tremendous cacophony.\n\nEvery 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.\n\nArcane Focus: A musical instrument." domains: Ocean: 2 duration: Instantaneous effect: '' levels: Bard: 2 Cleric: 2 Jester: 2 'Knight of the Chalice': 2 name: 'Sound Burst' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Fortitude partial' school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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 (such as Weapon Focus) or combat actions (such as charge) 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. \n\nEach 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.\n\nA 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). \n\nIf 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.\n\nThe weapon that you get is often a force replica of your deity's own personal weapon, many of which have individual names. 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.\n\nThe weapons associated with each deity or alignment are as follows.\n\n_Boccob Quarterstaff, \"Staff of Boccob\"\n_Corellon Larethian Longsword, \"Sahandrian\"\n_Ehlonna Longsword, \"Jenevier\"\n_Erythnul Morningstar, \"Agony\"\n_Fharlanghn Quarterstaff, \"Traveler's Friend\"\n_Garl Glittergold Battleaxe, \"Arumdina\"\n_Gruumsh Spear, \"Bloodspear\"\n_Heironeous Longsword, \"Justice-bringer\"\n_Hextor Flail, \"Executioner\"\n_Kord Greatsword, \"Kelmar\"\n_Moradin Warhammer, \"Soulhammer\"\n_Nerull Scythe, \"Lifecutter\"\n_Obad-Hai Quarterstaff, \"Stormstouch\"\n_Olidammara Rapier, \"Swiftstrike\"\n_Pelor Heavy Mace, \"Sunscepter\"\n_St. Cuthbert Heavy Mace, \"The Mace of Cuthbert\"\n_Vecna Dagger, \"Afterthought\"\n_Wee Jas Dagger, \"Discretion\"\n_Yondalla Short sword, \"Hornblade\"\n_Chaos Battleaxe, \"The Blade of Change\"\n_Evil Light flail, \"The Scourge of Souls\"\n_Good Warhammer, \"The Hammer of Justice\"\n_Law Sword, \"The Sword of Truth\"" domains: Mysticism: 2 War: 2 duration: '1 round/level (D)' effect: 'Magic weapon of force' levels: Cleric: 2 'Knight of the Chalice': 2 name: 'Spiritual Weapon' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Evocation spellresistance: 1 target: '' - area: 'Line from your hand' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round.\nYou can call forth one beam per three caster levels (maximum six beams at 18th level).\nThe spell ends when its duration runs out or your allotment of beams is exhausted.\nEach creature in the beam is blinded and takes 4d6 points of damage.\nAny creatures to which sunlight is harmful or unnatural take double damage.\nA successful Reflex save negates the blindness and reduces the damage by half.\nAn 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.\nIn addition, the beam results in the destruction of any undead creature specifically harmed by bright light (such as a vampire) if it fails its save.\nThe ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures." domains: Glory: 7 Sun: 7 duration: '1 round/level or until all beams are exhausted' effect: '' levels: Druid: 7 Warmage: 7 name: Sunbeam range: '60 ft.' savingthrow: 'Reflex negates and Reflex half; see text' school: Evocation spellresistance: 1 target: '' - area: '80-ft.-radius burst' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Sunburst causes a globe of searing radiance to explode silently from a point you select.\nAll creatures in the globe are blinded and take 6d6 points of damage.\nA creature to which sunlight is harmful or unnatural takes double damage.\nA successful Reflex save negates the blindness and reduces the damage by half.\nAn 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.\nIn addition, the burst results in the destruction of any undead creature specifically harmed by bright light (such as a vampire) if it fail its save.\nThe ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.\nSunburst dispels any darkness spells of lower than 9th level within its area.\nArcane Material Component: A piece of sunstone and a naked flame." domains: Elf: 8 Elysium: 8 Purification: 8 Sun: 8 duration: Instantaneous effect: '' levels: Druid: 8 "Sha'ir": 8 Sorcerer: 8 Warmage: 8 Wizard: 8 name: Sunburst range: 'Long (400 ft. + 40 ft./level)' savingthrow: 'Reflex partial; see text' school: Evocation spellresistance: 1 target: '' - area: ~ castingtime: '10 minutes' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "By attuning yourself to a freestanding structure such as a building, bridge, or dam, you can create a damaging vibration within it.\nOnce it begins, the vibration deals 2d10 points of damage per round to the target structure.\n(Hardness has no effect on the spell's damage).\nYou can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round/level.\nIf the spell is cast upon a target that is not freestanding the surrounding stone dissipates the effect and no damage occurs.\nSympathetic vibration cannot affect creatures (including constructs).\nSince a structure is an unattended object, it gets no saving throw to resist the effect.\nFocus: A tuning fork." domains: {} duration: 'Up to 1 round/level' effect: ~ levels: Bard: 6 name: 'Sympathetic Vibration' range: Touch savingthrow: 'None; see text' school: Evocation spellresistance: 1 target: 'One freestanding structure' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You create a slightly concave, circular plane of force that follows you about and carries loads for you.\nThe disk is 3 feet in diameter and 1 inch deep at its center.\nIt can hold 100 pounds of weight per caster level.\n(If used to transport a liquid, its capacity is 2 gallons).\nThe disk floats approximately 3 feet above the ground at all times and remains level.\nIt floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round.\nIf not otherwise directed, it maintains a constant interval of 5 feet between itself and you.\nThe disk winks out of existence when the spell duration expires.\nThe disk also winks out if you move beyond range (by moving too fast or by such means as a teleport spell) or try to take the disk more than 3 feet away from the surface beneath it.\nWhen the disk winks out, whatever it was supporting falls to the surface beneath it.\nMaterial Component: A drop of mercury." domains: {} duration: '1 hour/level' effect: '3-ft.-diameter disk of force' levels: Hoardstealer: 1 "Sha'ir": 1 Sorcerer: 1 Wizard: 1 name: "Tenser's Floating Disk" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Evocation spellresistance: 0 target: '' - area: '40-ft. radius emanating from the touched point' castingtime: '24 hours' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Unhallow makes a particular site, building, or structure an unholy site.\nThis has three major effects.\nFirst, the site or structure is guarded by a magic circle against good effect.\nSecond, all turning checks made to turn undead take a -4 penalty, and turning checks to rebuke undead gain a +4 profane bonus.\nSpell resistance does not apply to this effect.\n(This provision does not apply to the druid version of the spell).\nFinally, you may choose to fix a single spell effect to the unhallowed site.\nThe spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect.\nYou 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.\nFor example, you may create a bless effect that aids all creatures of like alignment or faith in the area, or a bane effect that hinders creatures of the opposite alignment or an enemy faith.\nAt the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.\nSpell 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,\ninvisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth.\nSaving throws and spell resistance might apply to these spells' effects.\n(See the individual spell descriptions for details).\nAn area can receive only one unhallow spell (and its associated spell effect) at a time.\nUnhallow counters but does not dispel hallow.\nMaterial Component 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." domains: {} duration: Instantaneous effect: '' levels: Blighter: 4 Cleric: 5 'Death Master': 5 'Divine Bard': 6 'Dread Necromancer': 5 Druid: 5 'Urban Druid': 5 name: Unhallow range: Touch savingthrow: 'See text' school: Evocation spellresistance: 0 target: '' - area: '20-ft.-radius spread' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You call up unholy power to smite your enemies.\nThe power takes the form of a cold, cloying miasma of greasy darkness.\nOnly good and neutral (not evil) creatures are harmed by the spell.\nThe 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.\nA successful Will save reduces damage to half and negates the sickened effect.\nThe effects cannot be negated by remove disease or heal, but remove curse is effective.\nThe spell deals only half damage to creatures who are neither evil nor good, and they are not sickened.\nSuch a creature can reduce the damage in half again (down to one-quarter) with a successful Will save." domains: Evil: 4 Hades: 4 duration: 'Instantaneous (1d4 rounds); see text' effect: '' levels: {} name: 'Unholy Blight' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will partial' school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "An immobile, blazing curtain of shimmering violet fire springs into existence.\nOne 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.\nThe wall deals this damage when it appears and on your turn each round to all creatures in the area.\nIn 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.\nThe wall deals double damage to undead creatures.\nIf you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.\nIf any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out.\n(Do not divide cold damage by 4, as normal for objects).\nWall of fire can be made permanent with a permanency spell.\nA permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.\nArcane Material Component: A small piece of phosphorus." domains: Fire: 4 duration: 'Concentration + 1 round/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' levels: Adept: 4 Blighter: 4 Druid: 5 'Nar Demonbinder': 4 "Sha'ir": 4 Sorcerer: 4 Warmage: 4 Wizard: 4 'Wu Jen': 4 name: 'Wall of Fire' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "A wall of force spell creates an invisible wall of force.\nThe wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic.\nHowever, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a Mordenkainen's disjunction spell.\nBreath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier.\nIt 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).\nGaze attacks can operate through a wall of force.\nThe caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level.\nThe wall must be continuous and unbroken when formed.\nIf its surface is broken by any object or creature, the spell fails.\nWall of force can be made permanent with a permanency spell.\nMaterial Component: A pinch of powder made from a clear gem." domains: Force: 5 duration: '1 round/level (D)' effect: 'Wall whose area is up to one 10-ft. square/level' levels: "Sha'ir": 5 Sorcerer: 5 Wizard: 5 name: 'Wall of Force' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Evocation spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected.\nA wall of ice cannot form in an area occupied by physical objects or creatures.\nIts surface must be smooth and unbroken when created.\nAny creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed.\nA successful save indicates that the spell automatically fails.\nFire, including a fireball spell and red dragon breath, can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects).\nSuddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.\nIce Plane: A sheet of strong, hard ice appears.\nThe wall is 1 inch thick per caster level.\nIt 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).\nThe plane can be oriented in any fashion as long as it is anchored.\nA vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.\nThe wall is primarily defensive in nature and is used to stop pursuers from following you and the like.\nEach 10-foot square of wall has 3 hit points per inch of thickness.\nCreatures can hit the wall automatically.\nA section of wall whose hit points drop to 0 is breached.\nIf a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.\nEven when the ice has been broken through, a sheet of frigid air remains.\nAny 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).\nHemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level.\nThus, a 7th-level caster can create a hemisphere 10 feet in radius.\nThe 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.\nMaterial Component: A small piece of quartz or similar rock crystal." domains: Cold: 5 Ocean: 5 duration: '1 min./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' levels: 'Death Master': 4 'Disciple of Thrym': 5 "Sha'ir": 4 Sorcerer: 4 Wizard: 4 'Wu Jen': 4 name: 'Wall of Ice' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Reflex negates; see text' school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\nYou can concentrate on controlling the cyclone's every movement or specify a simple program, such as move straight ahead, zigzag, circle, or the like.\nDirecting the cyclone's movement or changing its programmed movement is a standard action for you.\nThe cyclone always moves during your turn.\nIf the cyclone exceeds the spell's range, it moves in a random, uncontrolled fashion for 1d3 rounds--possibly endangering you or your allies--and then dissipates.\n(You can't regain control of the cyclone, even if comes back within range).\nAny Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage.\nA 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.\nYou 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." domains: Air: 8 Storm: 8 Windstorm: 8 duration: '1 round/level (D)' effect: 'Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall' levels: Druid: 8 'Wu Jen': 8 name: Whirlwind range: 'Long (400 ft. + 40 ft./level)' savingthrow: 'Reflex negates; see text' school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "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).\n\nWhile 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. A 5th-level caster can create a wall up to 50 feet long and up to 25 feet high, sufficient to form a cylinder of wind 15 feet in diameter.\n\nArcane Material Component: A tiny fan and a feather of exotic origin." domains: Air: 2 duration: '1 round/level' effect: 'Wall up to 10 ft./level long and 5 ft./level high (S)' levels: Cleric: 3 'Death Master': 3 Druid: 3 'Nentyar Hunter': 3 Ranger: 2 "Sha'ir": 3 Sorcerer: 3 Wizard: 3 name: 'Wind Wall' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'None; see text' school: Evocation spellresistance: 1 target: '' - area: 'Nonchaotic creatures in a 40-ft.-radius spread centered on you' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "Any nonchaotic creature within the area who hears the word of chaos suffers the following ill effects.\nThe effects are cumulative and concurrent.\nNo saving throw is allowed against these effects.\nDeafened: The creature is deafened for 1d4 rounds.\nStunned: The creature is stunned for 1 round.\nConfused: The creature is confused, as by the confusion spell, for 1d10 minutes.\nThis is a mind-affecting enchantment effect.\nKilled: Living creatures die.\nUndead creatures are destroyed.\nFurthermore, 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.\nCreatures so banished cannot return for at least 24 hours.\nThis effect takes place regardless of whether the creatures hear the word of chaos.\nThe banishment effect allows a Will save (at a -4 penalty) to negate.\nCreatures whose HD exceed your caster level are unaffected by word of chaos." domains: Chaos: 7 Drow: 7 Limbo: 7 duration: Instantaneous effect: '' levels: Cleric: 7 'Death Master': 7 name: 'Word of Chaos' range: '40 ft.' savingthrow: 'None or Will negates; see text' school: Evocation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "The subject's outline appears blurred, shifting and wavering.\nThis distortion grants the subject concealment (20% miss chance).\nA see invisibility spell does not counteract the blur effect, but a true seeing spell does.\nOpponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own; see page 151)." domains: Celerity: 3 duration: '1 min./level (D)' effect: '' levels: Bard: 2 Beguiler: 2 'Court Herald': 2 'Death Master': 2 Jester: 2 'Nentyar Hunter': 2 "Sha'ir": 2 Sorcerer: 2 Vigilante: 2 Wizard: 2 'Wu Jen': 2 name: Blur range: Touch savingthrow: 'Will negates (harmless)' school: Illusion spellresistance: 0 target: 'Creature touched' - area: 'Cone-shaped burst' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.\nEach creature within the cone is affected according to its Hit Dice.\n2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round.\n(Only living creatures are knocked unconscious).\n3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.\n5 or more HD: The creature is stunned for 1 round.\nSightless creatures are not affected by color spray.\nMaterial Component: A pinch each of powder or sand that is colored red, yellow, and blue." domains: {} duration: 'Instantaneous; see text' effect: '' levels: Beguiler: 1 Duskblade: 1 Jester: 1 "Sha'ir": 1 Sorcerer: 1 Wizard: 1 name: 'Color Spray' range: '15 ft.' savingthrow: 'Will negates' school: Illusion spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You make yourself--including clothing, armor, weapons, and equipment--look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. For example, a human caster could look human, humanoid, or like any other human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A battleaxe made to look like a dagger still functions as a battleaxe.\n\nIf you use this spell to create a disguise, you get a +10 bonus on the Disguise check.\n\nA creature that interacts with the glamer gets a Will save to recognize it as an illusion. For example, a creature that touched you and realized that the tactile sensation did not match the visual one would be entitled to such a save." domains: Baator: 1 Envy: 1 Trickery: 1 duration: '10 min./level (D)' effect: '' levels: Assassin: 1 Bard: 1 Beguiler: 1 'Ebonmar Infiltrator': 1 Fatemaker: 1 Jester: 1 Savant: 1 "Sha'ir": 1 Sorcerer: 1 Vigilante: 1 Wizard: 1 name: 'Disguise Self' range: Personal savingthrow: '' school: Illusion spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 0 verbal: 1 xp: 0 description: "Emulating the natural ability of the displacer beast (see the Monster Manual), the subject of this spell appears to be about 2 feet away from its true location.\nThe creature benefits from a 50% miss chance as if it had total concealment.\nHowever, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally.\nTrue seeing reveals its true location.\nMaterial Component: A small strip of leather made from displacer beast hide, twisted into a loop." domains: Illusion: 3 duration: '1 round/level (D)' effect: '' levels: Bard: 3 Beguiler: 3 Jester: 3 "Sha'ir": 3 Sorcerer: 3 'Telflammar Shadowlord': 2 Vigilante: 3 Wizard: 3 'Wu Jen': 3 name: Displacement range: Touch savingthrow: 'Will negates (harmless)' school: Illusion spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 minute' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream.\nAt the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity.\nThe messenger then enters a trance, appears in the intended recipient's dream, and delivers the message.\nThe message can be of any length, and the recipient remembers it perfectly upon waking.\nThe communication is one-way.\nThe recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.\nOnce the message is delivered, the messenger's mind returns instantly to its body.\nThe duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.\nIf the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance.\nThe messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal.\nA messenger that is disturbed during the trance comes awake, ending the spell.\nCreatures who don't sleep (such as elves, but not half-elves) or don't dream cannot be contacted by this spell.\nThe messenger is unaware of its own surroundings or of the activities around it while in the trance.\nIt is defenseless both physically and mentally (always fails any saving throw) while in the trance." domains: Herald: 6 duration: 'See text' effect: '' levels: Bard: 5 'Court Herald': 5 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 'Wu Jen': 5 name: Dream range: Unlimited savingthrow: None school: Illusion spellresistance: 1 target: 'One living creature touched' - area: '40-ft.-radius emanation' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Any divination (scrying) spell used to view anything within the area of this spell instead receives a false image (as the major image spell), as defined by you at the time of casting.\nAs long as the duration lasts, you can concentrate to change the image as desired.\nWhile you aren't concentrating, the image remains static.\nArcane Material Component: The ground dust of a piece of jade worth at least 250 gp, which is sprinkled into the air when the spell is cast." domains: Trickery: 5 duration: '1 hour/level (D)' effect: '' levels: Bard: 5 'Court Herald': 5 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 name: 'False Vision' range: Touch savingthrow: None school: Illusion spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.\nYou choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.\nThe volume of sound created depends on your level.\nYou can produce as much noise as four normal humans per caster level (maximum twenty humans).\nThus, talking, singing, shouting, walking, marching, or running sounds can be created.\nThe noise a ghost sound spell produces can be virtually any type of sound within the volume limit.\nA horde of rats running and squeaking is about the same volume as eight humans running and shouting.\nA roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.\nGhost sound can enhance the effectiveness of a silent image spell.\nGhost sound can be made permanent with a permanency spell.\nMaterial Component: A bit of wool or a small lump of wax." domains: {} duration: '1 round/level (D)' effect: 'Illusory sounds' levels: Adept: 0 Assassin: 1 Bard: 0 Beguiler: 0 Blighter: 0 'Death Master': 0 'Ebonmar Infiltrator': 1 Hoardstealer: 1 "Sha'ir": 0 'Slayer of Domiel': 1 Sorcerer: 0 Vigilante: 1 Wizard: 0 'Wu Jen': 0 name: 'Ghost Sound' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will disbelief (if interacted with)' school: Illusion spellresistance: 0 target: '' - area: 'One 30-ft. cube/level (S)' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You make natural terrain look, sound, and smell like some other sort of natural terrain.\nThus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain.\nA pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.\nStructures, equipment, and creatures within the area are not hidden or changed in appearance.\nMaterial Component: A stone, a twig, and a bit of green plant." domains: Gnome: 5 duration: '2 hours/level (D)' effect: '' levels: Bard: 4 "Sha'ir": 4 Sorcerer: 4 Vigilante: 4 Wizard: 4 name: 'Hallucinatory Terrain' range: 'Long (400 ft. + 40 ft./level)' savingthrow: 'Will disbelief (if interacted with)' school: Illusion spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it.\nRoll 2d4 and add your caster level (maximum 10) to determine the total number of Hit Dice of creatures affected.\nCreatures 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.\nHit Dice that are not sufficient to affect a creature are wasted.\nAffected creatures become fascinated by the pattern of colors.\nSightless creatures are not affected.\nA wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.\nMaterial Component: A glowing stick of incense or a crystal rod filled with phosphorescent material." domains: {} duration: 'Concentration + 2 rounds' effect: 'Colorful lights in a 10-ft.-radius spread' levels: Bard: 2 Beguiler: 2 Jester: 2 "Sha'ir": 2 Sorcerer: 2 Vigilante: 2 Wizard: 2 'Wu Jen': 2 name: 'Hypnotic Pattern' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will negates' school: Illusion spellresistance: 1 target: '' - area: '' castingtime: '1 minute or longer; see text' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You write instructions or other information on parchment, paper, or any suitable writing material.\nThe illusory script appears to be some form of foreign or magical writing.\nOnly the person (or people) designated by you at the time of the casting are able to read the writing; it's unintelligible to any other character, although an illusionist recognizes it as illusory script.\nAny unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw.\nA successful saving throw means the creature can look away with only a mild sense of disorientation.\nFailure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast.\nThe suggestion lasts only 30 minutes.\nTypical suggestions include \"Close the book and leave\", \"Forget the existence of the book\", and so forth.\nIf successfully dispelled by dispel magic, the illusory script and its secret message disappear.\nThe hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.\nThe casting time depends on how long a message you wish to write, but it is always at least 1 minute.\nMaterial Component: A lead-based ink (cost of not less than 50 gp)." domains: {} duration: 'One day/level (D)' effect: '' levels: Bard: 3 'Court Herald': 3 'Ebonmar Infiltrator': 2 Savant: 3 "Sha'ir": 3 Sorcerer: 3 Vigilante: 3 Wizard: 3 'Wu Jen': 3 name: 'Illusory Script' range: Touch savingthrow: 'Will negates; see text' school: Illusion spellresistance: 1 target: 'One touched object weighing no more than 10 lb.' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell creates the illusion of a wall, floor, ceiling, or similar surface.\nIt appears absolutely real when viewed, but physical objects can pass through it without difficulty.\nWhen the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally.\nTouch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear." domains: {} duration: Permanent effect: 'Image 1 ft. by 10 ft. by 10 ft.' levels: 'Court Herald': 4 "Sha'ir": 4 Sorcerer: 4 Wizard: 4 name: 'Illusory Wall' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will disbelief (if interacted with)' school: Illusion spellresistance: 0 target: '' - area: '10-ft.-radius emanation around the creature or object touched' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like \"invisibility\" except that this spell confers invisibility upon all creatures within 10 feet of the recipient.\nThe center of the effect is mobile with the recipient.\nThose affected by this spell can see each other and themselves as if unaffected by the spell.\nAny affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible.\nAffected creatures (other than the recipient) who attack negate the invisibility only for themselves.\nIf the spell recipient attacks, the invisibility sphere ends." domains: {} duration: '' effect: '' levels: Bard: 3 Beguiler: 3 Jester: 3 "Sha'ir": 3 Sorcerer: 3 Vigilante: 3 Wizard: 3 name: 'Invisibility Sphere' range: '' savingthrow: '' school: Illusion spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.\n\nItems dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible, such as a trailing rope.\n\nOf course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character's perceptions). Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. See Table 8-5: Attack Roll Modifiers and Table 8-6: Armor Class Modifiers, page 151, for the effects of invisibility on combat.\n\nInvisibility can be made permanent (on objects only) with a permanency spell.\n\nArcane Material Component: An eyelash encased in a bit of gum arabic." domains: Lust: 2 Trickery: 2 duration: '1 min./level (D)' effect: '' levels: Adept: 2 Bard: 2 Beguiler: 2 'Court Herald': 2 'Ebonmar Infiltrator': 2 Fatemaker: 2 Hoardstealer: 2 Jester: 2 'Nentyar Hunter': 3 'Runescarred Berserker': 2 "Sha'ir": 2 'Slayer of Domiel': 3 Sorcerer: 2 'Telflammar Shadowlord': 1 'Thayan Slaver': 2 Vigilante: 2 Wizard: 2 'Wu Jen': 2 name: Invisibility range: 'Personal or touch' savingthrow: 'Will negates (harmless) or Will negates (harmless, object)' school: Illusion spellresistance: 0 target: 'You or a creature or object weighing no more than 100 lb./level' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like \"invisibility\" except that it doesn't end if the subject attacks." domains: {} duration: '1 round/level (D)' effect: '' levels: Bard: 4 Beguiler: 4 'Ebonmar Infiltrator': 4 Jester: 4 'Runescarred Berserker': 4 "Sha'ir": 4 'Slayer of Domiel': 4 Sorcerer: 4 Vigilante: 4 Wizard: 4 'Wu Jen': 4 name: 'Invisibility, Greater' range: '' savingthrow: 'Will negates (harmless)' school: Illusion spellresistance: 0 target: 'You or creature touched' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like invisibility, except that the effect is mobile with the group and is broken when anyone in the group attacks.\nIndividuals in the group cannot see each other.\nThe spell is broken for any individual who moves more than 180 feet from the nearest member of the group.\n(If only two individuals are affected, the one moving away from the other one loses its invisibility.\nIf both are moving away from each other, they both become visible when the distance between them exceeds 180 feet).\nMaterial Component: An eyelash encased in a bit of gum arabic." domains: {} duration: '' effect: '' levels: Beguiler: 7 "Sha'ir": 7 Sorcerer: 7 'Telflammar Shadowlord': 3 Wizard: 7 name: 'Invisibility, Mass' range: 'Long (400 ft. + 40 ft./level)' savingthrow: '' school: Illusion spellresistance: 0 target: 'Any number of creatures, no two of which can be more than 180 ft. apart' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell makes a lock or small mechanism seem to be trapped to anyone who can detect traps.\nYou place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet.\nAny character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists.\nOf course, the effect is illusory and nothing happens if the trap is \"sprung\"; its primary purpose is to frighten away thieves or make them waste precious time.\nIf another Leomund's trap is active within 50 feet when the spell is cast, the casting fails.\nMaterial Component: A piece of iron pyrite touched to the object to the trapped while the object is sprinkled with a special dust requiring 50 gp to prepare.\nLesser (Spell Name) Any spell whose name begins with lesser is alphabetized in this chapter according to the second word of the spell name.\nThus, the description of a lesser spell appears near the description of the spell on which it is based.\nSpell chains that have lesser spells in them include those based on the spells confusion, geas, globe of invulnerability, planar ally, planar binding, and restoration." domains: {} duration: 'Permanent (D)' effect: '' levels: "Sha'ir": 2 Sorcerer: 2 Wizard: 2 name: "Leomund's Trap" range: Touch savingthrow: None school: Illusion spellresistance: 0 target: 'Object touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs.\nThe message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes.\nThe mouth cannot utter verbal components, use command words, or activate magical effects.\nIt does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak.\nOf course, magic mouth can be placed upon a tree, rock, or any other object or creature.\nThe spell functions when specific conditions are fulfilled according to your command as set in the spell.\nCommands can be as general or as detailed as desired, although only visual and audible triggers can be used, such as the following: \"Speak only when a venerable female human carrying a sack sits cross-legged within a distance of one foot\".\nTriggers react to what appears to be the case.\nDisguises and illusions can fool them.\nNormal darkness does not defeat a visual trigger, but magical darkness or invisibility does.\nSilent movement or magical silence defeats audible triggers.\nAudible triggers can be keyed to general types of noises (footsteps, metal clanking) or to a specific noise or spoken word (when a pin drops, or when anyone says \"Boo\").\nActions can serve as triggers if they are visible or audible.\nFor example, \"Speak when any creature touches the statue\"\nis an acceptable command if the creature is visible.\nA magic mouth cannot distinguish alignment, level, Hit Dice, or class except by external garb.\nThe range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a magic mouth to respond to triggers as far as 90 feet away.\nRegardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.\nMagic mouth can be made permanent with a permanency spell.\nMaterial Component: A small bit of honeycomb and jade dust worth 10 gp." domains: {} duration: 'Permanent until discharged' effect: '' levels: Bard: 1 'Court Herald': 2 "Sha'ir": 2 Sorcerer: 2 Vigilante: 1 Wizard: 2 name: 'Magic Mouth' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates (object)' school: Illusion spellresistance: 0 target: 'One creature or object' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect.\nWhile concentrating, you can move the image within the range.\nThe image disappears when struck by an opponent unless you cause the illusion to react appropriately." domains: {} duration: 'Concentration + 3 rounds' effect: '' levels: Bard: 3 Beguiler: 3 'Court Herald': 3 "Sha'ir": 3 Sorcerer: 3 Vigilante: 3 Wizard: 3 'Wu Jen': 3 name: 'Major Image' range: '' savingthrow: '' school: Illusion spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.' domains: Creation: 2 Gnome: 3 Illusion: 2 duration: 'Concentration +2 rounds' effect: '' levels: Bard: 2 Beguiler: 2 'Court Herald': 2 Jester: 2 "Sha'ir": 2 Sorcerer: 2 Vigilante: 2 Wizard: 2 'Wu Jen': 2 name: 'Minor Image' range: '' savingthrow: '' school: Illusion spellresistance: 0 target: '' - area: 'One 20-ft. cube/level (S)' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is.\nThe illusion includes audible, visual, tactile, and olfactory elements.\nUnlike hallucinatory terrain, the spell can alter the appearance of structures (or add them where none are present).\nStill, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location)." domains: {} duration: 'Concentration +1 hour/level (D)' effect: '' levels: Bard: 5 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 name: 'Mirage Arcana' range: '' savingthrow: '' school: Illusion spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack.\nThe figments stay near you and disappear when struck.\nMirror image creates 1d4 images plus one image per three caster levels (maximum eight images total).\nThese figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you.\nYou can move into and through a mirror image.\nWhen you and the mirror image separate, observers can't use vision or hearing to tell which one is you and which the image.\nThe figments may also move through each other.\nThe figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.\nEnemies attempting to attack you or cast spells at you must select from among indistinguishable targets.\nGenerally, roll randomly to see whether the selected target is real or a figment.\nAny successful attack against an image destroys it.\nAn image's AC is 10 + your sizemodifier + your Dex modifier.\nFigments seem to react normally to area spells (such as looking like they're burned or dead after being hit by a fireball).\nWhile moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.\nAn attacker must be able to see the images to be fooled.\nIf you are invisible or an attacker shuts his or her eyes, the spell has no effect.\n(Being unable to see carries the same penalties as being blinded)." domains: {} duration: '1 min./level (D)' effect: '' levels: Adept: 2 Bard: 2 Beguiler: 2 'Court Herald': 2 Jester: 2 "Sha'ir": 2 Sorcerer: 2 Vigilante: 2 Wizard: 2 name: 'Mirror Image' range: 'Personal; see text' savingthrow: '' school: Illusion spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like).\nOn casting the spell, you choose another object within range.\nFor the duration of the spell, the subject of misdirection is detected as if it were the other object.\n(Neither the subject nor the other object gets a saving throw against this effect).\nDetection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save.\nFor instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth.\nThis spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like)." domains: {} duration: '1 hour/level' effect: '' levels: Bard: 2 Beguiler: 2 'Court Herald': 2 'Death Master': 2 'Ebonmar Infiltrator': 3 Jester: 2 "Sha'ir": 2 'Slayer of Domiel': 3 Sorcerer: 2 'Thayan Slaver': 2 'Urban Druid': 2 Vigilante: 2 Wizard: 2 'Wu Jen': 2 name: Misdirection range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'None or Will negates; see text' school: Illusion spellresistance: 0 target: 'One creature or object, up to a 10-ft. cube in size' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 0 xp: 0 description: "You become invisible (as improved invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears.\nYou are then free to go elsewhere while your double moves away.\nThe double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting).\nYou can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible.\nYou and the figment can then move in different directions.\nThe double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.\nThe illusory double lasts as long as you concentrate upon it, plus 3 additional rounds.\nAfter you cease concentration, the illusory double continues to carry out the same activity (for instance, fleeing down a hallway) until the duration expires.\nThe improved invisibility lasts for 1 round per level, regardless of concentration." domains: Illusion: 6 Luck: 6 Trickery: 6 duration: '1 round/level (D) and concentration + 3 rounds; see text' effect: '' levels: Bard: 5 Beguiler: 6 'Court Herald': 6 Jester: 6 "Sha'ir": 6 Sorcerer: 6 'Telflammar Shadowlord': 3 Wizard: 6 name: Mislead range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'None or Will disbelief (if interacted with); see text' school: Illusion spellresistance: 0 target: 'You/one illusory double' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.\nThe nightmare prevents restful sleep and causes 1d10 points of damage.\nThe nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.\nThe 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.\nDispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.\nIf the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting.\nIf you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell (see page 69) or the spell ends.\nIf you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.\nYou are defenseless, both physically and mentally, while in the trance.\n(You always fail any saving throw, for example).\nCreatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell." domains: Darkness: 7 Dream: 5 duration: Instantaneous effect: '' levels: Bard: 5 'Court Herald': 5 'Death Master': 5 'Dread Necromancer': 5 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 'Wu Jen': 5 name: Nightmare range: Unlimited savingthrow: 'Will negates; see text' school: Illusion spellresistance: 1 target: 'One living creature' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You alter an item's aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.\nYou could make an ordinary sword register as a +2 vorpal sword as far as magical detection is concerned or make a +2 vorpal sword register as if it were a +1 sword or even a nonmagical sword.\nIf the object bearing Nystul's magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object's actual qualities if he succeeds on a Will save.\nOtherwise, he believes the aura and no amount of testing reveals what the true magic is.\nIf the targeted item's own aura is exceptionally powerful (if it is an artifact, for instance), Nystul's magic aura doesn't work.\nNote: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.\nFocus: A small square of silk that must be passed over the object that receives the aura." domains: Magic: 1 duration: 'One day/level (D)' effect: '' levels: Bard: 1 Hoardstealer: 1 Jester: 1 "Sha'ir": 1 Sorcerer: 1 Vigilante: 1 Wizard: 1 name: "Nystul's Magic Aura" range: Touch savingthrow: 'None; see text' school: Illusion spellresistance: 0 target: 'One touched object weighing up to 5 lb./level' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent.\nBy concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.\nMaterial Component: A bit of fleece plus powdered jade worth 100 gp." domains: Creation: 7 Moon: 6 duration: 'Permanent (D)' effect: 'Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)' levels: Bard: 6 'Court Herald': 6 "Sha'ir": 6 Sorcerer: 6 Wizard: 6 'Wu Jen': 6 name: 'Permanent Image' range: '' savingthrow: '' school: Illusion spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you.\nThe figment follows that script without your having to concentrate on it.\nThe illusion can include intelligible speech if you wish.\nFor instance, you could create the illusion of several orcs playing cards and arguing, culminating in a fistfight.\nMaterial Component: A bit of fleece and several grains of sand." domains: Illusion: 5 duration: '1 min./level (D)' effect: '' levels: Bard: 5 'Court Herald': 5 Jester: 5 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 'Wu Jen': 5 name: 'Persistent Image' range: '' savingthrow: '' school: Illusion spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.\n\nIf the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack." domains: Dream: 4 Illusion: 4 Madness: 6 duration: Instantaneous effect: '' levels: 'Death Master': 4 'Dread Necromancer': 4 Duskblade: 4 Hexblade: 4 "Sha'ir": 4 Sorcerer: 4 Warmage: 4 Wizard: 4 name: 'Phantasmal Killer' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will disbelief (if interacted with), then Fortitude partial; see text' school: Illusion spellresistance: 1 target: 'One living creature' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like silent image, except that this spell's figment activates when a specific condition occurs.\nThe figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.\nYou set the triggering condition (which may be a special word) when casting the spell.\nThe event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger.\nThe trigger cannot be based on some quality not normally obvious to the senses, such as alignment.\n(See magic mouth for more details about such triggers).\nMaterial Component: A bit of fleece and jade dust worth 25 gp." domains: {} duration: 'Permanent until triggered, then 1 round/level' effect: 'Visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)' levels: Bard: 6 'Court Herald': 6 "Sha'ir": 6 Sorcerer: 6 Wizard: 6 'Wu Jen': 6 name: 'Programmed Image' range: '' savingthrow: '' school: Illusion spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself.\nThe projected image looks, sounds, and smells like you but is intangible.\nThe projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).\nYou can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action.\nWhile you are using its senses, your body is considered blinded and deafened.\nIf you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you.\nThe projected image can't cast any spells on itself except for illusion spells.\nThe spells affect other targets normally, despite originating from the projected image.\nObjects are affected by the projected image as if they had succeeded on their Will save.\nYou must maintain line of effect to the projected image at all times.\nIf your line of effect is obstructed, the spell ends.\nIf you use dimension door, teleport, plane shift, or a similar spell that breaks your line of effect, even momentarily, the spell ends.\nMaterial Component: A small replica of you (a doll), which costs 5 gp to create." domains: Illusion: 7 duration: '1 round/level (D)' effect: 'One shadow duplicate' levels: Bard: 6 Beguiler: 7 "Sha'ir": 7 Sorcerer: 7 Wizard: 7 name: 'Project Image' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will disbelief (if interacted with)' school: Illusion spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "A glowing, rainbow-hued pattern of interweaving colors fascinates those within it.\nRainbow pattern fascinates a maximum of 24 Hit Dice of creatures.\nCreatures with the fewest HD are affected first.\nAmong creatures with equal HD, those who are closest to the spell's point of origin are affected first.\nAn affected creature that fails its saves is fascinated by the pattern.\nWith a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin).\nAll fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect.\nFascinated creatures who are restrained and removed from the pattern still try to follow it.\nIf the pattern leads its subjects into a dangerous area (through flame, off a cliff, or the like), each fascinated creature gets a second save.\nIf the view of the lights is completely blocked (by an obscuring mist spell, for instance), creatures who can't see them are no longer affected.\nThe spell does not affect sightless creatures.\nVerbal Component: A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.\nMaterial Component: A piece of phosphor.\nFocus: A crystal prism." domains: {} duration: 'Concentration +1 round/level (D)' effect: 'Colorful lights with a 20-ft.-radius spread' levels: Bard: 4 Beguiler: 4 'Court Herald': 4 Jester: 4 "Sha'ir": 4 Sorcerer: 4 Vigilante: 4 Wizard: 4 name: 'Rainbow Pattern' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will negates' school: Illusion spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it.\nThe spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20).\nCreatures 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.\nHit Dice that are not sufficient to affect a creature are wasted.\nThe spell affects each subject according to its Hit Dice.\n6 or less for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds.\n(Treat an unconscious result as stunned for nonliving creatures).\n7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds.\n13 or more: Confused for 1d4 rounds.\nSightless creatures are not affected by scintillating pattern.\nMaterial Component: A small crystal prism." domains: {} duration: 'Concentration + 2 rounds' effect: 'Colorful lights in a 20-ft.-radius spread' levels: Beguiler: 8 "Sha'ir": 8 Sorcerer: 8 Warmage: 8 Wizard: 8 name: 'Scintillating Pattern' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Illusion spellresistance: 1 target: '' - area: '30-ft. cube/level (S)' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell combines several elements to create a powerful protection from scrying and direct observation.\nWhen casting the spell, you dictate what will and will not be observed in the spell's area.\nThe illusion created must be stated in general terms.\nThus, you could specify the illusion of yourself and another character playing chess for the duration of the spell, but you could not have the illusory chess players take a break, make dinner, and then resume their game.\nYou could have a crossroads appear quiet and empty even while an army is actually passing through the area.\nYou could specify that no one be seen (including passing strangers), that your troops be undetected, or even that every fifth person or unit should be visible.\nOnce the conditions are set, they cannot be changed.\nAttempts to scry the area automatically detect the image stated by you with no save allowed.\nSight and sound are appropriate to the illusion created.\nA band of people standing in a meadow could be concealed as an empty meadow with birds chirping, for instance.\nDirect observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen.\nCertainly onlookers in the area would become suspicious if a marching army disappeared at one point to reappear at another.\nEven 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." domains: Gnome: 7 Illusion: 8 Trickery: 7 duration: '24 hours' effect: '' levels: Beguiler: 8 "Sha'ir": 8 Sorcerer: 8 Wizard: 8 name: Screen range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'None or Will disbelief (if interacted with); see text' school: Illusion spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like disguise self, except that you can change the appearance of other people as well.\nAffected creatures resume their normal appearances if slain.\nUnwilling targets can negate the spell's effect on them by making Will saves or with spell resistance." domains: {} duration: '12 hours (D)' effect: '' levels: Bard: 5 Beguiler: 5 'Court Herald': 5 Jester: 5 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 name: Seeming range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates or Will disbelief (if interacted with)' school: Illusion spellresistance: 0 target: 'One creature per two levels, no two of which can be more than 30 ft. apart' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like shadow conjuration, except that it mimics sorcerer and wizard conjuration spells of 8th level or lower.\nThe illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers." domains: {} duration: '' effect: '' levels: "Sha'ir": 9 Sorcerer: 9 Wizard: 9 name: Shades range: '' savingthrow: '' school: Illusion spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces.\nShadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.\nShadow 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.\nAny creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.\nSpells that deal damage, such as Melf's acid arrow, have normal effects unless the affected creature succeeds on a Will save.\nEach disbelieving creature takes only one-fifth (20%) damage from the attack.\nIf the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur.\nRegardless 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 (5th) rather than the spell's normal level.\nIn addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not.\nShadow objects or substances, such as obscuring mist, have normal effects except against those who disbelieve them.\nAgainst disbelievers, they are 20% likely to work.\nA shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy).\nIt deals normal damage and has all normal abilities and weaknesses.\nAgainst 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.\n(Roll for each use and each affected character separately).\nFurthermore, the shadow creature's AC bonuses are one-fifth as large (so a +7 bonus resulting in AC 17 would change to a +1 total bonus for a new AC of 11).\nA creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.\nObjects automatically succeed on their Will saves against this spell." domains: {} duration: 'See text' effect: 'See text' levels: Bard: 4 "Sha'ir": 4 Sorcerer: 4 Vigilante: 4 Wizard: 4 name: 'Shadow Conjuration' range: 'See text' savingthrow: 'Will disbelief (if interacted with); varies; see text' school: Illusion spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "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.\nThe illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers." domains: {} duration: '' effect: '' levels: "Sha'ir": 7 Sorcerer: 7 Wizard: 7 name: 'Shadow Conjuration, Greater' range: '' savingthrow: '' school: Illusion spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n(For a spell with more than one level, use the best one applicable to you).\nSpells that deal damage, such as lightning bolt, have normal effects unless an affected creature succeeds on a Will save.\nEach disbelieving creature takes only one-fifth damage from the attack.\nIf 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.\nIf recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage.\nRegardless 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.\nNondamaging effects, such as gust of wind, have normal effects except against those who disbelieve them.\nAgainst disbelievers, they have no effect.\nObjects automatically succeed on their Will saves against this spell." domains: {} duration: 'See text' effect: 'See text' levels: Bard: 5 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 name: 'Shadow Evocation' range: 'See text' savingthrow: 'Will disbelief (if interacted with)' school: Illusion spellresistance: 1 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "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.\nIf recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage." domains: {} duration: '' effect: '' levels: "Sha'ir": 8 Sorcerer: 8 Wizard: 8 name: 'Shadow Evocation, Greater' range: '' savingthrow: '' school: Illusion spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "To use the shadow walk spell, you must be in an area of shadowy illumination.\nYou 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.\nThe effect is largely illusory, but the path is quasi-real.\nYou can take more than one creature along with you (subject to your level limit), but all must be touching each other.\nIn 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.\nThus, 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.\nBecause 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.\nIt's impossible to judge distances accurately, making the spell virtually useless for scouting or spying.\nFurthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint.\nIf this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction.\nIf 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).\nShadow 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.\nThe transit of the Plane of Shadow requires 1d4 hours.\nAny creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.\nThey 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).\nCreatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful." domains: Halfling: 7 Sloth: 7 duration: '1 hour/level (D)' effect: '' levels: Bard: 5 Beguiler: 6 'Death Master': 6 "Sha'ir": 6 Sorcerer: 6 Wizard: 6 name: 'Shadow Walk' range: Touch savingthrow: 'Will negates' school: Illusion spellresistance: 1 target: 'Up to one touched creature/level' - area: '20-ft.-radius emanation centered on a creature, object, or point in space' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Upon the casting of this spell, complete silence prevails in the affected area.\nAll 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.\nThe spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object.\nThe spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves.\nAn unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any.\nItems 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.\nThis spell provides a defense against sonic or language-based attacks, such as command, a harpy's captivating song, a horn of blasting, and the like." domains: Spell: 2 duration: '1 min./level (D)' effect: '' levels: Bard: 2 Beguiler: 2 Cleric: 2 'Court Herald': 1 'Death Master': 2 Vigilante: 2 name: Silence range: 'Long (400 ft. + 40 ft./level)' savingthrow: 'Will negates; see text or none (object)' school: Illusion spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell creates the visual illusion of an object, creature, or force, as visualized by you.\nThe illusion does not create sound, smell, texture, or temperature.\nYou can move the image within the limits of the size of the effect.\nFocus: A bit of fleece." domains: Gnome: 1 Illusion: 1 duration: Concentration effect: 'Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)' levels: Bard: 1 Beguiler: 1 'Court Herald': 1 Jester: 1 "Sha'ir": 1 Sorcerer: 1 Vigilante: 1 Wizard: 1 'Wu Jen': 1 name: 'Silent Image' range: 'Long (400 ft. + 40 ft./level)' savingthrow: 'Will disbelief (if interacted with)' school: Illusion spellresistance: 0 target: '' - area: '' castingtime: '12 hours' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 1000 description: >- Simulacrum creates an illusory duplicate of any creature.\nThe duplicate creature is partially real and formed from ice or snow.\nIt 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).\nYou can't create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level.\nYou must make a Disguise check when you cast the spell to determine how good the likeness is.\nA 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.\nAt all times the simulacrum remains under your absolute command.\nNo special telepathic link exists, so command must be exercised in some other manner.\nA simulacrum has no ability to become more powerful.\nIt cannot increase its level or abilities.\nIf reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness.\nA complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.\nMaterial 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.\nAdditionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created.\nXP Cost: 100 XP per HD of the simulacrum to be created (minimum 1,000 XP). domains: Envy: 8 duration: Instantaneous effect: 'One duplicate creature' levels: "Sha'ir": 7 Sorcerer: 7 Wizard: 7 name: Simulacrum range: '0 ft.' savingthrow: None school: Illusion spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You instantly change the appearance of the subjects and then maintain that appearance for the spell's duration.\nYou can make the subjects appear to be anything you wish.\nA party might be made to resemble a mixed band of sprites led by a treant.\nThe subjects look, feel, and smell just like the creatures the spell makes them resemble.\nAffected creatures resume their normal appearances if slain.\nYou must succeed on a Disguise check to duplicate the appearance of a specific individual.\nThis spell gives you a +10 bonus on the check.\nUnwilling targets can negate the spell's effect on them by making Will saves or with spell resistance.\nThose who interact with the subjects can attempt Will disbelief saves to see through the glamer, but spell resistance doesn't help." domains: {} duration: 'Concentration + 1 hour/level (D)' effect: '' levels: Bard: 6 Beguiler: 6 "Sha'ir": 6 Sorcerer: 6 'Thayan Slaver': 4 Wizard: 6 'Wu Jen': 6 name: Veil range: 'Long (400 ft. + 40 ft./level)' savingthrow: 'Will negates; see text' school: Illusion spellresistance: 0 target: 'One or more creatures, no two of which can be more than 30 ft. apart' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc.\nYou can speak in any language you know.\nWith respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).\nFocus: A parchment rolled up into a small cone." domains: {} duration: '1 min./level (D)' effect: 'Intelligible sound, usually speech' levels: Bard: 1 Jester: 1 "Sha'ir": 1 Sorcerer: 1 Vigilante: 1 Wizard: 1 'Wu Jen': 1 name: Ventriloquism range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will disbelief (if interacted with)' school: Illusion spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like phantasmal killer, except it can affect more than one creature.\nOnly the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes.\nIf a subject's Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for 1 round.\nThe subject also takes 1d4 points of temporary Strength damage." domains: Dream: 9 Illusion: 9 Madness: 9 Mind: 9 duration: '' effect: '' levels: 'Death Master': 9 "Sha'ir": 9 Sorcerer: 9 Warmage: 9 Wizard: 9 name: Weird range: '' savingthrow: '' school: Illusion spellresistance: 0 target: 'Any number of creatures, no two of which can be more than 30 ft. apart' - area: '5-ft.-radius emanation centered on you' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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 (such as command or shout).\nThis effect is centered on you and moves with you.\nAnyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected.\nNote, however, that a successful Spot check to read lips can still reveal what's said inside a zone of silence." domains: {} duration: '1 hour/level (D)' effect: '' levels: Bard: 4 Beguiler: 3 Vigilante: 4 name: 'Zone of Silence' range: Personal savingthrow: '' school: Illusion spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed.\n(A destroyed skeleton or zombie can't be animated again).\n\nRegardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of _animate dead_. (The \"deserate\" spell doubles this limit; see page 218).\n\nThe undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.\n\n_Skeletons A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones, so creating a skeleton from a purple worm, for example, is not possible. If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive. The Monster Manual has game statistics for skeletons.\n\n_Zombies A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy, so a dead gelatinous cube, for example, cannot be animated as a zombie. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive. The Monster Manual has game statistics for zombies.\n\n_Material Component You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells." domains: Death: 3 Undeath: 3 duration: Instantaneous effect: '' levels: Adept: 3 Blighter: 4 Cleric: 3 'Death Delver': 3 'Death Master': 2 'Dread Necromancer': 4 "Sha'ir": 4 Sorcerer: 4 Wizard: 4 'Wu Jen': 4 name: 'Animate Dead' range: Touch savingthrow: None school: Necromancy spellresistance: 0 target: 'One or more corpses touched' - area: '' castingtime: '30 minutes' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.\nYou can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting.\nThese fellow travelers are dependent upon you and must accompany you at all times.\nIf something happens to you during the journey, your companions are stranded wherever you left them.\nYou project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation.\nThe spell projects an astral copy of you and all you wear or carry onto the Astral Plane.\nSince the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will.\nTo enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.\nWhile you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord.\nIf the cord is broken, you are killed, astrally and physically.\nLuckily, very few things can destroy a silver cord (see the Dungeon Master's Guide for more information).\nWhen a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body.\nIf the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation.\nAlthough astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.\nYou and your companions may travel through the Astral Plane indefinitely.\nYour bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them.\nThe spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).\nMaterial Component: A jacinth worth at least 1,000 gp, plus a silver bar worth 5 gp for each person to be affected." domains: Mentalism: 9 Sloth: 9 Travel: 9 duration: 'See text' effect: '' levels: Cleric: 9 'Death Master': 9 "Sha'ir": 9 Sorcerer: 9 Wizard: 9 'Wu Jen': 9 name: 'Astral Projection' range: Touch savingthrow: None school: Necromancy spellresistance: 1 target: 'You plus one additional willing creature touched per two caster levels' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You place a curse on the subject. Choose one of the following three effects.\n* -6 decrease to an ability score (minimum 1).\n* -4 penalty on attack rolls, saves, ability checks, and skill checks.\n* Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.\nYou may also invent your own curse, but it should be no more powerful than those described above, and the DM has final say on the curse's effect.\n\nThe curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.\n\nBestow curse counters remove curse." domains: Destiny: 4 Fate: 3 Hatred: 3 Suffering: 3 duration: Permanent effect: '' levels: Adept: 3 Cleric: 3 'Court Herald': 4 'Death Master': 3 'Dread Necromancer': 4 Jester: 4 "Sha'ir": 4 Sorcerer: 4 Wizard: 4 name: 'Bestow Curse' range: Touch savingthrow: 'Will negates' school: Necromancy spellresistance: 1 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell withers a single plant of any size.\nAn affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage.\nA plant that isn't a creature (such as a tree or shrub) doesn't receive a save and immediately withers and dies.\nThis spell has no effect on the soil or surrounding plant life." domains: {} duration: Instantaneous effect: '' levels: Blighter: 4 'Death Master': 5 'Dread Necromancer': 5 Druid: 4 "Sha'ir": 5 Sorcerer: 5 'Urban Druid': 4 Wizard: 5 name: Blight range: Touch savingthrow: 'Fortitude half; see text' school: Necromancy spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: 'You call upon the powers of unlife to render the subject blinded or deafened, as you choose.' domains: Darkness: 2 duration: 'Permanent (D)' effect: '' levels: Bard: 2 Cleric: 3 'Death Master': 2 'Dread Necromancer': 2 "Sha'ir": 2 Sorcerer: 2 'Telflammar Shadowlord': 1 Vigilante: 2 Wizard: 2 name: Blindness/Deafness range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Fortitude negates' school: Necromancy spellresistance: 1 target: 'One living creature' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.\n\n_Cause fear_ counters and dispels \"_remove fear_\"" domains: Abyss: 1 Blackwater: 1 Death: 1 Orc: 1 duration: '1d4 rounds or 1 round; see text' effect: '' levels: Adept: 1 Bard: 1 Cleric: 1 'Death Delver': 1 'Death Master': 1 'Disciple of Thrym': 1 'Dread Necromancer': 1 Duskblade: 1 Jester: 1 "Sha'ir": 1 Sorcerer: 1 Vigilante: 1 Wizard: 1 name: 'Cause Fear' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will partial' school: Necromancy spellresistance: 1 target: 'One living creature with 5 or fewer HD' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "A touch from your hand, which glows with blue energy, disrupts the life force of living creatures.\nEach touch channels negative energy that deals 1d6 points of damage.\nThe touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw.\nYou can use this melee touch attack up to one time per level.\nAn undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level." domains: Cold: 1 duration: Instantaneous effect: '' levels: Blighter: 2 'Death Master': 1 'Dread Necromancer': 1 Duskblade: 1 "Sha'ir": 1 Sorcerer: 1 'Telflammar Shadowlord': 1 Warmage: 1 Wizard: 1 name: 'Chill Touch' range: Touch savingthrow: 'Fortitude partial or Will negates; see text' school: Necromancy spellresistance: 1 target: 'Creature or creatures touched (up to one/level)' - area: 'Several living creatures within a 40-ft.-radius burst' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "A circle of death snuffs out the life force of living creatures, killing them instantly.\nThe spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4).\nCreatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first.\nNo creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.\nMaterial Component: The powder of a crushed black pearl with a minimum value of 500 gp." domains: Undeath: 5 duration: Instantaneous effect: '' levels: Blighter: 6 'Death Master': 6 'Dread Necromancer': 6 "Sha'ir": 6 Sorcerer: 6 Warmage: 6 Wizard: 6 name: 'Circle of Death' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Fortitude negates' school: Necromancy spellresistance: 1 target: '' - area: '' castingtime: '10 minutes' components: arcanefocus: 1 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell makes an inert duplicate of a creature.\nIf the original individual has been slain, its soul immediately transfers to the clone, creating a replacement\n(provided that the soul is free and willing to return; see Bringing Back the Dead, page 171).\nThe original's physical remains, should they still exist, become inert and cannot thereafter be restored to life.\nIf the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.\nTo create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body.\nThe piece of flesh need not be fresh, but it must be kept from rotting (for example, by the gentle repose spell).\nOnce the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.\nWhen the clone is completed, the original's soul enters it immediately, if that creature is already dead.\nThe clone is physically identical with the original and possesses the same personality and memories as the original.\nIn other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character).\nIf this Constitution adjustment would give the clone a Constitution score of 0, the spell fails.\nIf the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died.\nThe spell duplicates only the original's body and mind, not its equipment.\nA duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.\nMaterial Component: The piece of flesh and various laboratory supplies (cost 1,000 gp).\nFocus: Special laboratory equipment (cost 500 gp)." domains: {} duration: Instantaneous effect: 'One clone' levels: 'Death Master': 8 "Sha'ir": 8 Sorcerer: 8 Wizard: 8 name: Clone range: '0 ft.' savingthrow: None school: Necromancy spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell allows you some degree of control over an undead creature.\nAssuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly).\nIt will not attack you while the spell lasts.\nYou can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do.\n(Retries are not allowed).\nAn intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing (see charm person).\nA nonintelligent undead creature (such as a skeleton or zombie) gets no saving throw against this spell.\nWhen you control a mindless being, you can communicate only basic commands, such as \"come here\", \"go there\", \"fight\", \"stand still\", and so on.\nNonintelligent undead won't resist suicidal or obviously harmful orders.\nAny act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.\nYour commands are not telepathic.\nThe undead creature must be able to hear you.\nMaterial Component: A shred of raw meat and a splinter of bone." domains: {} duration: 'One day/level' effect: '' levels: 'Death Delver': 2 'Death Master': 2 'Dread Necromancer': 2 "Sha'ir": 2 Sorcerer: 2 Wizard: 2 name: 'Command Undead' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates; see text' school: Necromancy spellresistance: 1 target: 'One undead creature' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagion's normal save DC for the initial saving throw). See the Dungeon Master's Guide for descriptions of each disease, as well as for the general effects of disease.\n\n|_. Disease |_. DC |_. Damage |\n| Blinding sickness | 16 | 1d4 Str ^1^ |\n| Cackle fever | 16 | 1d6 Wis |\n| Filth fever | 12 | 1d3 Dex and 1d3 Con |\n| Mindfire | 12 | 1d4 Int | \n| Red ache | 15 | 1d6 Str | \n| Shakes | 13 | 1d8 Dex | \n| Slimy doom | 14 | 1d4 Con |\n|\\3. ^1^ Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease's save DC) or be permanently blinded. |\n\nSee the Dungeon Master's Guide for descriptions of each disease, as well as for the general effects of disease." domains: Blightbringer: 3 Destruction: 3 Hades: 4 Pestilence: 3 duration: Instantaneous effect: '' levels: Adept: 3 Blighter: 3 Cleric: 3 'Death Master': 3 'Dread Necromancer': 4 Druid: 3 "Sha'ir": 4 Sorcerer: 4 'Urban Druid': 3 Warmage: 4 Wizard: 4 name: Contagion range: Touch savingthrow: 'Fortitude negates' school: Necromancy spellresistance: 1 target: 'Living creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell enables you to command undead creatures for a short period of time.\nYou command them by voice and they understand you, no matter what language you speak.\nEven if vocal communication is impossible (in the area of a silence spell, for instance), the controlled undead do not attack you.\nAt the end of the spell, the subjects revert to their normal behavior.\nIntelligent undead creatures remember that you controlled them.\nMaterial Component: A small piece of bone and a small piece of raw meat." domains: Undeath: 7 duration: '1 min./level' effect: '' levels: Blighter: 7 'Death Master': 6 'Dread Necromancer': 7 "Sha'ir": 7 Sorcerer: 7 Wizard: 7 name: 'Control Undead' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Necromancy spellresistance: 1 target: 'Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers (see the Monster Manual for more information on all types of undead).\nThe type or types of undead you can create is based on your caster level, as shown on the table below." domains: Death: 8 Undeath: 8 duration: '' effect: '' levels: Cleric: 8 'Death Master': 8 'Dread Necromancer': 8 "Sha'ir": 8 Sorcerer: 8 Wizard: 8 name: 'Create Greater Undead' range: '' savingthrow: '' school: Necromancy spellresistance: 0 target: '' - area: '' castingtime: '1 hour' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs (see the Monster Manual for more information on all types of undead). The type or types of undead you can create is based on your caster level, as shown on the table below.\n\n|_. Caster Level |_. Undead Created |\n| 11th or lower | Ghoul |\n| 12th-14th | Ghast |\n| 15th-17th | Mummy |\n| 18th or higher | Mohrg|\n\nYou may create less powerful undead than your level would allow if you choose. For example, at 16th level you could decide to create a ghoul or a ghast instead of a mummy. Doing this may be a good idea, because created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms (see Turn or Rebuke Undead, page 159).\n\nThis spell must be cast at night.\n\nMaterial Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells." domains: Death: 6 Evil: 6 Undeath: 6 duration: Instantaneous effect: '' levels: Blighter: 5 Cleric: 6 'Death Master': 5 'Dread Necromancer': 6 "Sha'ir": 6 Sorcerer: 6 Wizard: 6 name: 'Create Undead' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Necromancy spellresistance: 0 target: 'One corpse' - area: '' castingtime: '1 minute' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water.\nUnholy water damages good outsiders the way holy water damages undead and evil outsiders.\nMaterial Component: 5 pounds of powdered silver (worth 25 gp)." domains: {} duration: Instantaneous effect: '' levels: Blighter: 1 Cleric: 1 'Death Master': 1 name: 'Curse Water' range: Touch savingthrow: 'Will negates (object)' school: Necromancy spellresistance: 0 target: 'Flask of water touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You draw forth the ebbing life force of a creature and use it to fuel your own power.\nUpon casting this spell, you touch a living creature that has -1 or fewer hit points.\nIf the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength.\nAdditionally, your effective caster level goes up by +1, improving spell effects dependent on caster level.\n(This increase in effective caster level does not grant you access to more spells).\nThese effects last for 10 minutes per HD of the subject creature." domains: Abyss: 2 Death: 2 Gluttony: 2 duration: 'Instantaneous/10 minutes per HD of subject; see text' effect: '' levels: Blighter: 2 Cleric: 2 'Death Master': 2 'Dread Necromancer': 2 name: 'Death Knell' range: Touch savingthrow: 'Will negates' school: Necromancy spellresistance: 1 target: 'Living creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects (such as from inflict spells or chill touch).\n\nThis spell doesn't remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.\n\nDeath ward does not protect against other sorts of attacks, such as hit point loss, poison, or petrification, even if those attacks might be lethal.\n\n(note: Heroes of Horror lists this spell as both a 3rd and 4th level spell for the Dread Necromancer)." domains: Death: 4 Undeath: 4 duration: '1 min./level' effect: '' levels: Blighter: 4 Cleric: 4 'Death Delver': 4 'Death Master': 4 'Dread Necromancer': 4 Druid: 5 Healer: 4 'Hunter of the Dead': 4 'Knight of the Weave': 4 Paladin: 4 'Runescarred Berserker': 3 'Slayer of Domiel': 4 'Urban Druid': 5 name: 'Death Ward' range: Touch savingthrow: 'Will negates (harmless)' school: Necromancy spellresistance: 0 target: 'Living creature touched' - area: 'Cone-shaped emanation' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). _Deathwatch_ sees through any spell or ability that allows creatures to feign death." domains: Planning: 1 duration: '10 min./level' effect: '' levels: Cleric: 1 'Death Master': 1 Healer: 0 'Slayer of Domiel': 1 name: Deathwatch range: '30 ft.' savingthrow: None school: Necromancy spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly.\nIf the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage.\nThe only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.\nFocus: A special holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp)." domains: Abyss: 7 Death: 7 Slime: 7 duration: Instantaneous effect: '' levels: Cleric: 7 'Death Master': 7 'Dread Necromancer': 7 name: Destruction range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Fortitude partial' school: Necromancy spellresistance: 1 target: 'One creature' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You direct a ray of positive energy.\nYou must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it." domains: Glory: 1 duration: Instantaneous effect: Ray levels: 'Death Master': 0 Duskblade: 0 "Sha'ir": 0 Sorcerer: 0 Warmage: 0 Wizard: 0 'Wu Jen': 0 name: 'Disrupt Undead' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Necromancy spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: 'This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.' domains: Hades: 1 Hatred: 1 Pestilence: 1 'Wrath (BE)': 1 duration: '1 min./level' effect: '' levels: Blighter: 1 Cleric: 1 'Death Master': 1 Demonologist: 1 'Disciple of Thrym': 1 'Dread Necromancer': 1 Jester: 1 'Knight of the Chalice': 1 name: Doom range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will negates' school: Necromancy spellresistance: 1 target: 'One living creature' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like \"_enervation_\" except that the creature struck gains 2d4 negative levels, and the negative levels last longer.\n\nThere is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell's save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject's character levels is permanently drained.\n\nAn undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour." domains: Blightbringer: 9 Hades: 9 Hunger: 9 Thirst: 9 Undeath: 9 duration: '' effect: '' levels: Cleric: 9 'Death Master': 9 'Dread Necromancer': 9 "Sha'ir": 9 Sorcerer: 9 Wizard: 9 name: 'Energy Drain' range: '' savingthrow: 'Fortitude partial; see text for enervation' school: Necromancy spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes.\nYou must make a ranged touch attack to hit.\nIf the attack succeeds, the subject gains 1d4 negative levels.\nIf the subject has at least as many negative levels as HD, it dies.\nEach negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).\nAdditionally, a spellcaster loses one spell or spell slot from his or her highest available level.\nNegative levels stack.\nAssuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours).\nUsually, negative levels have a chance of permanently draining the victim's levels, but the negative levels from enervation don't last long enough to do so.\nAn undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour." domains: Hunger: 4 Suffering: 4 duration: Instantaneous effect: 'Ray of negative energy' levels: 'Death Delver': 4 'Death Master': 4 'Dread Necromancer': 4 "Sha'ir": 4 Sorcerer: 4 'Thayan Slaver': 4 Wizard: 4 name: Enervation range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Necromancy spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Each round, you may target a single living creature, striking it with waves of evil power. Depending on the target's HD, this attack has as many as three effects.\n\n|_. HD |_. Effect |\n| 10 or more |Sickened |\n| 5-9 | Panicked, sickened |\n| 4 or less | Comatose, panicked, sickened |\n\nThe effects are cumulative and concurrent.\n\n_Sickened Sudden pain and fever sweeps over the subject's body. A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective.\n\n_Panicked The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect.\n\n_Comatose The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it.\n\nThe spell lasts for 1 round per three caster levels. You must spend a move action each round after the first to target a foe." domains: Orc: 6 Scalykind: 6 Suffering: 7 duration: '1 round per three levels; see text' effect: '' levels: Bard: 6 'Death Master': 6 'Dread Necromancer': 6 "Sha'ir": 6 Sorcerer: 6 Wizard: 6 name: Eyebite range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Fortitude negates' school: Necromancy spellresistance: 1 target: 'One living creature' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You harness the power of unlife to grant yourself a limited ability to avoid death.\nWhile this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).\nMaterial Component: A small amount of alcohol or distilled spirits, which you use to trace certain sigils on your body during casting.\nThese sigils cannot be seen once the alcohol or spirits evaporate." domains: {} duration: '1 hour/level or until discharged; see text' effect: '' levels: 'Death Master': 2 'Dread Necromancer': 2 Savant: 2 "Sha'ir": 2 Sorcerer: 2 Wizard: 2 name: 'False Life' range: Personal savingthrow: '' school: Necromancy spellresistance: 0 target: You - area: 'Cone-shaped burst' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. (See the Dungeon Master's Guide for more information on fear-panicked creatures). If the Will save succeeds, the creature is shaken for 1 round.\n\nMaterial Component: Either the heart of a hen or a white feather." domains: Blightbringer: 4 Moon: 4 Tyranny: 4 duration: '1 round/level or 1 round; see text' effect: '' levels: Bard: 3 'Death Delver': 4 'Death Master': 4 'Dread Necromancer': 4 Hexblade: 4 Jester: 4 "Sha'ir": 4 Sorcerer: 4 'Thayan Slaver': 2 Vigilante: 3 Wizard: 4 name: Fear range: '30 ft.' savingthrow: 'Will partial' school: Necromancy spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You can slay any one living creature within range.\nThe target is entitled to a Fortitude saving throw to survive the attack.\nIf the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).\nThe subject might die from damage even if it succeeds on its saving throw." domains: Abyss: 6 Blightbringer: 6 duration: Instantaneous effect: '' levels: Blighter: 6 'Death Master': 7 'Dread Necromancer': 7 Druid: 8 "Sha'ir": 7 Sorcerer: 7 'Urban Druid': 8 Warmage: 7 Wizard: 7 name: 'Finger of Death' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Fortitude partial' school: Necromancy spellresistance: 1 target: 'One living creature' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You preserve the remains of a dead creature so that they do not decay.\nDoing so effectively extends the time limit on raising that creature from the dead (see raise dead).\nDays spent under the influence of this spell don't count against the time limit.\nAdditionally, this spell makes transporting a fallen comrade more pleasant.\nThe spell also works on severed body parts and the like.\nArcane Material Component: A pinch of salt, and a copper piece for each eye the corpse has (or had)." domains: Time: 2 duration: 'One day/level' effect: '' levels: Cleric: 2 'Death Master': 2 'Divine Bard': 2 'Dread Necromancer': 2 Healer: 2 Savant: 2 "Sha'ir": 3 'Slayer of Domiel': 2 Sorcerer: 3 Wizard: 3 name: 'Gentle Repose' range: Touch savingthrow: 'Will negates (object)' school: Necromancy spellresistance: 0 target: 'Corpse touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.\nAdditionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates).\nA neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.\nMaterial Component: A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul's lair." domains: {} duration: '1d6+2 rounds' effect: '' levels: 'Death Master': 2 'Dread Necromancer': 2 Duskblade: 2 "Sha'ir": 2 Sorcerer: 2 Wizard: 2 name: 'Ghoul Touch' range: Touch savingthrow: 'Fortitude negates' school: Necromancy spellresistance: 1 target: 'Living humanoid touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell renders as many as three undead creatures immobile. A nonintelligent undead creature (such as a skeleton or zombie) gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.\n\nMaterial Component: A pinch of sulfur and powdered garlic." domains: {} duration: '1 round/level' effect: '' levels: 'Death Delver': 3 'Death Master': 3 'Dread Necromancer': 3 'Hunter of the Dead': 3 "Sha'ir": 3 Sorcerer: 3 'Urban Druid': 3 Wizard: 3 name: 'Halt Undead' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will negates (see text)' school: Necromancy spellresistance: 1 target: 'Up to three undead creatures, no two of which can be more than 30 ft. apart' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level).\nIf the creature successfully saves, harm deals half this amount, but it cannot reduce the target's hit points to less than 1.\nIf used on an undead creature, harm acts like heal." domains: Abyss: 6 Destruction: 6 Suffering: 6 duration: Instantaneous effect: '' levels: Blighter: 6 Cleric: 6 'Death Master': 6 'Dread Necromancer': 6 name: Harm range: Touch savingthrow: 'Will half; see text' school: Necromancy spellresistance: 1 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).\n\n_Arcane Material Component A bit of sponge." domains: Blightbringer: 8 Pestilence: 8 Suffering: 9 Thirst: 8 Water: 8 duration: Instantaneous effect: '' levels: Blighter: 8 'Dread Necromancer': 8 "Sha'ir": 8 Sorcerer: 8 Warmage: 8 Wizard: 8 'Wu Jen': 8 name: 'Horrid Wilting' range: 'Long (400 ft. + 40 ft./level)' savingthrow: 'Fortitude half' school: Necromancy spellresistance: 1 target: 'Living creatures, no two of which can be more than 60 ft. apart' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like inflict light wounds, except that you deal 4d8 points of damage +1 point per caster level (maximum +20).' domains: Destruction: 4 duration: '' effect: '' levels: Blighter: 4 Cleric: 4 'Death Master': 4 'Dread Necromancer': 4 name: 'Inflict Critical Wounds' range: '' savingthrow: '' school: Necromancy spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like mass inflict light wounds, except that it deals 4d8 points of damage +1 point per caster level (maximum +40).' domains: {} duration: '' effect: '' levels: Cleric: 8 'Death Master': 8 'Dread Necromancer': 8 name: 'Inflict Critical Wounds, Mass' range: '' savingthrow: '' school: Necromancy spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5).\nSince undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it." domains: Destruction: 1 duration: Instantaneous effect: '' levels: Blighter: 1 Cleric: 1 'Death Master': 1 'Dread Necromancer': 1 name: 'Inflict Light Wounds' range: Touch savingthrow: 'Will half' school: Necromancy spellresistance: 1 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +25) to nearby living enemies.\n\nLike other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells." domains: Destruction: 5 duration: Instantaneous effect: '' levels: Cleric: 5 'Death Master': 5 'Dread Necromancer': 5 name: 'Inflict Light Wounds, Mass' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will half' school: Necromancy spellresistance: 1 target: 'One creature/level, no two of which can be more than 30 ft. apart' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like inflict light wounds, except that you deal 1 point of damage and a Will save negates the damage instead of halving it.' domains: {} duration: '' effect: '' levels: Blighter: 0 Cleric: 0 'Death Master': 0 name: 'Inflict Minor Wounds' range: '' savingthrow: 'Will negates' school: Necromancy spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like inflict light wounds, except that you deal 2d8 points of damage +1 point per caster level (maximum +10).' domains: {} duration: '' effect: '' levels: Blighter: 2 Cleric: 2 'Death Master': 2 'Dread Necromancer': 2 name: 'Inflict Moderate Wounds' range: '' savingthrow: '' school: Necromancy spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like "_mass inflict light wounds_" except that it deals 2d8 points of damage +1 point per caster level (maximum +30).' domains: {} duration: '' effect: '' levels: Cleric: 6 'Death Master': 6 'Dread Necromancer': 6 name: 'Inflict Moderate Wounds, Mass' range: '' savingthrow: '' school: Necromancy spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like inflict light wounds, except that you deal 3d8 points of damage +1 point per caster level (maximum +15).' domains: {} duration: '' effect: '' levels: Blighter: 3 Cleric: 3 'Death Master': 3 'Dread Necromancer': 3 name: 'Inflict Serious Wounds' range: '' savingthrow: '' school: Necromancy spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like "_mass inflict light wounds_" except that it deals 3d8 points of damage +1 point per caster level (maximum +35).' domains: {} duration: '' effect: '' levels: Cleric: 7 'Death Master': 7 'Dread Necromancer': 7 name: 'Inflict Serious Wounds, Mass' range: '' savingthrow: '' school: Necromancy spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless.\nThen you can attempt to take control of a nearby body, forcing its soul into the magic jar.\nYou may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body.\nThe spell ends when you send your soul back to your own body, leaving the receptacle empty.\nTo cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it.\nWhen you transfer your soul upon casting, your body is, as near as anyone can tell, dead.\nWhile in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence).\nYou do need line of effect from the jar to the creatures.\nYou cannot determine the exact creature types or positions of these creatures.\nIn a group of life forces, you can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy.\n(Undead creatures are powered by negative energy.\nOnly sentient undead creatures have, or are, souls).\nFor example, if two 10th-level characters are attacking a hill giant (12 HD) and four ogres (4 HD), you could determine that there are three stronger and four weaker life forces within the range, all powered by positive energy.\nYou could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.\nAttempting to possess a body is a fullround action.\nIt is blocked by protection from evil or a similar ward.\nYou possess the body and force the creature's soul into the magic jar unless the subject succeeds on a Will save.\nFailure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.\nIf you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar.\nYou keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities.\nThe body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities.\nFor example, a fish's body breathes water and a troll's body regenerates.\nA body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.\nYou can't choose to activate the body's extraordinary or supernatural abilities.\nThe creature's spells and spell-like abilities do not stay with the body.\nAs a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body.\nThe spell ends when you shift from the jar to your own body.\nIf the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead).\nIf the host body is slain beyond the range of the spell, both you and the host die.\nAny life force with nowhere to go is treated as slain.\nIf the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed).\nIf the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range).\nDestroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or at the host's location.\nFocus: A gem or crystal worth at least 100 gp." domains: Envy: 6 duration: '1 hour/level or until you return to your body' effect: '' levels: 'Death Master': 5 'Dread Necromancer': 5 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 name: 'Magic Jar' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will negates; see text' school: Necromancy spellresistance: 1 target: 'One creature' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "When moral persuasion fails to win a criminal over to right conduct, you can use mark of justice to encourage the miscreant to walk the straight and narrow path.\nYou draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark.\nWhen activated, the mark curses the subject.\nTypically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please.\nThe effect of the mark is identical with the effect of bestow curse.\nSince this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained.\nLike the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.\nRemove curse works only if its caster level is equal to or higher than your mark of justice caster level.\nThese restrictions apply regardless of whether the mark has activated." domains: Fate: 5 Mechanus: 5 Retribution: 5 duration: 'Permanent; see text' effect: '' levels: Cleric: 5 'Knight of the Weave': 4 Paladin: 4 name: 'Mark of Justice' range: Touch savingthrow: None school: Necromancy spellresistance: 1 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: 'Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier).' domains: Abyss: 4 Pestilence: 4 Scalykind: 4 Slime: 3 duration: 'Instantaneous; see text' effect: '' levels: Blighter: 3 Cleric: 4 'Death Master': 3 'Dread Necromancer': 4 Druid: 3 'Urban Druid': 3 Warmage: 3 name: Poison range: Touch savingthrow: 'Fortitude negates; see text' school: Necromancy spellresistance: 1 target: 'Living creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "A coruscating ray springs from your hand.\nYou must succeed on a ranged touch attack to strike a target.\nThe subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5).\nThe subject's Strength score cannot drop below 1." domains: Envy: 2 duration: '1 min./level' effect: Ray levels: Blighter: 1 'Death Master': 1 'Dread Necromancer': 1 Duskblade: 1 "Sha'ir": 1 Sorcerer: 1 'Thayan Slaver': 1 Wizard: 1 name: 'Ray of Enfeeblement' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Necromancy spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "A black ray projects from your pointing finger.\nYou must succeed on a ranged touch attack with the ray to strike a target.\nThe subject is immediately exhausted for the spell's duration.\nA successful Fortitude save means the creature is only fatigued.\nA character that is already fatigued instead becomes exhausted.\nThis spell has no effect on a creature that is already exhausted.\nUnlike normal exhaustion or fatigue, the effect ends as soon as the spell's duration expires.\nMaterial Component: A drop of sweat." domains: {} duration: '1 min./level' effect: Ray levels: 'Death Master': 3 'Dread Necromancer': 3 Duskblade: 3 "Sha'ir": 3 Sorcerer: 3 Wizard: 3 name: 'Ray of Exhaustion' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Fortitude partial; see text' school: Necromancy spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened.\nMaterial Component: A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy." domains: Hatred: 2 duration: '1 round/level or 1 round; see text for cause fear' effect: '' levels: Bard: 2 'Death Master': 2 'Dread Necromancer': 2 Jester: 2 "Sha'ir": 2 Sorcerer: 2 Vigilante: 2 Wizard: 2 name: Scare range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Will partial' school: Necromancy spellresistance: 1 target: 'One living creature per three levels, no two of which can be more than 30 ft. apart' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You can slay any one living creature.\nYou must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save.\nIf it succeeds, it instead takes 3d6 points of damage +1 point per caster level.\n(Of course, the subject might die from damage even if it succeeds on its save)." domains: Abyss: 5 Death: 5 duration: Instantaneous effect: '' levels: Cleric: 5 'Death Master': 5 'Dread Necromancer': 5 name: 'Slay Living' range: Touch savingthrow: 'Fortitude partial' school: Necromancy spellresistance: 1 target: 'Living creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You draw the soul from a newly dead body and imprison it in a black sapphire gem.\nThe subject must have been dead no more than 1 round per caster level.\nThe soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish.\nOnly by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).\nFocus: A black sapphire of at least 1,000 gp value for every Hit Die possessed by the creature whose soul is to be bound.\nIf the gem is not valuable enough, it shatters when the binding is attempted.\n(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.\nRemember that this value can change over time as creatures gain more Hit Dice)." domains: {} duration: Permanent effect: '' levels: Cleric: 9 'Death Master': 9 "Sha'ir": 9 Sorcerer: 9 Wizard: 9 name: 'Soul Bind' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Necromancy spellresistance: 0 target: Corpse - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nIf 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.\n\nThis 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.\n\nThis spell does not affect a corpse that has been turned into an undead creature." domains: Pact: 3 Retribution: 3 duration: '1 min./level' effect: '' levels: Cleric: 3 'Death Delver': 3 'Death Master': 3 'Divine Bard': 4 'Dread Necromancer': 3 'Hunter of the Dead': 3 Savant: 3 'Slayer of Domiel': 3 'Urban Druid': 3 'Wu Jen': 6 name: 'Speak With Dead' range: '10 ft.' savingthrow: 'Will negates; see text' school: Necromancy spellresistance: 0 target: 'One dead creature' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\nOn 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.\n(The hit points can be healed as normal).\nFor 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.\nThe spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack.\nThe hand always strikes from your direction.\nThe hand cannot flank targets like a creature can.\nAfter 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.\nThe hand is incorporeal and thus cannot be harmed by normal weapons.\nIt 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.\nYour Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier.\nThe hand has 1 to 4 hit points, the same number that you lost in creating it." domains: {} duration: '1 min./level (D)' effect: 'One spectral hand' levels: 'Death Master': 2 'Dread Necromancer': 2 "Sha'ir": 2 Sorcerer: 2 Wizard: 2 name: 'Spectral Hand' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Necromancy spellresistance: 0 target: '' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell allows you to scribe a potent rune of power upon a surface.\nWhen 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.\nThe symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect.\nOnce 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.\nAny 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.\nA 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.\nUntil it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet).\nTo be effective, a symbol of death must always be placed in plain sight and in a prominent location.\nCovering 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.\nAs 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.\nRegardless 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).\nOnce the spell is cast, a symbol of death's triggering conditions cannot be changed.\nIn this case, \"reading\" the rune means any attempt to study it, identify it, or fathom its meaning.\nThrowing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch.\nYou 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.\nLikewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe.\nYou can also set special triggering limitations of your own.\nThese can be as simple or elaborate as you desire.\nSpecial 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.\nIntangibles such as level, class, Hit Dice, and hit points don't qualify.\nFor example, a symbol of death can be set to activate when a lawful good creature approaches, but not when a paladin approaches.\nWhen scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the effect.\nAnyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 feet of the rune.\nIf the creature leaves the radius and returns later, it must use the password again.\nYou also can attune any number of creatures to the symbol of death, but doing this can extend the casting time.\nAttuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour.\nAttuning a large group (as many as twenty-five creatures) takes 24 hours.\nAttuning larger groups takes proportionately longer, as the DM sees fit.\nAny creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when triggered.\nYou are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them.\nRead magic allows you to identify a symbol of death with a DC 19 Spellcraft check.\nOf course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol.\nA symbol of death can be removed by a successful dispel magic targeted solely on the rune.\nAn erase spell has no effect on a symbol of death.\nDestruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it.\nSymbol of death can be made permanent with a permanency spell.\nA 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.\nNote traps such as symbol of death are hard to detect and disable.\nA rogue (only) can use the Search skill to find a symbol of death and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 33 for symbol of death.\nMaterial Component and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each." domains: Rune: 8 duration: 'See text' effect: 'One symbol' levels: Cleric: 8 'Death Master': 8 'Dread Necromancer': 8 "Sha'ir": 8 Sorcerer: 8 Wizard: 8 'Wu Jen': 8 name: 'Symbol of Death' range: '0 ft.; see text' savingthrow: 'Fortitude negates' school: Necromancy spellresistance: 1 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "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.\nNote traps such as symbol of fear are hard to detect and disable.\nA rogue (only) can use the Search skill to find a symbol of fear and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 31 for symbol of fear.\nMaterial Component and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp." domains: {} duration: '' effect: '' levels: Cleric: 6 'Court Herald': 6 'Death Master': 6 "Sha'ir": 6 Sorcerer: 6 Wizard: 6 'Wu Jen': 6 name: 'Symbol of Fear' range: '' savingthrow: 'Will negates' school: Necromancy spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "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.\nThese effects last for 1 hour after the creature moves farther than 60 feet from the symbol.\nUnlike 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.\nNote traps such as symbol of pain are hard to detect and disable.\nA rogue (only) can use the Search skill to find a symbol of pain and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 30 for symbol of pain.\nMaterial Component and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp." domains: Suffering: 8 duration: '' effect: '' levels: Cleric: 5 'Court Herald': 5 'Death Master': 5 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 'Wu Jen': 5 name: 'Symbol of Pain' range: '' savingthrow: '' school: Necromancy spellresistance: 0 target: '' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "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.\nUnlike 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.\nNote traps such as symbol of weakness are hard to detect and disable.\nA rogue (only) can use the Search skill to find a symbol of weakness and Disable Device to thwart it.\nThe DC in each case is 25 + spell level, or 32 for symbol of weakness.\nMaterial Component and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp." domains: {} duration: '' effect: '' levels: Cleric: 7 'Death Master': 7 "Sha'ir": 7 Sorcerer: 7 Wizard: 7 'Wu Jen': 7 name: 'Symbol of Weakness' range: '' savingthrow: '' school: Necromancy spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You channel negative energy through your touch, fatiguing the target.\nYou must succeed on a touch attack to strike a target.\nThe subject is immediately fatigued for the spell's duration.\nThis spell has no effect on a creature that is already fatigued.\nUnlike with normal fatigue, the effect ends as soon as the spell's duration expires.\nMaterial Component: A drop of sweat." domains: Sloth: 1 duration: '1 round/level' effect: '' levels: Adept: 0 Blighter: 0 'Death Master': 0 Duskblade: 0 "Sha'ir": 0 Sorcerer: 0 Wizard: 0 name: 'Touch of Fatigue' range: Touch savingthrow: 'Fortitude negates' school: Necromancy spellresistance: 1 target: 'Creature touched' - area: 'Several undead creatures within a 40-ft.-radius burst' castingtime: '' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like circle of death, except that it destroys undead creatures as noted above.\nMaterial Component: The powder of a crushed diamond worth at least 500 gp." domains: {} duration: '' effect: '' levels: Cleric: 6 'Death Master': 6 'Dread Necromancer': 5 "Sha'ir": 6 Sorcerer: 6 'Urban Druid': 6 Wizard: 6 name: 'Undeath to Death' range: '' savingthrow: 'Will negates' school: Necromancy spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You must succeed on a melee touch attack.\nYour touch deals 1d6 points of damage per two caster levels (maximum 10d6).\nYou gain temporary hit points equal to the damage you deal.\nHowever, you can't gain more than the subject's current hit\npoints +10, which is enough to kill the subject.\nThe temporary hit points disappear 1 hour later." domains: Envy: 4 Gluttony: 4 duration: 'Instantaneous/1 hour; see text' effect: '' levels: Blighter: 3 'Death Master': 3 'Dread Necromancer': 3 Duskblade: 3 "Sha'ir": 3 Sorcerer: 3 'Telflammar Shadowlord': 2 Wizard: 3 name: 'Vampiric Touch' range: Touch savingthrow: None school: Necromancy spellresistance: 1 target: 'Living creature touched' - area: 'One living creature/level within a 40-ft.-radius spread' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "You emit a terrible scream that kills creatures that hear it (except for yourself).\nCreatures closest to the point of origin are affected first." domains: Death: 9 Deathbound: 9 Hatred: 9 duration: Instantaneous effect: '' levels: 'Death Master': 9 'Dread Necromancer': 9 "Sha'ir": 9 Sorcerer: 9 Warmage: 9 Wizard: 9 name: 'Wail of the Banshee' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Fortitude negates' school: Necromancy spellresistance: 1 target: '' - area: 'Cone-shaped burst' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Waves of negative energy cause all living creatures in the spell's area to become exhausted.\nThis spell has no effect on a creature that is already exhausted." domains: Hades: 8 Sloth: 8 duration: Instantaneous effect: '' levels: Blighter: 8 'Death Master': 7 'Dread Necromancer': 6 "Sha'ir": 7 Sorcerer: 7 Warmage: 7 Wizard: 7 name: 'Waves of Exhaustion' range: '60 ft.' savingthrow: No school: Necromancy spellresistance: 1 target: '' - area: 'Cone-shaped burst' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Waves of negative energy render all living creatures in the spell's area fatigued.\nThis spell has no effect on a creature that is already fatigued." domains: Hades: 6 Sloth: 6 duration: Instantaneous effect: '' levels: Blighter: 5 'Death Master': 5 'Dread Necromancer': 5 Duskblade: 5 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 name: 'Waves of Fatigue' range: '30 ft.' savingthrow: No school: Necromancy spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker's normal speed.\n\nA strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature can, at the DM's option, be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.\n\nShould the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.\n\nYou can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see page 74) with one week of work and a DC 25 Handle Animal check." domains: Air: 4 duration: '10 min./level' effect: '' levels: Cleric: 4 Druid: 4 'Runescarred Berserker': 3 'Telflammar Shadowlord': 2 name: 'Air Walk' range: Touch savingthrow: None school: Transmutation spellresistance: 0 target: 'Creature (Gargantuan or smaller) touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "_Align weapon_ makes a weapon good, evil, lawful, or chaotic, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures, usually outsiders of the opposite alignment. This spell has no effect on a weapon that already has an alignment, such as a holy sword.\n\nYou can't cast this spell on a natural weapon, such as an unarmed strike.\n\nWhen you make a weapon good, evil, lawful, or chaotic, _align weapon_ is a good, evil, lawful, or chaotic spell, respectively." domains: Abyss: 1 duration: '1 min./level' effect: '' levels: Cleric: 2 'Death Master': 2 'Knight of the Chalice': 2 Savant: 2 'Vassal of Bahamut': 2 name: 'Align Weapon' range: Touch savingthrow: 'Will negates (harmless, object)' school: Transmutation spellresistance: 0 target: 'Weapon touched or fifty projectiles (all of which must be in contact with each other at the time of casting)' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You assume the form of a creature of the same type as your normal form (such as humanoid or magical beast). The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself. You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same.\n\nYou retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack). You keep all extraordinary special attacks and qualities derived from class levels (such as a barbarian's rage ability), but you lose any from your normal form that are not derived from class levels (such as a dragon's frightful presence ability).\n\nIf the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.\n\nYou acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.\n\nYou do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.\n\nYou do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn't change the creature type or subtype.\n\nYou can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form's significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form's kind. You are effectively disguised as an average member of the new form's race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.\n\nWhen the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can't wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form." domains: {} duration: '10 min./level (D)' effect: '' levels: Assassin: 2 Bard: 2 'Death Master': 2 Jester: 2 Savant: 2 "Sha'ir": 2 'Slayer of Domiel': 2 Sorcerer: 2 'Thayan Slaver': 2 Vigilante: 2 Wizard: 2 'Wu Jen': 2 name: 'Alter Self' range: Personal savingthrow: '' school: Transmutation spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal's size category to the next largest (from Large to Huge, for example), grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC and attack rolls and its base damage, as detailed on Table 2-2 in the _Dungeon Master's Guide_. The animal's space and reach change as indicated on Table 8-4: Creature Size and Scale (page 149), but its speed does not change.\n\nThe spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws.\n\n*Special: When casting _animal growth_ as a Scalykind Domain spell, only ophidian and reptilian creatures are affected.*\n\nIf insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.\n\nAll equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment. Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.\n\nThe spell gives no means of command or influence over the enlarged animals.\n\nMultiple magical effects that increase size do not stack, which means (among other things) that you can't use a second casting of this spell to further increase the size of an animal that's still under the effect of the first casting." domains: Scalykind: 5 duration: '1 min./level' effect: '' levels: Druid: 5 Ranger: 4 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 'Wu Jen': 5 name: 'Animal Growth' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Fortitude negates' school: Transmutation spellresistance: 1 target: 'Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "As \"polymorph\" except you polymorph up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form; for example, you can't turn one subject into a hawk and another into a dire wolf. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject's HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.\n\n*Special: When casting _animal shapes_ as a Scalykind Domain spell, only ophidian and reptilian creatures are affected.*" domains: Animal: 7 Moon: 8 Scalykind: 8 duration: '1 hour/level (D)' effect: '' levels: Druid: 8 name: 'Animal Shapes' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'None; see text' school: Transmutation spellresistance: 0 target: 'Up to one willing creature per level, all within 30 ft. of each other' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.\n\nAn animated object can be of any nonmagical material--wood, metal, stone, fabric, leather, ceramic, glass, or the like. You may animate one Small or smaller object (such as a chair) or an equivalent number of larger objects per caster level. A Medium object (such as a coat rack) counts as two Small or smaller objects, a Large object (such as a table) as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell.\n\nThe _Monster Manual_ has game statistics for animated objects.\n\nThis spell cannot animate objects carried or worn by a creature.\n\nAnimate objects can be made permanent with a \"permanency\" spell." domains: Chaos: 6 Limbo: 6 duration: '1 round/level' effect: '' levels: Bard: 6 Cleric: 6 Jester: 6 'Urban Druid': 5 name: 'Animate Objects' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Transmutation spellresistance: 0 target: 'One Small object per caster level; see text' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant (such as a tree), or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell. \n\nUse the statistics for animated objects found in the Monster Manual, except that plants smaller than Large don't have hardness unless the DM rules otherwise for a given case.\n\n_Animate plants_ cannot affect plant creatures (such as treants), nor does it affect nonliving vegetable material (such as a cotton tunic or hempen rope).\n\n_Entangle Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an \"entangle\" spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level." domains: Plant: 7 duration: '1 round/level or 1 hour/level; see text' effect: '' levels: Druid: 7 name: 'Animate Plants' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Transmutation spellresistance: 0 target: 'One Large plant per three caster levels or all plants within range; see text' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You can animate a nonliving ropelike object, such as string, yarn, cord, line, rope, or even a cable. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.\n\nThe possible commands are \"coil\" (form a neat, coiled stack), \"coil and knot\", \"loop\", \"loop and knot\", \"tie and knot\", and the opposites of all of the above (\"uncoil\", and so forth). You can give one command each round as a move action, as if directing an active spell.\n\nThe rope can enwrap only a creature or an object within 1 foot of it--it does not snake outward--so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inchdiameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.\n\nThe rope itself and any knots tied in it are not magical.\n\nThis spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope.\n\nThe spell cannot animate objects carried or worn by a creature." domains: Craft: 1 duration: '1 round/level' effect: '' levels: Bard: 1 Jester: 1 "Sha'ir": 1 Sorcerer: 1 'Urban Druid': 1 Vigilante: 1 Wizard: 1 'Wu Jen': 1 name: 'Animate Rope' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Transmutation spellresistance: 0 target: 'One ropelike object, length up to 50 ft. + 5 ft./level; see text' - area: ~ castingtime: '24 hours' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 250 description: >- You awaken a tree or animal to humanlike sentience.\nTo succeed, you must make a Will save (DC 10 + the animal's current HD, or the HD the tree will have once awakened).\nThe awakened animal or tree is friendly toward you.\nYou have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.\nAn awakened tree has characteristics as if it were an animated object (see the Monster Manual), except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6.\nAn awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.\nAn awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD.\nIts type becomes magical beast (augmented animal).\nAn awakened animal can't serve as an animal companion, familiar, or special mount.\nAn awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).\nXP Cost: 250 XP. domains: {} duration: Instantaneous effect: ~ levels: Druid: 5 name: Awaken range: Touch savingthrow: 'Will negates' school: Transmutation spellresistance: 1 target: 'Animal or tree touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:\n\n\x95 The target retains its own alignment (and personality, within the limits of the new form's ability scores).\n\x95 If the target has the shapechanger subtype, it retains that subtype.\n\x95 The target retains its own hit points.\n\x95 The target is treated has having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form's base attack bonus, base save bonuses, and all other statistics derived from Hit Dice.\n\x95 The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw).\n\nWith those exceptions, the target's normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features.\n\nAll items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form.\n\nIf the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save.\n\nIf the subject remains in the new form for 24 consecutive hours, it must attempt a Will save. If this save fails, it loses its ability to understand language, as well as all other memories of its previous form, and its Hit Dice and hit points change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended.\n\nIncorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action (which ends the spell's effect)." domains: Gluttony: 5 Limbo: 5 duration: Permanent effect: '' levels: Adept: 5 'Death Master': 5 Druid: 5 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 'Wu Jen': 5 name: 'Baleful Polymorph' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Fortitude negates, Will partial; see text' school: Transmutation spellresistance: 1 target: 'One creature' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.\n\nThe enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0." domains: Plant: 2 duration: '10 min./level' effect: '' levels: Druid: 2 'Nentyar Hunter': 1 Ranger: 2 'Urban Druid': 2 name: Barkskin range: Touch savingthrow: None school: Transmutation spellresistance: 0 target: 'Living creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. \n\nHit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are (see page 146)." domains: Celestia: 2 Dwarf: 2 Endurance: 2 Retribution: 2 Suffering: 2 duration: '1 min./level' effect: '' levels: Adept: 2 Cleric: 2 'Death Delver': 2 Druid: 2 Duskblade: 2 Fatemaker: 2 'Knight of the Chalice': 2 'Knight of the Weave': 2 Ranger: 2 'Runescarred Berserker': 2 "Sha'ir": 2 Sorcerer: 2 'Urban Druid': 2 'Vassal of Bahamut': 2 Wizard: 2 'Wu Jen': 2 name: "Bear's Endurance" range: Touch savingthrow: 'Will negates (harmless)' school: Transmutation spellresistance: 1 target: 'Creature touched' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "Mass bear's endurance works like \"_bear's endurance_\" except that it affects multiple creatures." domains: Celestia: 6 Endurance: 6 duration: '' effect: '' levels: Cleric: 6 Druid: 6 "Sha'ir": 6 Sorcerer: 6 'Urban Druid': 6 Wizard: 6 name: "Bear's Endurance, Mass" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: '' school: Transmutation spellresistance: 0 target: 'One creature/level, no two of which can be more than 30 ft. apart' - area: '' castingtime: '1 minute' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water (page 128).\n\nMaterial Component: 5 pounds of powdered silver (worth 25 gp)." domains: {} duration: Instantaneous effect: '' levels: Cleric: 1 Healer: 1 'Knight of the Chalice': 1 Paladin: 1 name: 'Bless Water' range: Touch savingthrow: 'Will negates (object)' school: Transmutation spellresistance: 0 target: 'Flask of water touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn't grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures, particularly evil outsiders. (This effect overrides and suppresses any other alignment the weapon might have). Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer the benefit to the projectiles they shoot.\n\nIn addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword." domains: Glory: 2 duration: '1 min./level' effect: '' levels: 'Knight of the Chalice': 1 'Knight of the Weave': 1 Paladin: 1 'Slayer of Domiel': 1 'Vassal of Bahamut': 1 name: 'Bless Weapon' range: Touch savingthrow: None school: Transmutation spellresistance: 0 target: 'Weapon touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Like a blink dog (see the Monster Manual), you \"blink\" back and forth between the Material Plane and the Ethereal Plane.\nYou look as though you're winking in and out of reality very quickly and at random.\nBlinking has several effects, as follows.\nPhysical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible.\nIf the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).\nIf the attacker can see invisible creatures, the miss chance is also only 20%.\n(For an attacker who can both see and strike ethereal creatures, there is no miss chance).\nLikewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.\nAny individually targeted spell has a 50% chance to fail against you while you're blinking unless your attacker can target invisible, ethereal creatures.\nYour own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.\nWhile blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane).\nYou strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.\nYou take only half damage from falling, since you fall only while you are material.\nWhile blinking, you can step through (but not see through) solid objects.\nFor each 5 feet of solid material you walk through, there is a 50% chance that you become material.\nIf this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.\nYou can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material).\nSince you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures.\nYou interact with ethereal creatures roughly the same way you interact with material ones.\nFor instance, your spells against ethereal creatures are 20% likely to activate just as you go material and be lost.\nAn ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down.\nAs an incorporeal creature, you can move through solid objects, including living creatures.\nAn ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial.\nSight and hearing on the Material Plane are limited to 60 feet.\nForce effects (such as magic missile and wall of force) and abjurations affect you normally.\nTheir effects extend onto the Ethereal Plane from the Material Plane, but not vice versa.\nAn ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things.\nCertain material creatures or objects have attacks or effects that work on the Ethereal Plane (such as the basilisk and its gaze attack.\nTreat other ethereal creatures and objects as material." domains: {} duration: '1 round/level (D)' effect: '' levels: Bard: 3 "Sha'ir": 3 Sorcerer: 3 Vigilante: 3 Wizard: 3 name: Blink range: Personal savingthrow: '' school: Transmutation spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.\n\n_Arcane Material Component A few hairs, or a pinch of dung, from a bull." domains: Abyss: 2 Strength: 2 'Wrath (SpC)': 2 duration: '1 min./level' effect: '' levels: Adept: 2 Cleric: 2 'Death Delver': 2 'Disciple of Thrym': 2 Druid: 2 Duskblade: 2 Fatemaker: 2 'Hunter of the Dead': 2 'Knight of the Chalice': 2 'Knight of the Weave': 2 Paladin: 2 'Runescarred Berserker': 2 "Sha'ir": 2 Sorcerer: 2 'Urban Druid': 2 'Vassal of Bahamut': 2 Wizard: 2 'Wu Jen': 2 name: "Bull's Strength" range: Touch savingthrow: 'Will negates (harmless)' school: Transmutation spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like bull's strength, except that it affects multiple creatures." domains: Abyss: 6 duration: '' effect: '' levels: Cleric: 6 Druid: 6 "Sha'ir": 6 Sorcerer: 6 'Urban Druid': 6 Wizard: 6 name: "Bull's Strength, Mass" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: '' school: Transmutation spellresistance: 0 target: 'One creature/level, no two of which can be more than 30 ft. apart' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "The transmuted creature becomes more graceful, agile, and coordinated.\nThe spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.\nMaterial Component: A pinch of cat fur." domains: Celerity: 2 Elf: 2 Halfling: 2 duration: '1 min./level' effect: '' levels: Adept: 2 Assassin: 2 Bard: 2 Druid: 2 Duskblade: 2 'Ebonmar Infiltrator': 2 Fatemaker: 2 Hoardstealer: 2 'Knight of the Weave': 2 Ranger: 2 "Sha'ir": 2 Sorcerer: 2 Trapsmith: 1 'Urban Druid': 2 Vigilante: 2 Wizard: 2 'Wu Jen': 2 name: "Cat's Grace" range: Touch savingthrow: 'Will negates (harmless)' school: Transmutation spellresistance: 1 target: 'Creature touched' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like cat's grace, except that it affects multiple creatures." domains: Celerity: 7 duration: '' effect: '' levels: Bard: 6 Druid: 6 "Sha'ir": 6 Sorcerer: 6 'Urban Druid': 6 Wizard: 6 name: "Cat's Grace, Mass" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: '' school: Transmutation spellresistance: 0 target: 'One creature/level, no two of which can be more than 30 ft. apart' - area: ~ castingtime: '1 round' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You change a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall.\nWhen you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant (see the Monster Manual).\nThe staff-treant defends you and obeys any spoken commands.\nHowever, it is by no means a true treant; it cannot converse with actual treants or control trees.\nIf the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed.\nOtherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell.\nThe staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.\nFocus: The quarterstaff, which must be specially prepared.\nThe staff must be a sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and polished (a process requiring twenty-eight days).\nYou cannot adventure or engage in other strenuous activity during the shaping and carving of the staff." domains: {} duration: '1 hour/level (D)' effect: ~ levels: Druid: 7 name: Changestaff range: Touch savingthrow: None school: Transmutation spellresistance: 0 target: 'Your touched staff' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Chill metal makes metal extremely cold.\nUnattended, nonmagical metal gets no saving throw.\nMagical metal is allowed a saving throw against the spell (Magic item's saving throws are covered in the Dungeon Master's Guide).\nAn item in a creature's possession uses the creature's saving throw bonus unless its own is higher.\nA creature takes cold damage if its equipment is chilled.\nIt takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight.\nThe creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing metal armor and the metal that it's carrying weighs less than one-fifth of its weight.\nOn the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage.\nThe same effect also occurs on the last round of the spell's duration.\nDuring the second (and also the next-to-last) round, icy coldness causes pain and damage.\nIn the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.\nAny heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis.\nFor example, if the damage roll from a chill metal spell indicates 5 points of cold damage and the subject plunges through a wall of fire in the same round and takes 8 points of fire damage, it winds up taking no cold damage and only 3 points of fire damage.\nUnderwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant.\nChill metal counters and dispels heat metal." domains: Cold: 2 duration: '7 rounds' effect: '' levels: Blighter: 2 'Death Master': 2 'Disciple of Thrym': 2 Druid: 2 'Urban Druid': 2 name: 'Chill Metal' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates (object)' school: Transmutation spellresistance: 0 target: 'Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, none of which can be more than 30 ft. away from any of the rest' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "This spell allows you some degree of control over one or more plant creatures.\nAffected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly).\nThey will not attack you while the spell lasts.\nYou can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do.\n(Retries are not allowed).\nA commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing (see charm person).\nYou can affect a number of plant creatures whose combined level or HD do not exceed twice your level." domains: Blightbringer: 7 Plant: 4 duration: 'One day/level' effect: '' levels: Druid: 4 Ranger: 3 'Wu Jen': 4 name: 'Command Plants' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Transmutation spellresistance: 1 target: 'Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell enables you to control the actions of one or more plant creatures for a short period of time.\nYou command the creatures by voice and they understand you, no matter what language you speak.\nEven if vocal communication is impossible (in the area of a silence spell, for instance), the controlled plants do not attack you.\nAt the end of the spell, the subjects revert to their normal behavior.\nSuicidal or self-destructive commands are simply ignored." domains: Plant: 8 duration: '1 min./level' effect: '' levels: Druid: 8 'Wu Jen': 8 name: 'Control Plants' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Transmutation spellresistance: 0 target: 'Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart' - area: 'Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Depending on the version you choose, the control water spell raises or lowers water.\nLower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch).\nThe water is lowered within a squarish depression whose sides are up to caster level x 10 feet long.\nIn extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell.\nWhen cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates).\nThe spell has no effect on other creatures.\nRaise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower.\nBoats raised in this way slide down the sides of the hump that the spell creates.\nIf the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.\nWith either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.\nArcane Material Component: A drop of water (for raise water) or a pinch of dust (for lower water)." domains: Water: 4 duration: '10 min./level (D)' effect: '' levels: Cleric: 4 Druid: 4 "Sha'ir": 6 Sorcerer: 6 Wizard: 6 'Wu Jen': 6 name: 'Control Water' range: 'Long (400 ft. + 40 ft./level)' savingthrow: 'None; see text' school: Transmutation spellresistance: 0 target: '' - area: '2-mile-radius circle, centered on you; see text' castingtime: '10 minutes; see text' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You change the weather in the local area.\nIt takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest.\nThe current, natural weather conditions are determined by the DM.\nYou can call forth weather appropriate to the climate and season of the area you are in.\nYou control the general tendencies of the weather, such as the direction and intensity of the wind.\nYou cannot control specific applications of the weather--\nwhere lightning strikes, for example, or the exact path of a tornado.\nWhen you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly).\nThe weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later).\nContradictory conditions are not possible simultaneously--fog and strong wind, for example.\nControl weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.\nA druid casting this spell doubles the duration and affects a circle with a 3-mile radius." domains: Air: 7 Cold: 7 Elysium: 7 Storm: 7 Windstorm: 7 Winter: 7 duration: '4d12 hours; see text' effect: '' levels: Blighter: 7 Cleric: 7 Druid: 7 "Sha'ir": 7 Sorcerer: 7 'Urban Druid': 7 Wizard: 7 'Wu Jen': 6 name: 'Control Weather' range: '2 miles' savingthrow: None school: Transmutation spellresistance: 0 target: '' - area: '40 ft./level radius cylinder 40 ft. high' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You alter wind force in the area surrounding you.\nYou can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength.\nThe new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration.\nYou may create an \"eye\" of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit (for example, a 20-foot-diameter tornado centered 100 feet away).\nWind Direction: You may choose one of four basic wind patterns to function over the spell's area.\n* A downdraft blows from the center outward in equal strength in all directions.\n* An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.\n* A rotation causes the winds to circle the center in clockwise or counter-clockwise fashion.\n* A blast simply causes the winds to blow in one direction across the entire area from one side to the other.\nWind Strength: For every three caster levels, you can increase or decrease wind strength by one level.\n(The categories of wind strength are briefly described below, with more detail to be found in the Dungeon Master's Guide).\nEach round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.\nStrong winds (21+ mph) make sailing difficult.\nA severe wind (31+ mph) causes minor ship and building damage.\nA windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.\nHurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.\nA tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees." domains: Air: 5 duration: '10 min./level' effect: '' levels: Druid: 5 'Nentyar Hunter': 4 'Urban Druid': 5 name: 'Control Winds' range: '40 ft./level' savingthrow: 'Fortitude negates' school: Transmutation spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.\n\nDarkvision can be made permanent with a permanency spell.\n\nMaterial Component: Either a pinch of dried carrot or an agate." domains: {} duration: '1 hour/level' effect: '' levels: 'Court Herald': 2 'Death Master': 2 Duskblade: 2 'Ebonmar Infiltrator': 3 Fatemaker: 2 'Hunter of the Dead': 2 Jester: 2 'Knight of the Weave': 2 Ranger: 3 'Runescarred Berserker': 2 Savant: 2 "Sha'ir": 2 Sorcerer: 2 'Telflammar Shadowlord': 1 Wizard: 2 name: Darkvision range: Touch savingthrow: 'Will negates (harmless)' school: Transmutation spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell has two versions.\nPrune Growth: This version causes normal vegetation (grasses, briars, bushes, creepers, hedges, thistles, trees, vines, and so forth) within long range (400 feet + 40 feet per level) to shrink to about one-third of their normal size, becoming untangled and less bushy.\nThe affected vegetation appears to have been carefully pruned and trimmed.\nAt your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter-circle.\nYou may also designate portions of the area that are not affected.\nStunt Growth: This version targets normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to one-third below normal.\nDiminish plants counters plant growth.\nThis spell has no effect on plant creatures." domains: {} duration: Instantaneous effect: '' levels: Blighter: 3 'Death Master': 3 Druid: 3 Ranger: 3 'Urban Druid': 3 name: 'Diminish Plants' range: 'See text' savingthrow: None school: Transmutation spellresistance: 0 target: 'See text' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "A thin, green ray springs from your pointing finger.\nYou must make a successful ranged touch attack to hit.\nAny creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6).\nAny creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust.\nA disintegrated creature's equipment is unaffected.\nWhen used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter.\nThus, the spell disintegrates only part of any very large object or structure targeted.\nThe ray affects even objects constructed entirely of force, such as Bigby's forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.\nA creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage.\nIf this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.\nOnly the first creature or object struck can be affected; that is, the ray affects only one target per casting.\nArcane Material Component: A lodestone and a pinch of dust." domains: Destruction: 7 duration: Instantaneous effect: Ray levels: Duskblade: 5 "Sha'ir": 6 Sorcerer: 6 'Urban Druid': 7 Warmage: 6 Wizard: 6 'Wu Jen': 7 name: Disintegrate range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Fortitude partial (object)' school: Transmutation spellresistance: 1 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: 'This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect.' domains: {} duration: '1 round/level' effect: '' levels: Cleric: 5 'Hunter of the Dead': 4 'Knight of the Weave': 5 name: 'Disrupting Weapon' range: Touch savingthrow: 'Will negates (harmless, object); see text' school: Transmutation spellresistance: 0 target: 'One melee weapon' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. \"Sorcerers\" and \"bards\" (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell's effect do increase.\n\n_Arcane Material Component A few feathers or a pinch of droppings from an eagle." domains: Arborea: 2 Pride: 2 Trade: 3 duration: '1 min./level' effect: '' levels: Bard: 2 Cleric: 2 'Court Herald': 2 'Disciple of Thrym': 2 Fatemaker: 2 Jester: 2 'Knight of the Weave': 2 Paladin: 2 "Sha'ir": 2 Sorcerer: 2 'Urban Druid': 2 Vigilante: 2 Wizard: 2 name: "Eagle's Splendor" range: Touch savingthrow: 'Will negates (harmless)' school: Transmutation spellresistance: 1 target: 'Creature touched' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like \"_eagle's splendor_\" except that it affects multiple creatures." domains: Arborea: 6 Pleasure: 5 duration: '' effect: '' levels: Bard: 6 Cleric: 6 'Court Herald': 6 Jester: 6 "Sha'ir": 6 Sorcerer: 6 'Urban Druid': 6 Wizard: 6 name: "Eagle's Splendor, Mass" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: '' school: Transmutation spellresistance: 0 target: 'One creature/level, no two of which can be more than 30 ft. apart' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8.\nThis increase changes the creature's size category to the next larger one.\nThe target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.\nA humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet.\nThis spell does not change the target's speed.\nIf insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process.\nIf it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.\nAll equipment worn or carried by a creature is similarly enlarged by the spell.\nMelee and projectile weapons affected by this spell deal more damage (see Table 2-2 in the Dungeon Master's Guide).\nOther magical properties are not affected by this spell.\nAny enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size.\nThis means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them.\nMagical properties of enlarged items are not increased by this spell--an enlarged +1 sword still has only a +1 enhancement bonus, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, and so on.\nMultiple magical effects that increase size do not stack, which means (among other things) that you can't use a second casting of this spell to further increase the size of a humanoid that's still under the effect of the first casting.\nEnlarge person counters and dispels reduce person.\nEnlarge person can be made permanent with a permanency spell.\nMaterial Component: A pinch of powdered iron." domains: Strength: 1 duration: '1 min./level (D)' effect: '' levels: "Sha'ir": 1 Sorcerer: 1 Wizard: 1 name: 'Enlarge Person' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Fortitude negates' school: Transmutation spellresistance: 1 target: 'One humanoid creature' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: 'This spell functions like enlarge person, except that it affects multiple creatures.' domains: {} duration: '' effect: '' levels: "Sha'ir": 4 Sorcerer: 4 Wizard: 4 name: 'Enlarge Person, Mass' range: '' savingthrow: '' school: Transmutation spellresistance: 0 target: 'One humanoid creature/level, no two of which can be more than 30 ft. apart' - area: 'Plants in a 40-ft.-radius spread' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled.\nThe creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check.\nA creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area.\nEach round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.\nNote: The DM may alter the effects of the spell somewhat, based on the nature of the entangling plants." domains: Plant: 1 duration: '1 min./level (D)' effect: '' levels: Druid: 1 'Nentyar Hunter': 1 Ranger: 1 name: Entangle range: 'Long (400 ft. + 40 ft./level)' savingthrow: 'Reflex partial; see text' school: Transmutation spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces.\nWith this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell.\nNonmagical writing is automatically erased if you touch it and no one else is holding it.\nOtherwise, the chance of erasing nonmagical writing is 90%.\nMagic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15.\n(A natural 1 or 2 is always a failure on this check).\nIf you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead." domains: Rune: 1 duration: Instantaneous effect: '' levels: Bard: 1 'Court Herald': 1 Savant: 1 "Sha'ir": 1 Sorcerer: 1 Vigilante: 1 Wizard: 1 name: Erase range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'See text' school: Transmutation spellresistance: 0 target: 'One scroll or two pages' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You become ethereal, along with your equipment.\nFor the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane.\nWhen the spell expires, you return to material existence.\nAn ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed.\nAs an insubstantial creature, you can move through solid objects, including living creatures.\nAn ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral.\nSight and hearing onto the Material Plane are limited to 60 feet.\nForce effects (such as magic missile and wall of force) and abjurations affect an ethereal creature normally.\nTheir effects extend onto the Ethereal Plane from the Material Plane, but not vice versa.\nAn ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things.\nCertain material creatures or objects have attacks or effects that work on the Ethereal Plane (such as a basilisk's gaze attack).\nTreat other ethereal creatures and ethereal objects as if they were material.\nIf you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel." domains: {} duration: '1 round/level (D)' effect: '' levels: Beguiler: 7 Cleric: 7 'Death Master': 7 Jester: 6 "Sha'ir": 7 Sorcerer: 7 Wizard: 7 'Wu Jen': 7 name: 'Ethereal Jaunt' range: Personal savingthrow: '' school: Transmutation spellresistance: 0 target: You - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal.\nBesides yourself, you can bring one creature per three caster levels to the Ethereal Plane.\nOnce ethereal, the subjects need not stay together.\nWhen the spell expires, all affected creatures on the Ethereal Plane return to material existence." domains: Portal: 7 'Portal (Alternative)': 7 duration: '1 min./level (D)' effect: '' levels: Beguiler: 9 Cleric: 9 'Death Master': 9 "Sha'ir": 9 Sorcerer: 9 Wizard: 9 'Wu Jen': 9 name: Etherealness range: 'Touch; see text' savingthrow: '' school: Transmutation spellresistance: 1 target: 'You and one other touched creature per three levels' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell increases your base land speed by 30 feet.\n(This adjustment is treated as an enhancement bonus).\nThere is no effect on other modes of movement, such as burrow, climb, fly, or swim.\nAs with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill, page 77).\nThis spell need not be used as part of a retreat; the name of the spell merely hints at the typical wizard's attitude towards combat." domains: Celerity: 1 duration: '1 min./level (D)' effect: '' levels: Bard: 1 Beguiler: 1 'Death Master': 1 'Ebonmar Infiltrator': 1 Fatemaker: 1 Hoardstealer: 1 Jester: 1 Savant: 1 "Sha'ir": 1 Sorcerer: 1 Vigilante: 1 Wizard: 1 name: 'Expeditious Retreat' range: Personal savingthrow: '' school: Transmutation spellresistance: 0 target: You - area: '' castingtime: 'See text' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You convert material of one sort into a product that is of the same material.\nThus, you can fabricate a wooden bridge from a clump of tress, a rope from a patch of hemp, clothes from flax or wool, and so forth.\nCreatures or magic items cannot be created or transmuted by the fabricate spell.\nThe quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication.\nIf you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.\nYou must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, and the like).\nCasting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.\nMaterial Component: The original material, which costs the same amount as the raw materials required to craft the item to be created." domains: Dwarf: 5 Greed: 5 Trade: 5 duration: Instantaneous effect: '' levels: 'Court Herald': 5 "Sha'ir": 5 Sorcerer: 5 Trapsmith: 3 'Urban Druid': 5 Wizard: 5 'Wu Jen': 5 name: Fabricate range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Transmutation spellresistance: 0 target: 'Up to 10 cu. ft./level; see text' - area: '' castingtime: '1 free action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "The affected creatures or objects fall slowly, though faster than feathers typically do.\nFeather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a\nfall froma few feet), and the subjects take no damage upon landing while the spell is in effect.\nHowever, when the spell duration expires, a normal rate of falling resumes.\nThe spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.\nYou can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall.\nCasting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round.\nYou may even cast this spell when it isn't your turn.\nThis spell has no special effect on ranged weapons unless they are falling quite a distance.\nIf the spell is cast on a falling item, such as a boulder dropped from the top of a castle wall, the object does half normal damage based on its weight, with no bonus for the height of the drop.\n(See the Dungeon Master's Guide for information on falling objects).\nFeather fall works only upon free-falling objects.\nIt does not affect a sword blow or a charging or flying creature." domains: {} duration: 'Until landing or 1 round/level' effect: '' levels: Assassin: 1 Bard: 1 'Court Herald': 1 Jester: 1 Savant: 1 "Sha'ir": 1 Sorcerer: 1 Vigilante: 1 Wizard: 1 name: 'Feather Fall' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates (harmless) or Will negates (object)' school: Transmutation spellresistance: 0 target: 'One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles.\nEach piece of ammunition deals an extra 1d6 points of fire damage to any target it hits.\nA flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.\nMaterial Component: A drop of oil and a small piece of flint." domains: {} duration: '10 min./level' effect: '' levels: Savant: 3 "Sha'ir": 3 Sorcerer: 3 Warmage: 3 Wizard: 3 name: 'Flame Arrow' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Transmutation spellresistance: 0 target: 'Fifty projectiles, all of which must be in contact with each other at the time of casting' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "The subject, along with all its carried gear, turns into a mindless, inert statue.\nIf the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities.\nThe creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.\nOnly creatures made of flesh are affected by this spell.\nMaterial Component: Lime, water, and earth." domains: {} duration: Instantaneous effect: '' levels: "Sha'ir": 6 Sorcerer: 6 'Urban Druid': 6 Wizard: 6 'Wu Jen': 6 name: 'Flesh to Stone' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Fortitude negates' school: Transmutation spellresistance: 1 target: 'One creature' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.\n\nShould the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.\n\nArcane Focus: A wing feather from any bird." domains: Travel: 3 duration: '1 min./level' effect: '' levels: 'Knight of the Weave': 3 "Sha'ir": 3 Sorcerer: 3 Wizard: 3 name: Fly range: Touch savingthrow: 'Will negates (harmless)' school: Transmutation spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "The transmuted creature becomes smarter.\nThe spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier.\nWizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase.\nThis spell doesn't grant extra skill points.\nArcane Material Component: A few hairs, or a pinch of dung, from a fox." domains: Baator: 2 duration: '1 min./level' effect: '' levels: Bard: 2 'Ebonmar Infiltrator': 2 Fatemaker: 2 Jester: 2 "Sha'ir": 2 Sorcerer: 2 Trapsmith: 1 Vigilante: 2 Wizard: 2 name: "Fox's Cunning" range: Touch savingthrow: 'Will negates (harmless)' school: Transmutation spellresistance: 1 target: 'Creature touched' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like \"_fox's cunning_\" except that it affects multiple creatures." domains: Baator: 6 duration: '' effect: '' levels: Bard: 6 "Sha'ir": 6 Sorcerer: 6 Wizard: 6 name: "Fox's Cunning, Mass" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: '' school: Transmutation spellresistance: 0 target: 'One creature/level, no two of which can be more than 30 ft. apart' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 0 xp: 0 description: "The subject and all its gear become insubstantial, misty, and translucent.\nIts material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects (for example, from the mage armor spell) still apply.\nThe subject gains damage reduction 10/magic and becomes immune to poison and critical hits.\nIt can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form.\n(This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials).\nThe subject also loses supernatural abilities while in gaseous form.\nIf it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.\nA gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability perfect).\nIt can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists.\nThe creature is subject to the effects of wind, and it can't enter water or other liquid.\nIt also can't manipulate objects or activate items, even those carried along with its gaseous form.\nContinuously active items remain active, though in some cases their effects may be moot (such as those that supply armor or natural armor bonuses).\nArcane Material Component: A bit of gauze and a wisp of smoke." domains: Air: 3 duration: '2 min./level (D)' effect: '' levels: Bard: 3 'Death Master': 3 Jester: 3 "Sha'ir": 3 Sorcerer: 3 Trapsmith: 1 Vigilante: 3 Wizard: 3 'Wu Jen': 3 name: 'Gaseous Form' range: Touch savingthrow: None school: Transmutation spellresistance: 0 target: 'Willing corporeal creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms.\nOnly one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider), and all must be grown to the same size.\nThe size to which the vermin can be grown depends on your level; see the table below.\nThe Monster Manual has game statistics for centipedes, spiders, and scorpions, as well as other kinds of vermin.\nAny giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands (\"Attack\", \"Defend\", \"Stop\", and so forth).\nOrders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand.\nUnless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.\nThe DM can extend this spell's effects to other kinds of insects, arachnids, or other vermin, such as ants, bees, beetles, praying mantises, and wasps, if he so chooses." domains: Spider: 4 duration: '1 min./level' effect: '' levels: Cleric: 4 'Death Master': 4 'Dread Necromancer': 4 Druid: 4 'Urban Druid': 4 name: 'Giant Vermin' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Transmutation spellresistance: 1 target: 'Up to three vermin, no two of which can be more than 30 ft. apart' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 0 xp: 0 description: "Your speech becomes fluent and more believable.\nYou gain a +30 bonus on Bluff checks made to convince another of the truth of your words.\n(This bonus doesn't apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo).\nIf a magical effect is used against you that would detect your lies or force you to speak the truth (such as discern lies or zone of truth), the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed.\nFailure means the effect does not detect your lies or force you to speak only the truth." domains: {} duration: '10 min./level (D)' effect: '' levels: Bard: 3 Beguiler: 3 'Urban Druid': 3 Vigilante: 3 name: Glibness range: Personal savingthrow: '' school: Transmutation spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical.\nYou (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected.\nEach transmuted berry provides nourishment as if it were a normal meal for a Medium creature.\nThe berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period." domains: Gluttony: 1 duration: 'One day/level' effect: '' levels: Druid: 1 Healer: 1 name: Goodberry range: Touch savingthrow: None school: Transmutation spellresistance: 1 target: '2d4 fresh berries touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "The transmuted creatures move and act more quickly than normal. This extra speed has several effects.\n\nWhen making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round).\n\nA hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.\n\nAll of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.\n\nMultiple haste effects don't stack. Haste dispels and counters slow.\n\nMaterial Component: A shaving of licorice root." domains: Celerity: 4 Time: 3 duration: '1 round/level' effect: '' levels: Bard: 3 Beguiler: 3 Fatemaker: 3 Jester: 3 'Runescarred Berserker': 3 "Sha'ir": 3 Sorcerer: 3 'Telflammar Shadowlord': 2 Trapsmith: 1 Vigilante: 3 Wizard: 3 'Wu Jen': 3 name: Haste range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Fortitude negates (harmless)' school: Transmutation spellresistance: 0 target: 'One creature/level, no two of which can be more than 30 ft. apart' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Heat metal makes metal extremely warm.\nUnattended, nonmagical metal gets no saving throw.\nMagical metal is allowed a saving throw against the spell.\n(Magic item's saving throws are covered in the Dungeon Master's Guide).\nAn item in a creature's possession uses the creature's saving throw bonus unless its own is higher.\nA creature takes fire damage if its equipment is heated.\nIt takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight.\nThe creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing metal armor and the metal that it's carrying weighs less than one-fifth of its weight.\nOn the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage.\nThe same effect also occurs on the last round of the spell's duration.\nDuring the second (and also the next-to-last) round, intense heat causes pain and damage.\nIn the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.\nAny cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis.\nFor example, if the damage roll from a heat metal spell indicates 2 points of fire damage and the subject is hit by a ray of frost in the same round and takes 3 points of cold damage, it winds up taking no fire damage and only 1 point of cold damage.\nIf cast underwater, heat metal deals half damage and boils the surrounding water.\nHeat metal counters and dispels chill metal." domains: Metal: 2 Sun: 2 duration: '7 rounds' effect: '' levels: Blighter: 2 Druid: 2 'Urban Druid': 2 name: 'Heat Metal' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates (object)' school: Transmutation spellresistance: 0 target: 'Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft. circle' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell transforms your body into living iron, which grants you several powerful resistances and abilities.\nYou gain damage reduction 15/adamantine.\nYou are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect.\nYou take only half damage from acid and fire of all kinds.\nHowever, you also become vulnerable to all special attacks that affect iron golems.\nYou gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal.\nYou have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor.\nYou cannot drink (and thus can't use potions) or play wind instruments.\nYour unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.\nYour weight increases by a factor of ten, causing you to sink in water like a stone.\nHowever, you could survive the crushing pressure and lack of air at the bottom of the ocean--at least until the spell duration expires.\nArcane Material Component: A small piece of iron that was once part of either an iron golem, a hero's armor, or a war machine." domains: Earth: 8 Endurance: 9 Mechanus: 8 Metal: 8 duration: '1 min./level (D)' effect: '' levels: 'Death Master': 8 "Sha'ir": 8 Sorcerer: 8 'Urban Druid': 8 Wizard: 8 name: 'Iron Body' range: Personal savingthrow: '' school: Transmutation spellresistance: 0 target: You - area: '' castingtime: '1 minute/lb. created' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Ironwood is a magical substance created by druids from normal wood.\nWhile remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel.\nSpells that affect metal or iron (such as heat metal) do not function on ironwood.\nSpells that affect wood (such as wood shape) do affect ironwood, although ironwood does not burn.\nUsing this spell with wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items.\nThus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts.\nThese items are freely usable by druids.\nFurther, if you make only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus.\nMaterial Component shaped into the form of the intended ironwood object." domains: {} duration: 'One day/level (D)' effect: 'An ironwood object weighing up to 5 lb./level' levels: Druid: 6 'Wu Jen': 6 name: Ironwood range: '0 ft.' savingthrow: None school: Transmutation spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "The subject gets a +10 enhancement bonus on Jump checks.\nThe enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.\nMaterial Component: A grasshopper's hind leg, which you break when the spell is cast." domains: {} duration: '1 min./level (D)' effect: '' levels: Assassin: 1 Druid: 1 Duskblade: 1 'Ebonmar Infiltrator': 1 Fatemaker: 1 Jester: 1 'Nentyar Hunter': 1 Ranger: 1 Savant: 1 "Sha'ir": 1 Sorcerer: 1 'Urban Druid': 1 Wizard: 1 name: Jump range: Touch savingthrow: 'Will negates (harmless)' school: Transmutation spellresistance: 1 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. (Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell).\n\nMultiple effects that increase a weapon's threat range (such as the keen edge spell and the Improved Critical feat) don't stack. You can't cast this spell on a natural weapon, such as a claw." domains: Metal: 3 duration: '10 min./level' effect: '' levels: Duskblade: 3 'Nentyar Hunter': 3 'Runescarred Berserker': 2 "Sha'ir": 3 Sorcerer: 3 'Urban Druid': 3 Wizard: 3 'Wu Jen': 3 name: 'Keen Edge' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates (harmless, object)' school: Transmutation spellresistance: 0 target: 'One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "The knock spell opens stuck, barred, locked, held, or arcane locked doors.\nIt opens secret doors, as well as locked or trick-opening boxes or chests.\nIt also loosens welds, shackles, or chains (provided they serve to hold closures shut).\nIf used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes.\nIn all other cases, the door does not relock itself or become stuck again on its own.\nKnock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like.\nThe effect is limited by the area.\nA 3rd-level caster can cast a knock spell on a door of 30 square feet or less (for example, a standard 4-foot-by-7-foot\ndoor).\nEach spell can undo as many as two means of preventing egress.\nThus if a door is locked, barred, and held, or quadruple locked, opening it requires two knock spells." domains: Greed: 3 duration: 'Instantaneous; see text' effect: '' levels: Beguiler: 2 'Ebonmar Infiltrator': 2 Hoardstealer: 2 Savant: 2 "Sha'ir": 2 Sorcerer: 2 'Telflammar Shadowlord': 1 'Thayan Slaver': 1 Trapsmith: 1 'Urban Druid': 2 Wizard: 2 'Wu Jen': 2 name: Knock range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Transmutation spellresistance: 0 target: 'One door, box, or chest with an area of up to 10 sq. ft./level' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Levitate allows you to move yourself, another creature, or an object up and down as you wish.\nA creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature.\nYou can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action.\nYou cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).\nA levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5.\nA full round spent stabilizing allows the creature to begin again at -1.\nFocus: Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end." domains: {} duration: '1 min./level (D)' effect: '' levels: 'Court Herald': 2 Jester: 2 Savant: 2 "Sha'ir": 2 Sorcerer: 2 'Telflammar Shadowlord': 1 Wizard: 2 name: Levitate range: 'Personal or close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Transmutation spellresistance: 0 target: 'You or one willing creature or one object (total weight up to 100 lb./level)' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell turns an oak tree into a protector or guardian.\nThe spell can be cast on only a single tree at a time; while liveoak is in effect, you can't cast it again on another tree.\nThe tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.\nLiveoak must be cast on a healthy, Huge oak.\nA triggering phrase of up to one word per caster level is placed on the targeted oak.\nFor instance, \"Attack any persons who come near without first saying 'sacred mistletoe'\" is an eleven-word trigger phrase that you could use at 11th level or higher.\nThe liveoak spell triggers the tree into animating as a treant (see the Monster Manual).\nAt the DM's option, you can extrapolate statistics for a smaller tree from the treant statistics if you cast liveoak on a smaller oak.\nIf liveoak is dispelled, the tree takes root immediately, wherever it happens to be.\nIf released by you, the tree tries to return to its original location before taking root." domains: Elf: 7 Fey: 7 duration: 'One day/level (D)' effect: '' levels: Druid: 6 name: Liveoak range: Touch savingthrow: None school: Transmutation spellresistance: 0 target: 'Tree touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell increases your base land speed by 10 feet.\n(This adjustment counts as an enhancement bonus).\nIt has no effect on other modes of movement, such as burrow, climb, fly, or swim.\nMaterial Component: A pinch of dirt." domains: Arborea: 1 Travel: 1 duration: '1 hour/level (D)' effect: '' levels: Druid: 1 Ranger: 1 'Urban Druid': 1 name: Longstrider range: Personal savingthrow: '' school: Transmutation spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You point your finger at an object and can lift it and move it at will from a distance.\nAs a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range." domains: {} duration: Concentration effect: '' levels: Bard: 0 'Court Herald': 0 'Death Master': 0 Jester: 0 "Sha'ir": 0 Sorcerer: 0 Vigilante: 1 Wizard: 0 'Wu Jen': 0 name: 'Mage Hand' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Transmutation spellresistance: 0 target: 'One nonmagical, unattended object weighing up to 5 lb.' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls.\nThe spell can affect a slam attack, fist, bite, or other natural weapon.\n(The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage).\nMagic fang can be made permanent with a permanency spell." domains: Dragon: 1 Scalykind: 1 duration: '1 min./level' effect: '' levels: 'Death Master': 1 Druid: 1 Ranger: 1 'Urban Druid': 1 name: 'Magic Fang' range: Touch savingthrow: 'Will negates (harmless)' school: Transmutation spellresistance: 0 target: 'Living creature touched' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5).\nAlternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level).\nGreater magic fang can be made permanent with a permanency spell." domains: Dragon: 3 Scalykind: 3 duration: '1 hour/level' effect: '' levels: 'Death Master': 3 Druid: 3 Ranger: 3 'Urban Druid': 3 name: 'Magic Fang, Greater' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: '' school: Transmutation spellresistance: 0 target: 'One living creature' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead." domains: Earth: 1 Halfling: 1 duration: '30 minutes or until discharged' effect: '' levels: Cleric: 1 'Death Master': 1 Druid: 1 'Hunter of the Dead': 1 'Urban Druid': 1 name: 'Magic Stone' range: Touch savingthrow: 'Will negates (harmless, object)' school: Transmutation spellresistance: 0 target: 'Up to three pebbles touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).\n\nAn outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell." domains: Celestia: 3 Halfling: 3 Nobility: 3 Strength: 3 War: 3 duration: '1 hour/level' effect: '' levels: Cleric: 3 'Knight of the Chalice': 3 Savant: 3 name: 'Magic Vestment' range: Touch savingthrow: 'Will negates (harmless, object)' school: Transmutation spellresistance: 0 target: 'Armor or shield touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls). \n\nYou can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell." domains: Dwarf: 1 Metal: 1 'Revered Ancestor': 1 War: 1 duration: '1 min./level' effect: '' levels: Cleric: 1 'Death Master': 1 'Disciple of Thrym': 1 Duskblade: 1 'Hunter of the Dead': 1 'Knight of the Chalice': 1 'Knight of the Weave': 1 Paladin: 1 "Sha'ir": 1 Sorcerer: 1 Wizard: 1 'Wu Jen': 1 name: 'Magic Weapon' range: Touch savingthrow: 'Will negates (harmless, object)' school: Transmutation spellresistance: 0 target: 'Weapon touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).\n\nAlternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell).\n\nArcane Material Component: Powdered lime and carbon." domains: Celestia: 4 Dwarf: 4 duration: '1 hour/level' effect: '' levels: Cleric: 4 'Death Master': 3 Duskblade: 3 'Knight of the Chalice': 4 'Knight of the Weave': 3 'Nentyar Hunter': 4 Paladin: 3 'Runescarred Berserker': 3 "Sha'ir": 3 Sorcerer: 3 Wizard: 3 'Wu Jen': 3 name: 'Magic Weapon, Greater' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates (harmless, object)' school: Transmutation spellresistance: 0 target: 'One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new.\nThe spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands.\nThe spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs)." domains: Balance: 1 duration: '' effect: '' levels: Cleric: 2 'Death Master': 2 Savant: 2 name: 'Make Whole' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: '' school: Transmutation spellresistance: 0 target: 'One object of up to 10 cu. ft./level' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Meld into stone enables you to meld your body and possessions into a single block of stone.\nThe stone must be large enough to accommodate your body in all three dimensions.\nWhen the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone.\nIf either condition is violated, the spell fails and is wasted.\nWhile in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded.\nYou remain aware of the passage of time and can cast spells on yourself while hiding in the stone.\nNothing that goes on outside the stone can be seen, but you can still hear what happens around you.\nMinor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage.\nThe stone's complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save.\nAny time before the duration expires, you can step out of the stone through the surface that you entered.\nIf the spell's duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.\nThe following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage.\nStone shape deals you 3d6 points of damage but does not expel you.\nTransmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled.\nFinally, passwall expels you without damage." domains: Cavern: 3 duration: '10 min./level' effect: '' levels: Cleric: 3 'Death Master': 3 Druid: 3 name: 'Meld Into Stone' range: Personal savingthrow: '' school: Transmutation spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell).\nIt will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.\nCeramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new.\nA hole in a leather sack or a wineskin is completely healed over by mending.\nThe spell can repair a magic item, but the item's magical abilities are not restored.\n(For restoring a broken magic item's abilities, see the item creation feats in Chapter 5: Feats).\nThe spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs)." domains: {} duration: Instantaneous effect: '' levels: Adept: 0 Bard: 0 Cleric: 0 'Court Herald': 0 'Death Master': 0 Druid: 0 Healer: 0 Jester: 0 "Sha'ir": 0 Sorcerer: 0 'Urban Druid': 0 Vigilante: 1 Wizard: 0 'Wu Jen': 0 name: Mending range: '10 ft.' savingthrow: 'Will negates (harmless, object)' school: Transmutation spellresistance: 0 target: 'One object of up to 1 lb.' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers.\n\nNote: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.\n\nFocus: A short piece of copper wire." domains: Trade: 1 duration: '10 min./level' effect: '' levels: Bard: 0 Beguiler: 0 "Sha'ir": 0 Sorcerer: 0 Vigilante: 1 Wizard: 0 'Wu Jen': 0 name: Message range: 'Medium (100 ft. + 10 ft./level)' savingthrow: None school: Transmutation spellresistance: 0 target: 'One creature/level' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours.\nThe spell must have been actually cast during that period.\nThe recalled spell is stored in your mind as through prepared in the normal fashion.\nIf the recalled spell requires material components, you must provide them.\nThe recovered spell is not usable until the material components are available." domains: {} duration: Instantaneous effect: '' levels: "Sha'ir": 6 Wizard: 6 name: "Mordenkainen's Lucubration" range: Personal savingthrow: '' school: Transmutation spellresistance: 0 target: You - area: 'Dirt in an area up to 750 ft. square and up to 10 ft. deep (S)' castingtime: 'See text' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.\nHowever, in no event can rock formations be collapsed or moved.\nThe area to be affected determines the casting time.\nFor every 150-foot square (up to 10 feet deep), casting takes 10 minutes.\nThe maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.\nThis spell does not violently break the surface of the ground.\nInstead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved.\nTrees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.\nThe spell cannot be used for tunneling and is generally too slow to trap or bury creatures.\nIts primary use is for digging or filling moats or for adjusting terrain contours before a battle.\nThis spell has no effect on earth creatures.\nMaterial Component: A mixture of soils (clay, loam, and sand) in a small bag, and an iron blade." domains: Halfling: 6 duration: Instantaneous effect: '' levels: 'Death Master': 6 Druid: 6 "Sha'ir": 6 Sorcerer: 6 'Urban Druid': 6 Wizard: 6 'Wu Jen': 6 name: 'Move Earth' range: 'Long (400 ft. + 40 ft./level)' savingthrow: None school: Transmutation spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container.\nIf anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails.\nIn addition, the spell can only open and close things weighing 30 pounds or less.\nThus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.\nFocus: A brass key." domains: {} duration: Instantaneous effect: '' levels: Bard: 0 Beguiler: 0 'Court Herald': 0 Jester: 0 "Sha'ir": 0 Sorcerer: 0 Vigilante: 1 Wizard: 0 'Wu Jen': 0 name: Open/close range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates (object)' school: Transmutation spellresistance: 0 target: 'Object weighing up to 30 lb. or portal that can be opened or closed' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability.\nWhen using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks).\nThis means you can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet).\nSee page 164 for more on overland movement." domains: {} duration: '1 hour/level' effect: '' levels: "Sha'ir": 5 Sorcerer: 5 Wizard: 5 name: 'Overland Flight' range: Personal savingthrow: '' school: Transmutation spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "The transmuted creature becomes wiser.\nThe spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills.\nClerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive owl's wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.\nArcane Material Component: A few feathers, or a pinch of droppings, from an owl." domains: {} duration: '1 min./level' effect: '' levels: Cleric: 2 'Court Herald': 2 Druid: 2 'Ebonmar Infiltrator': 2 Fatemaker: 2 Paladin: 2 Ranger: 2 "Sha'ir": 2 Sorcerer: 2 'Urban Druid': 2 Wizard: 2 name: "Owl's Wisdom" range: Touch savingthrow: 'Will negates (harmless)' school: Transmutation spellresistance: 1 target: 'Creature touched' - area: '' castingtime: '' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 0 xp: 0 description: "This spell functions like owl's wisdom, except that it affects multiple creatures." domains: {} duration: '' effect: '' levels: Cleric: 6 Druid: 6 "Sha'ir": 6 Sorcerer: 6 'Urban Druid': 6 Wizard: 6 name: "Owl's Wisdom, Mass" range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: '' school: Transmutation spellresistance: 0 target: 'One creature/level, no two of which can be more than 30 ft. apart' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "The subject or subjects can move through any type of terrain--mud, snow, dust, or the like--and leave neither footprints nor scent.\nTracking the subjects is impossible by nonmagical means." domains: {} duration: '1 hour/level (D)' effect: '' levels: Druid: 1 'Ebonmar Infiltrator': 2 'Nentyar Hunter': 1 Ranger: 1 'Slayer of Domiel': 2 'Urban Druid': 1 name: 'Pass Without Trace' range: Touch savingthrow: 'Will negates (harmless)' school: Transmutation spellresistance: 0 target: 'One creature/level touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials.\nThe passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level).\nIf the wall's thickness is more than the depth of the passage created, then a single passwall simply makes a niche or short tunnel.\nSeveral passwall spells can then form a continuing passage to breach very thick walls.\nWhen passwall ends, creatures within the passage are ejected out the nearest exit.\nIf someone dispels the passwall or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.\nMaterial Component: A pinch of sesame seeds." domains: Cavern: 5 duration: '1 hour/level (D)' effect: '5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels' levels: "Sha'ir": 5 Sorcerer: 5 'Urban Druid': 5 Wizard: 5 'Wu Jen': 5 name: Passwall range: Touch savingthrow: None school: Transmutation spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Plant growth has different effects depending on the version chosen.\nOvergrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per caster level) to become thick and overgrown.\nThe plants entwine to form a thicket or jungle that creatures must hack or force a way through.\nSpeed drops to 5 feet, or 10 feet for Large or larger creatures.\n(The DM may allow faster movement for very small or very large creatures).\nThe area must have brush and trees in it for this spell to take effect.\nAt your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle.\nYou may designate places within the area that are not affected.\nEnrichment: This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.\nPlant growth counters diminish plants.\nThis spell has no effect on plant creatures." domains: Plant: 3 duration: Instantaneous effect: '' levels: Druid: 3 Ranger: 3 'Wu Jen': 3 name: 'Plant Growth' range: 'See text' savingthrow: None school: Transmutation spellresistance: 0 target: 'See text' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like polymorph, except that it changes one object or creature into another.\nThe duration of the spell depends on how radical a change is made from the original state to its enchanted state.\nThe DM determines the duration by using the following guidelines.\nUnlike polymorph, polymorph any object does grant the creature the Intelligence score of its new form.\nIf the original form didn't have a Wisdom or Charisma score, it gains those scores as appropriate for the new form.\nDamage taken by the new form can result in the injury or death of the polymorphed creature.\nFor example, it is possible to polymorph a creature into rock and then grind it to dust, causing damage, perhaps even death.\nIf the creature was changed to dust to start with, more creative methods to damage it would be needed.\nPerhaps you could use a gust of wind spell to scatter the dust far and wide.\nIn general, damage occurs when the new form is changed through physical force, although the DM must adjudicate many of these situations.\nA nonmagical object cannot be made into a magic item with this spell.\nMagic items aren't affected by this spell.\nThis spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine.\nIt also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.\nThis spell can also be used to duplicate the effects of baleful polymorph, polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud.\nArcane Material Component gum arabic, and smoke." domains: Renewal: 8 Trickery: 8 duration: 'See text' effect: '' levels: "Sha'ir": 8 Sorcerer: 8 'Urban Druid': 8 Wizard: 8 'Wu Jen': 8 name: 'Polymorph Any Object' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Fortitude negates (object); see text' school: Transmutation spellresistance: 0 target: 'One creature, or one nonmagical object of up to 100 cu. ft./level' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can't have more Hit Dice than your caster level (or the subject's HD, whichever is lower), to a maximum of 15 HD at 15th level. You can't cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject's creature type and subtype (if any) change to match the new form (see the Monster Manual for more information).\n\nUpon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.\n\nThe subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form (such as constrict, improved grab, and poison) but does not gain the extraordinary special qualities possessed by the new form (such as blindsense, fast healing, regeneration, and scent) or any supernatural or spell-like abilities.\n\nIncorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action.\n\nMaterial Component: An empty cocoon." domains: {} duration: '1 min./level (D)' effect: '' levels: Adept: 4 Jester: 4 'Runescarred Berserker': 5 "Sha'ir": 4 Sorcerer: 4 Wizard: 4 'Wu Jen': 4 name: Polymorph range: Touch savingthrow: None school: Transmutation spellresistance: 0 target: 'Willing living creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.\nThis spell does not prevent subsequent natural decay or spoilage.\nUnholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.\nNote weighs about 8 pounds per gallon.\nOne cubic foot of water contains roughly 8 gallons and weighs about 60 pounds." domains: {} duration: Instantaneous effect: '' levels: Adept: 0 Cleric: 0 Druid: 0 Healer: 0 'Urban Druid': 0 name: 'Purify Food and Drink' range: '10 ft.' savingthrow: 'Will negates (object)' school: Transmutation spellresistance: 0 target: '1 cu. ft./level of contaminated food and water' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.\nFireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights.\nThis effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates).\nThese creatures must have line of sight to the fire to be affected.\nSpell resistance can prevent blindness.\nSmoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud.\nThe cloud spreads 20 feet in all directions and lasts for 1 round per caster level.\nAll sight, even darkvision, is ineffective in or through the cloud.\nAll within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates).\nThese effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.\nSpell resistance does not apply.\nMaterial Component: The spell uses one fire source, which is immediately extinguished.\nA fire so large that it exceeds a 20-foot cube is only partly extinguished.\nMagical fires are not extinguished, although a fire-based creature (such as a fire elemental) used as a source takes 1 point of damage per caster level." domains: {} duration: '1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text' effect: '' levels: Bard: 2 Jester: 2 "Sha'ir": 2 Sorcerer: 2 Vigilante: 2 Warmage: 2 Wizard: 2 'Wu Jen': 2 name: Pyrotechnics range: 'Long (400 ft. + 40 ft./level)' savingthrow: 'Will negates or Fortitude negates; see text' school: Transmutation spellresistance: 0 target: 'One fire source, up to a 20-ft. cube' - area: 'One 20-ft. cube/level (S) or one fire-based magic item' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Quench is often used to put out forest fires and other conflagrations.\nIt extinguishes all nonmagical fires in its area.\nThe spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it.\nThe DC to dispel such spells is 11 + the caster level of the fire spell.\nEach elemental (fire) creature within the area of a quench spell takes 1d6 points of damage per caster level (maximum 15d6, no save allowed).\nAlternatively, you can target the spell on a single magic item that creates or controls flame, such as a wand of fireball or a flaming burst sword.\nThe item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save.\n(Artifacts are immune to this effect)." domains: {} duration: Instantaneous effect: '' levels: Druid: 3 'Nentyar Hunter': 3 'Urban Druid': 3 name: Quench range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'None or Will negates (object)' school: Transmutation spellresistance: 0 target: '' - area: '' castingtime: '10 minutes' components: arcanefocus: 1 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Casting this spell allows you to prepare additional spells or retain spells recently cast.\nPick one of these two versions when the spell is cast.\nPrepare: You prepare up to three additional levels of spells (such as three 1st-level spells, a 2nd- and a 1st-level spell, or a 3rd-level spell).\nA cantrip counts as 1/2 level for this purpose.\nYou prepare and cast these spells normally.\nRetain: You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the mnemonic enhancer.\nThis restores the previously cast spell to your mind.\nIn either event, the spell or spells prepared or retained fade after 24 hours (if not cast).\nMaterial Component: A piece of string, and ink consisting of squid secretion with black dragon's blood.\nFocus: An ivory plaque of at least 50 gp value." domains: Spell: 4 duration: Instantaneous effect: '' levels: Savant: 4 "Sha'ir": 4 Wizard: 4 name: "Rary's Mnemonic Enhancer" range: Personal savingthrow: '' school: Transmutation spellresistance: 0 target: You - area: ~ castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell functions like reduce person, except that it affects a single willing animal (not one with which you are engaged in combat, for instance).\nThis decrease in size allows the animal to fit better into tight spaces, such as the typical dungeon room or subterranean passage.\nReduce the damage dealt by the animal's natural attacks as shown on Table 2-3 in the Dungeon Master's Guide." domains: {} duration: '1 hour/level (D)' effect: ~ levels: Druid: 2 Ranger: 3 name: 'Reduce Animal' range: Touch savingthrow: None school: Transmutation spellresistance: 0 target: 'One willing animal of Small, Medium, Large, or Huge size' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8.\nThis decrease changes the creature's size category to the next smaller one.\nThe target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.\nA Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack).\nA Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet.\nThis spell doesn't change the target's speed.\nAll equipment worn or carried by a creature is similarly reduced by the spell.\nMelee and projectile weapons deal less damage (see Table 2-3 in the Dungeon Master's Guide).\nOther magical properties are not affected by this spell.\nAny reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size.\nThis means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).\nMultiple magical effects that reduce size do not stack, which means (among other things) that you can't use a second casting of this spell to further reduce the size of as humanoid that's still under the effect of the first casting.\nReduce person counters and dispels enlarge person.\nReduce person can be made permanent with a permanency spell.\nMaterial Component: A pinch of powdered iron." domains: {} duration: '1 min./level (D)' effect: '' levels: Jester: 1 "Sha'ir": 1 Sorcerer: 1 Wizard: 1 name: 'Reduce Person' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Fortitude negates' school: Transmutation spellresistance: 1 target: 'One humanoid creature' - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: 'This spell functions like "_reduce person_" except that it affects multiple creatures.' domains: Pride: 5 duration: '1 minute/level (D)' effect: '' levels: Jester: 4 "Sha'ir": 4 Sorcerer: 4 Wizard: 4 name: 'Reduce Person, Mass' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Fortitude negates' school: Transmutation spellresistance: 1 target: 'One humanoid creature/level, no two of which can be more than 30 ft. apart' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "With this spell, you bring back a dead creature in another body, provided that its death occurred no more than one week before the casting of the spell and the subject's soul is free and willing to return (see Bringing Back the Dead, page 171).\nIf the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.\nSince the dead creature is returning in a new body, all physical ills and afflictions are repaired.\nThe condition of the remains is not a factor.\nSo long as some small portion of the creature's body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature's body at the time of death.\nThe magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand.\nThis process takes 1 hour to complete.\nWhen the body is ready, the subject is reincarnated.\nA reincarnated creature recalls the majority of its former life and form.\nIt retains any class abilities, feats, or skill ranks it formerly possessed.\nIts class, base attack bonus, base save bonuses, and hit points are unchanged.\nStrength, Dexterity, and Constitution scores depend partly on the new body.\nFirst eliminate the subject's racial adjustments (since it is no longer of his previous race) and then apply the adjustments found belowto its remaining ability scores.\nThe subject's level (or Hit Dice) is reduced by 1.\nIf the subject was 1st level, its new Constitution score is reduced by 2.\n(If this reduction would put its Con at 0 or lower, it can't be reincarnated).\nThis level/HD loss or Constitution loss cannot be repaired by any means.\nIt's possible for the change in the subject's ability scores to make it difficult for it to pursue its previous character class.\nIf this is the case, the subject is well advised to become a multiclass character.\nFor a humanoid creature, the new incarnation is determined using the following table.\nFor nonhumanoid creatures, the DM should create a similar table of creatures of the same type or simply choose the new form.\nA creature that has been turned into an undead creature or killed by a death effect can't be returned to life by this spell.\nConstructs, elementals, outsiders, and undead creatures can't be reincarnated.\nThe spell cannot bring back a creature who has died of old age.\nThe reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn't automatically speak the language of the new form.\nRefer to the Monster Manual for details.\nA wish or a miracle spell can restore a reincarnated character to his or her original form.\nMaterial Component: Rare oils and unguents worth a total of least 1,000 gp, spread over the remains." domains: Renewal: 4 duration: Instantaneous effect: '' levels: Druid: 4 name: Reincarnate range: Touch savingthrow: 'None; see text' school: Transmutation spellresistance: 0 target: 'Dead creature touched' - area: '60-ft. line-shaped emanation from you' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range.\nWooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects are.\nObjects 3 inches in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy.\nObjects affected by the spell are repelled at the rate of 40 feet per round.\nObjects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them along.\n(A creature being dragged by an item it is carrying can let go.\nA creature being dragged by a shield can loose it as a move action and drop it as a free action).\nIf a spear is planted (set) to prevent this forced movement, it splinters.\nEven magic items with wooden sections are repelled, although an antimagic field blocks the effects.\nThe waves of energy continue to sweep down the set path for the spell's duration.\nAfter you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power." domains: Plant: 6 duration: '1 min./level (D)' effect: '' levels: Blighter: 5 Druid: 6 'Urban Druid': 6 name: 'Repel Wood' range: '60 ft.' savingthrow: None school: Transmutation spellresistance: 0 target: '' - area: 'Up to one 10-ft. cube per two levels (S)' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round.\nIf some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall.\nIf an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends.\nAt the end of the spell duration, affected objects and creatures fall downward.\nProvided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes.\nCreatures who can fly or levitate can keep themselves from falling.\nArcane Material Component: A lodestone and iron filings." domains: {} duration: '1 round/level (D)' effect: '' levels: Druid: 8 "Sha'ir": 7 Sorcerer: 7 'Urban Druid': 8 Wizard: 7 name: 'Reverse Gravity' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'None; see text' school: Transmutation spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one, and you gain a +8 size bonus to Strength and a +4 size bonus to Constitution. You gain a +4 enhancement bonus to your natural armor. You gain damage reduction 5/evil (if you normally channel positive energy) or damage reduction 5/good (if you normally channel negative energy). At 12th level this damage reduction becomes 10/evil or 10/good, and at 15th level it becomes 15/evil or 15/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category (if your original size was Diminutive, Tiny, Small, Medium, or Large, the modifier decreases by 1; otherwise see Size Modifier, page 134). Use Table 8-4: Creature Size and Scale to determine your new space and reach. This spell doesn't change your speed.\n\nIf insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you--the spell cannot crush you by increasing your size.\n\nAll equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage (see Table 2-2 in the Dungeon Master's Guide). Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). \n\nMultiple magical effects that increase size do not stack, which means (among other things) that you can't use a second casting of this spell to further increase your size while you are still under the effect of the first casting." domains: Celestia: 5 Competition: 5 Hatred: 5 Mysticism: 5 Strength: 5 'Wrath (BE)': 5 'Wrath (SpC)': 5 duration: '1 round/level (D)' effect: '' levels: Cleric: 5 'Nentyar Hunter': 5 'Runescarred Berserker': 4 name: 'Righteous Might' range: Personal savingthrow: '' school: Transmutation spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end.\nThe upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces (\"planes\").\nCreatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes.\nThe space holds as many as eight creatures (of any size).\nCreatures in the space can pull the rope up into the space, making the rope \"disappear\".\nIn that case, the rope counts as one of the eight creatures that can fit in the space.\nThe rope can support up to 16,000 pounds.\nA weight greater than that can pull the rope free.\nSpells cannot be cast across the extradimensional interface, nor can area effects cross it.\nThose in the extradimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the rope.\nThe window is present on the Material Plane, but it's invisible, and even creatures that can see the window can't see through it.\nAnything inside the extradimensional space drops out when the spell ends.\nThe rope can be climbed by only one person at a time.\nThe rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.\nNote: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.\nMaterial Component: Powdered corn extract and a twisted loop of parchment." domains: {} duration: '1 hour/level (D)' effect: '' levels: Jester: 2 "Sha'ir": 2 Sorcerer: 2 'Urban Druid': 2 Wizard: 2 'Wu Jen': 2 name: 'Rope Trick' range: Touch savingthrow: None school: Transmutation spellresistance: 0 target: 'One touched piece of rope from 5 ft. to 30 ft. long' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed.\nIf the item is so large that it cannot fit within a 3-foot radius (a large iron door or a wall of iron), a 3-foot-radius volume of the metal is rusted and destroyed.\nMagic items made of metal are immune to this spell.\nYou may employ rusting grasp in combat with a successful melee touch attack.\nRusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion.\nFor example, full plate armor (AC +8) could be reduced to +7 or as low as +2 in protection, depending on the die roll.\nWeapons in use by an opponent targeted by the spell are more difficult to grasp.\nYou must succeed on a melee touch attack against the weapon.\nA metal weapon that is hit is destroyed.\nNote: Striking at an opponent's weapon provokes an attack of opportunity.\nAlso, you must touch the weapon and not the other way around.\nAgainst a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack.\nThe spell lasts for 1 round per level, and you can make one melee touch attack per round." domains: Metal: 4 Slime: 4 duration: 'See text' effect: '' levels: Blighter: 4 Druid: 4 'Urban Druid': 4 'Wu Jen': 4 name: 'Rusting Grasp' range: Touch savingthrow: None school: Transmutation spellresistance: 0 target: 'One nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You change the sounds that creatures or objects make.\nYou can create sounds where none exist (such as making trees sing), deaden sounds (such as making a party of adventurers silent), or transform sounds into other sounds (such as making a caster's voice sound like a pig snorting).\nAll affected creatures or objects must be transmuted in the same way.\nOnce the transmutation is made, you cannot change it.\nYou can change the qualities of sounds but cannot create words with which you are unfamiliar yourself.\nFor instance, you can't change your voice so that it sounds as though you are giving the command word to activate a magic item unless you know that command word.\nA spellcaster whose voice is changed dramatically (such as into that of the aforementioned snorting pig) is unable to cast spells with verbal components." domains: {} duration: '1 hour/level (D)' effect: '' levels: Bard: 3 Vigilante: 3 name: 'Sculpt Sound' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates (object)' school: Transmutation spellresistance: 0 target: 'One creature or object/level, no two of which can be more than 30 ft. apart' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Secret page alters the contents of a page so that they appear to be something entirely different.\nThus, a map can be changed to become a treatise on burnishing ebony walking sticks.\nThe text of a spell can be changed to show a ledger page or even another spell.\nExplosive runes or sepia snake sigil can be cast upon the secret page.\nA comprehend languages spell alone cannot reveal a secret page's contents.\nYou are able to reveal the original contents by speaking a special word.\nYou can then peruse the actual page, and return it to its secret page form at will.\nYou can also remove the spell by double repetition of the special word.\nA detect magic spell reveals dim magic on the page in question but does not reveal its true contents.\nTrue seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages.\nA secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.\nMaterial Component: Powdered herring scales and will-o'-wisp essence." domains: Rune: 2 duration: Permanent effect: '' levels: Bard: 3 'Court Herald': 3 'Ebonmar Infiltrator': 3 Savant: 3 "Sha'ir": 3 Sorcerer: 3 Vigilante: 3 Wizard: 3 name: 'Secret Page' range: Touch savingthrow: None school: Transmutation spellresistance: 0 target: 'Page touched, up to 3 sq. ft. in size' - area: '' castingtime: '1 standard action' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\nThe assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD).\nUnlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.\nYou gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities.\nYou also gain the type of the new form (for example, dragon or magical beast) in place of your own.\nThe new form does not disorient you.\nParts of your body or pieces of equipment that are separated from you do not revert to their original forms.\nYou can become just about anything you are familiar with.\nYou can change form once each round as a free action.\nThe change takes place either immediately before your regular action or immediately after it, but not during the action.\nFor example, you are in combat and assume the form of a will-o'-wisp.\nWhen this form is no longer useful, you change into a stone golem and walk away.\nWhen pursued, you change into a flea, which hides on a horse until it can hop off.\nFrom there, you can become a dragon, an orc, or just about anything else you are familiar with.\nIf you use this spell to create a disguise, you get a +10 bonus on your Disguise check.\nFocus: A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell.\n(The focus melds into your new form when you change shape)." domains: Animal: 9 Limbo: 9 Scalykind: 9 duration: '10 min./level (D)' effect: '' levels: 'Death Master': 9 Druid: 9 "Sha'ir": 9 Sorcerer: 9 'Urban Druid': 9 Wizard: 9 'Wu Jen': 9 name: Shapechange range: Personal savingthrow: '' school: Transmutation spellresistance: 0 target: You - area: ~ castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls.\n(A quarterstaff gains this enhancement for both ends of the weapon).\nIt 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.\nThese effects only occur when the weapon is wielded by you.\nIf you do not wield it, the weapon behaves as if unaffected by this spell." domains: {} duration: '1 min./level' effect: ~ levels: Druid: 1 name: Shillelagh range: Touch savingthrow: 'Will negates (object)' school: Transmutation spellresistance: 0 target: 'One touched nonmagical oak club or quarterstaff' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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).\nThis change effectively reduces the object's size by four categories (for instance, from Large to Diminutive).\nOptionally, you can also change its now-shrunken composition to a clothlike one.\nObjects 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.\nEven a burning fire and its fuel can be shrunk by this spell.\nRestoring the shrunken object to its normal size and composition ends the spell.\nShrink 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." domains: {} duration: 'One day/level; see text' effect: '' levels: 'Court Herald': 3 Hoardstealer: 3 Jester: 3 Savant: 3 "Sha'ir": 3 Sorcerer: 3 'Urban Druid': 3 Wizard: 3 name: 'Shrink Item' range: Touch savingthrow: 'Will negates (object)' school: Transmutation spellresistance: 0 target: 'One touched object of up to 2 cu. ft./level' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "An affected creature moves and attacks at a drastically slowed rate.\nA slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions).\nAdditionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves.\nA 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.\nMultiple slow effects don't stack.\nSlow counters and dispels haste.\nMaterial Component: A drop of molasses." domains: Sloth: 4 duration: '1 round/level' effect: '' levels: Bard: 3 Beguiler: 3 'Death Master': 3 Jester: 3 "Sha'ir": 3 Sorcerer: 3 Vigilante: 3 Wizard: 3 name: Slow range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates' school: Transmutation spellresistance: 1 target: 'One creature/level, no two of which can be more than 30 ft. apart' - area: '' castingtime: '3 rounds' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell enables you to make a snare that functions as a magic trap.\nThe snare can be made from any supple vine, a thong, or a rope.\nWhen you cast snare upon it, the cordlike object blends with its surroundings (Search DC 23 for a character with the trapfinding ability to locate).\nOne 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.\n(The head of a worm or a snake could be thus ensnared, for example).\nIf a strong and supple tree is nearby, the snare can be fastened to it.\nThe 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.\nIf no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled.\nThe snare is magical.\nTo escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action.\nThe snare has AC 7 and 5 hit points.\nA successful escape from the snare breaks the loop and ends the spell." domains: Elf: 3 duration: 'Until triggered or broken' effect: '' levels: Druid: 3 'Nentyar Hunter': 1 Ranger: 2 name: Snare range: Touch savingthrow: None school: Transmutation spellresistance: 0 target: 'Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level' - area: '10-ft. square/level; see text' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "When this spell is cast, all natural, undressed earth or stone in the spell's area is softened.\nWet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped.\nYou 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 (DM's option).\nMagical, enchanted, dressed, or worked stone cannot be affected.\nEarth or stone creatures are not affected.\nA creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells.\nA creature that succeeds on its save can move through the mud at half speed, and it can't run or charge.\nLoose 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.\nStone 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.\nFor example, a party of adventurers trying to break out of a cavern might use this spell to soften a wall.\nWhile soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected.\nUsually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls.\nA moderate amount of structural damage can be dealt to a manufactured structure (such as a wall or a tower) by softening the ground beneath it, causing it to settle.\nHowever, most well-built structures will only be damaged by this spell, not destroyed." domains: Earth: 2 duration: Instantaneous effect: '' levels: 'Death Master': 2 Druid: 2 name: 'Soften Earth and Stone' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: None school: Transmutation spellresistance: 0 target: '' - area: '' castingtime: '10 minutes' components: arcanefocus: 1 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You store one spell that you can normally cast in a wooden quarterstaff.\nOnly 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.\nYou 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.\nYou use up any applicable material components required to cast the spell when you store it in the spellstaff.\nFocus: The staff that stores the spell." domains: {} duration: 'Permanent until discharged (D)' effect: '' levels: Druid: 6 'Urban Druid': 6 name: Spellstaff range: Touch savingthrow: 'Will negates (object)' school: Transmutation spellresistance: 0 target: 'Wooden quarterstaff touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does.\nThe affected creature must have its hands free to climb in this manner.\nThe 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).\nA 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.\nIt cannot, however, use the run action while climbing.\nMaterial Component: A drop of bitumen and a live spider, both of which must be eaten by the subject." domains: Spider: 1 duration: '10 min./level' effect: '' levels: Beguiler: 2 'Court Herald': 2 'Death Master': 2 Druid: 2 Duskblade: 2 'Ebonmar Infiltrator': 2 Fatemaker: 2 Hoardstealer: 2 Jester: 2 "Sha'ir": 2 'Slayer of Domiel': 1 Sorcerer: 2 'Urban Druid': 2 Wizard: 2 'Wu Jen': 2 name: 'Spider Climb' range: Touch savingthrow: 'Will negates (harmless)' school: Transmutation spellresistance: 0 target: 'Creature touched' - area: 'One 20-ft. square/level' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance.\nIn areas of bare earth, roots and rootlets act in the same way.\nTypically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone.\nAny 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.\nAny 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.\nThis speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points).\nAnother 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.\nSpike growth can't be disabled with the Disable Device skill.\nNote traps such as spike growth are hard to detect.\nA rogue (only) can use the Search skill to find a spike growth.\nThe DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger)." domains: {} duration: '1 hour/level (D)' effect: ~ levels: Druid: 3 Ranger: 2 name: 'Spike Growth' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Reflex partial' school: Transmutation spellresistance: 1 target: ~ - area: 'One 20-ft. square/level' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.\nSpike stones impede progress through an area and deal damage.\nAny creature moving on foot into or through the spell's area moves at half speed.\nIn addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.\nAny creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs.\nA 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).\nAnother 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.\nSpike stones is a magic trap that can't be disabled with the Disable Device skill.\nNote traps such as spike stones are hard to detect.\nA rogue (only) can use the Search skill to find spike stones.\nThe DC is 25 + spell level, or DC 29 for spike stones." domains: Earth: 4 duration: '1 hour/level (D)' effect: ~ levels: Druid: 4 name: 'Spike Stones' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Reflex partial' school: Transmutation spellresistance: 1 target: ~ - area: '' castingtime: '1 round' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried.\nIn statue form, the subject gains hardness 8.\nThe subject retains its own hit points.\nThe subject can see, hear, and smell normally, but it does not need to eat or breathe.\nFeeling is limited to those sensations that can affect the granite-hard substance of the individual's body.\nChipping is equal to a mere scratch, but breaking off one of the statue's arms constitutes serious damage.\nThe 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.\nMaterial Component: Lime, sand, and a drop of water stirred by an iron bar, such as a nail or spike." domains: {} duration: '1 hour/level (D)' effect: '' levels: "Sha'ir": 7 Sorcerer: 7 'Urban Druid': 7 Wizard: 7 'Wu Jen': 7 name: Statue range: Touch savingthrow: 'Will negates (harmless)' school: Transmutation spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You can form an existing piece of stone into any shape that suits your purpose.\nFor example, you can make a stone weapon, a special trapdoor, or a crude idol.\nStone shape also permits you to reshape a stone door to make an exit where one didn't exist or to seal a door shut.\nWhile it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible.\nThere is a 30% chance that any shape including moving parts simply doesn't work.\nArcane 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." domains: Craft: 3 Earth: 3 duration: Instantaneous effect: '' levels: Cleric: 3 'Death Master': 3 Druid: 3 "Sha'ir": 4 Sorcerer: 4 Trapsmith: 2 Wizard: 4 'Wu Jen': 5 name: 'Stone Shape' range: Touch savingthrow: None school: Transmutation spellresistance: 0 target: 'Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell restores a petrified creature to its normal state, restoring life and goods.\nThe creature must make a DC 15 Fortitude save to survive the process.\nAny petrified creature, regardless of size, can be restored.\nThe spell also can convert a mass of stone into a fleshy\nsubstance.\nSuch flesh is inert and lacking a vital life force unless a life force or magical energy is available.\n(For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse).\nYou 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.\nMaterial Component: A pinch of earth and a drop of blood." domains: Gluttony: 7 duration: Instantaneous effect: '' levels: Healer: 5 "Sha'ir": 6 Sorcerer: 6 'Urban Druid': 6 Wizard: 6 'Wu Jen': 6 name: 'Stone to Flesh' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'Fortitude negates (object); see text' school: Transmutation spellresistance: 1 target: 'One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\n\n_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.\n\nThis 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.\n\nAn 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 against a DC set by the DM.\n\n_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.\n\n_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).\n\nYou 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 such as a barrel) to 1d6 points of damage per 25 pounds (for hard, dense objects such as a boulder).\n\nCreatures 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)." domains: {} duration: 'Concentration (up to 1 round/level) or instantaneous; see text' effect: '' levels: 'Court Herald': 5 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 'Wu Jen': 5 name: Telekinesis range: 'Long (400 ft. + 40 ft./level)' savingthrow: 'Will negates (object) or None; see text' school: Transmutation spellresistance: 0 target: 'See text' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "You must succeed on a melee touch attack.\nYou place the subject into a state of suspended animation.\nFor the creature, time ceases to flow and its condition becomes fixed.\nThe creature does not grow older.\nIts body functions virtually cease, and no force or effect can harm it.\nThis state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).\nMaterial Component: A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 5,000 gp." domains: {} duration: Permanent effect: '' levels: 'Death Master': 8 "Sha'ir": 8 Sorcerer: 8 Wizard: 8 name: 'Temporal Stasis' range: Touch savingthrow: 'Fortitude negates' school: Transmutation spellresistance: 1 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "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.\n\nYou 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).\n\nYou 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.\n\nMaterial Component: A potion of bull's strength, which you drink (and whose effects are subsumed by the spell effects)." domains: 'Wrath (SpC)': 7 duration: '1 round/level' effect: '' levels: "Sha'ir": 6 Sorcerer: 6 Warmage: 6 Wizard: 6 name: "Tenser's Transformation" range: Personal savingthrow: '' school: Transmutation spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 0 description: "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_ (such as \"_cloudkill_\" 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.\n\nYou 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.\n\nYou are undetectable while _time stop_ lasts. You cannot enter an area protected by an \"_antimagic field_\" while under the effect of _time stop_." domains: Celerity: 9 Planning: 9 Time: 9 Trickery: 9 duration: '1d4+1 rounds (apparent time); see text' effect: '' levels: Beguiler: 9 "Sha'ir": 9 Sorcerer: 9 Wizard: 9 'Wu Jen': 9 name: 'Time Stop' range: Personal savingthrow: '' school: Transmutation spellresistance: 0 target: You - area: 'All metal objects within a 40-ft.-radius burst' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell enables you to change all metal objects within its area to wood.\nWeapons, armor, and other metal objects carried by creatures are affected as well.\nA magic object made of metal effectively has spell resistance equal to 20 + its caster level against this spell.\nArtifacts cannot be transmuted.\nWeapons converted from metal to wood take a -2 penalty on attack and damage rolls.\nThe armor bonus of any armor converted from metal to wood is reduced by 2.\nWeapons 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.\nOnly limited wish, miracle, wish, or similar magic can restore a transmuted object to its metallic state.\nOtherwise, for example, a metal door changed to wood is forevermore a wooden door." domains: Metal: 7 duration: Instantaneous effect: '' levels: Druid: 7 'Urban Druid': 7 'Wu Jen': 7 name: 'Transmute Metal to Wood' range: 'Long (400 ft. + 40 ft./level)' savingthrow: None school: Transmutation spellresistance: 0 target: '' - area: 'Up to two 10-ft. cubes/level (S)' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently.\nAny creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.\nTransmute mud to rock counters and dispels transmute rock to mud.\nArcane Material Component: Sand, lime, and water." domains: {} duration: Permanent effect: '' levels: Blighter: 4 Druid: 5 "Sha'ir": 5 Sorcerer: 5 'Urban Druid': 5 Wizard: 5 name: 'Transmute Mud to Rock' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'See text' school: Transmutation spellresistance: 0 target: '' - area: 'Up to two 10-ft. cubes/level (S)' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud.\nIf the spell is cast upon a boulder, for example, the boulder collapses into mud.\nMagical stone is not affected by the spell.\nThe depth of the mud created cannot exceed 10 feet.\nA 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.\nBrush thrown atop the mud can support creatures able to climb on top of it.\nCreatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.\nIf 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.\nFor example, a 10th-level caster could convert twenty 10-foot cubes into mud.\nPooling on the floor, this mud would cover an area of forty 10-foot squares to a depth of 5 feet.\nThe 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.\nCastles 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.\nHowever, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.\nThe mud remains until a successful dispel magic or transmute mud to rock spell restores its substance--but not necessarily its form.\nEvaporation turns the mud to normal dirt over a period of days.\nThe exact time depends on exposure to the sun, wind, and normal drainage.\nArcane Material Component: Clay and water." domains: Slime: 6 duration: 'Permanent; see text' effect: '' levels: Blighter: 4 Druid: 5 "Sha'ir": 5 Sorcerer: 5 'Urban Druid': 5 Wizard: 5 name: 'Transmute Rock to Mud' range: 'Medium (100 ft. + 10 ft./level)' savingthrow: 'See text' school: Transmutation spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\nThe closest inspection cannot reveal that the tree in question is actually a magically concealed creature.\nTo all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree.\nWhile 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.\nYou gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet.\nYou are immune to critical hits while in tree form.\nAll clothing and gear carried or worn changes with you.\nYou can dismiss tree shape as a free action (instead of as a standard action)." domains: {} duration: '1 hour/level (D)' effect: '' levels: Druid: 2 'Nentyar Hunter': 2 Ranger: 3 name: 'Tree Shape' range: Personal savingthrow: '' school: Transmutation spellresistance: 0 target: You - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: 'The subject gains 1 temporary hit point.' domains: {} duration: '1 min.' effect: '' levels: Cleric: 0 'Death Master': 0 Druid: 0 Paladin: 1 'Urban Druid': 0 name: Virtue range: Touch savingthrow: 'Fortitude negates (harmless)' school: Transmutation spellresistance: 0 target: 'Creature touched' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You cause wood to bend and warp, permanently destroying its straightness, form, and strength.\nA warped door springs open (or becomes stuck, requiring a Strength check to open, at your option).\nA boat or ship springs a leak.\nWarped ranged weapons are useless.\nA warped melee weapon causes a -4 penalty on attack rolls.\nYou may warp one Small or smaller object (such as a wagon wheel or a human's crossbow) or its equivalent per caster level.\nA Medium object (such as an oar or a human's spear) counts as two Small objects, a Large object (such as a rowboat or a hill giant's greatclub) as four, a Huge object (such as a wagon or a cloud giant's morningstar) as eight, a Gargantuan object (such as a keelboat) as sixteen, and a Colossal object (such as a sailing ship) as thirty-two.\nAlternatively, 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.\nMake whole, on the other hand, does no good in repairing a warped item.\nYou 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.\nUntil the object is completely warped, it suffers no ill effects." domains: {} duration: Instantaneous effect: '' levels: Blighter: 2 Druid: 2 'Urban Druid': 2 'Wu Jen': 2 name: 'Warp Wood' range: 'Close (25 ft. + 5 ft./2 levels)' savingthrow: 'Will negates (object)' school: Transmutation spellresistance: 0 target: '1 Small wooden object/level, all within a 20-ft. radius' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 1 somatic: 1 verbal: 1 xp: 0 description: "The transmuted creatures can breathe water freely.\nDivide the duration evenly among all the creatures you touch.\nThe spell does not make creatures unable to breathe air.\nArcane Material Component: A short reed or piece of straw." domains: Ocean: 3 Water: 3 duration: '2 hours/level; see text' effect: '' levels: Cleric: 3 'Court Herald': 3 Druid: 3 Savant: 3 "Sha'ir": 3 Sorcerer: 3 Wizard: 3 'Wu Jen': 3 name: 'Water Breathing' range: Touch savingthrow: 'Will negates (harmless)' school: Transmutation spellresistance: 0 target: 'Living creatures touched' - area: ~ castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "The transmuted creatures can tread on any liquid as if it were firm ground.\nMud, 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.\n(Creatures crossing molten lava still take damage from the heat because they are near it).\nThe subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.\nIf 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." domains: {} duration: '10 min./level (D)' effect: ~ levels: Cleric: 3 Ranger: 3 name: 'Water Walk' range: Touch savingthrow: 'Will negates (harmless)' school: Transmutation spellresistance: 0 target: 'One touched creature/level' - area: '10-ft.-radius spread' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "You send a message or sound on the wind to a designated spot.\nThe whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location.\n(It can't pass through walls, for instance).\nA whispering wind is as gentle and unnoticed as a zephyr until it reaches the location.\nIt then delivers its whisper-quiet message or other sound.\nNote that the message is delivered regardless of whether anyone is present to hear it.\nThe wind then dissipates.\nYou 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.\nYou can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.\nWhen the spell reaches its objective, it swirls and remains in place until the message is delivered.\nAs with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects." domains: {} duration: 'No more than 1 hour/level or until discharged (destination is reached)' effect: '' levels: Bard: 2 'Court Herald': 2 Savant: 2 "Sha'ir": 2 Sorcerer: 2 Vigilante: 2 Wizard: 2 'Wu Jen': 2 name: 'Whispering Wind' range: '1 mile/level' savingthrow: None school: Transmutation spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "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.\nYou can take other creatures with you, each of which acts independently.\nNormally, a wind walker flies at a speed of 10 feet with perfect maneuverability.\nIf desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability.\nWind walkers are not invisible but rather appear misty and translucent.\nIf fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.\nA wind walker can regain its physical form as desired and later resume the cloud form.\nEach 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).\nAs noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.\nFor 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.\nThis descent serves as a warning that the spell is about to end." domains: Celerity: 6 duration: '1 hour/level (D); see text' effect: '' levels: Cleric: 6 Druid: 7 'Urban Druid': 7 name: 'Wind Walk' range: Touch savingthrow: 'No and Will negates (harmless)' school: Transmutation spellresistance: 0 target: 'You and one touched creature per three levels' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 1 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Wood shape enables you to form one existing piece of wood into any shape that suits your purpose.\nFor example, you can make a wooden weapon, fashion a special trapdoor, or sculpt a crude idol.\nThis spell also permits you to reshape a wood door to make an exit where one didn't exist or to seal a door shut.\nWhile it is possible to make crude coffers, doors, and so forth, fine detail isn't possible.\nThere is a 30% chance that any shape that includes moving parts simply doesn't work." domains: Craft: 2 duration: Instantaneous effect: '' levels: Druid: 2 'Urban Druid': 2 'Wu Jen': 2 name: 'Wood Shape' range: Touch savingthrow: 'Will negates (object)' school: Transmutation spellresistance: 0 target: 'One touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.\nThe writing can be visible or invisible.\nAn arcane mark spell enables you to etch the rune upon any substance (even stone or metal) without harm to the material upon which it is placed.\nIf an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.\nSee invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark.\nA read magic spell reveals the words, if any.\nThe mark cannot be dispelled, but it can be removed by the caster or by an erase spell.\nIf an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.\nArcane mark must be cast on an object prior to casting Drawmij's instant summons on the same object (see that spell description for details)." domains: {} duration: Permanent effect: 'One personal rune or mark, all of which must fit within 1 sq. ft.' levels: 'Court Herald': 0 'Death Master': 0 "Sha'ir": 0 Sorcerer: 0 Wizard: 0 'Wu Jen': 0 name: 'Arcane Mark' range: '0 ft.' savingthrow: None school: Universal spellresistance: 0 target: '' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 300 gold: 1000 description: >- A limited wish lets you create nearly any type of effect.\nFor example, a limited wish can do any of the following things.\n* Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.\n* Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you.\n* Duplicate any sorcerer/wizard spell of 5th level or lower, even if it's of a prohibited school.\n* Duplicate any other spell of 4th level or lower, even if it's of a prohibited school.\n* Undo the harmful effects of many spells, such as geas/quest or insanity.\n* Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.\nA duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.\n\nXP Cost: 300 XP or more (see above). domains: Envy: 7 Spell: 7 duration: 'See text' effect: '' levels: "Sha'ir": 7 Sorcerer: 7 Wizard: 7 'Wu Jen': 7 name: 'Limited Wish' range: 'See text' savingthrow: 'None; see text' school: Universal spellresistance: 1 target: 'See text' - area: 'See text' castingtime: '2 rounds' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 1 description: >- This spell makes certain other spells permanent. Depending on the spell, you must be of a minimum caster level and must expend a number of XP.\n\nYou can make the following spells permanent in regard to yourself.\n\n|_. Spell |_. Minimum Caster Level |_. XP Cost |\n| _Arcane sight_ | 11th | 1,500 XP |\n| _Comprehend languages_ | 9th | 500 XP |\n| _Darkvision_ | 10th | 1,000 XP |\n| _Detect magic_ | 9th | 500 XP |\n| _Read magic_ | 9th | 500 XP |\n| _See invisibility_ | 10th | 1,000 XP |\n| _Tongues_ | 11th | 1,500 XP |\n\nYou cast the desired spell and then follow it with the _permanency_ spell. You cannot cast these spells on other creatures. This application of _permanency_ can be dispelled only by a caster of higher level than you were when you cast the spell.\n\nIn addition to personal use, _permanency_ can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate).\n\n|_. Spell |_. Minimum Caster Level |_. XP Cost |\n| _Enlarge person_ | 9th | 500 XP |\n| _Magic fang_ | 9th | 500 XP |\n| _Magic fang, greater_ | 11th | 1,500 XP |\n| _Rary's telepathic bond_ ^1^ | 13th | 2,500 XP |\n| _Reduce person_ | 9th | 500 XP |\n| _Resistance_ | 9th | 500 XP |\n\n^1^ Only bonds two creatures per casting of permanency.\n\nAdditionally, the following spells can be cast upon objects or areas only and rendered permanent.\n\n|_. Spell |_. Minimum Caster Level |_. XP Cost |\n| _Alarm_ | 9th | 500 XP |\n| _Animate objects_ | 14th | 3,000 XP |\n| _Dancing lights_ | 9th | 500 XP |\n| _Ghost sound_ | 9th | 500 XP |\n| _Gust of wind_ | 11th | 1,500 XP |\n| _Invisibility_ | 10th | 1,000 XP |\n| _Magic mouth_ | 10th | 1,000 XP |\n| _Mordenkainen's private sanctum_ | 13th | 2,500 XP |\n| _Phase door_ | 15th | 3,500 XP |\n| _Prismatic sphere_ | 17th | 4,500 XP |\n| _Prismatic wall_ | 16th | 4,000 XP |\n| _Shrink item_ | 11th | 1,500 XP |\n| _Solid fog_ | 12th | 2,000 XP |\n| _Stinking cloud_ | 11th | 1,500 XP |\n| _Symbol of death_ | 16th | 4,000 XP |\n| _Symbol of fear_ | 14th | 3,000 XP |\n| _Symbol of insanity_ | 16th | 4,000 XP |\n| _Symbol of pain_ | 13th | 2,500 XP |\n| _Symbol of persuasion_ | 14th | 3,000 XP |\n| _Symbol of sleep_ | 16th | 4,000 XP |\n| _Symbol of stunning_ | 15th | 3,500 XP |\n| _Symbol of weakness_ | 15th | 3,500 XP |\n| _Teleportation circle_ | 17th | 4,500 XP |\n| _Wall of fire_ | 12th | 2,000 XP |\n| _Wall of force_ | 13th | 2,500 XP |\n| _Web_ | 10th | 1,000 XP |\n\nSpells cast on other creatures, objects, or locations (not on you) are vulnerable to _dispel magic_ as normal.\n\nThe DM may allow other selected spells to be made permanent. Researching this possible application of a spell costs as much time and money as independently researching the selected spell (see the _Dungeon Master's Guide_ for details). If the DM has already determined that the application is not possible, the research automatically fails. Note that you never learn what is possible except by the success or failure of your research.\n\n_XP Cost_: See tables above. domains: Time: 5 duration: 'Permanent; see text' effect: 'See text' levels: 'Court Herald': 5 "Sha'ir": 5 Sorcerer: 5 Wizard: 5 'Wu Jen': 5 name: Permanency range: 'See text' savingthrow: None school: Universal spellresistance: 0 target: 'See text' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 1 verbal: 1 xp: 0 description: "Prestidigitations are minor tricks that novice spellcasters use for practice.\nOnce cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour.\nThe effects are minor and have severe limitations.\nA prestidigitation can slowly lift 1 pound of material.\nIt can color, clean, or soil items in a 1-foot cube each round.\nIt can chill, warm, or flavor 1 pound of nonliving material.\nIt cannot deal damage or affect the concentration of spellcasters.\nPrestidigitation can create small objects, but they look crude and artificial.\nThe materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components.\nFinally, a prestidigitation lacks the power to duplicate any other spell effects.\nAny actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.\nCharacters typically use prestidigitation spells to impress common folk, amuse children, and brighten dreary lives.\nCommon tricks with prestidigitations include producing tinklings of ethereal music, brightening faded flowers, creating glowing balls that float over your hand, generating puffs of wind to flicker candles, spicing up aromas and flavors of bland food, and making little whirlwinds to sweep dust under rugs." domains: {} duration: '1 hour' effect: '' levels: Bard: 0 'Death Master': 0 Jester: 0 "Sha'ir": 0 Sorcerer: 0 Vigilante: 1 Wizard: 0 'Wu Jen': 0 name: Prestidigitation range: '10 ft.' savingthrow: 'See text' school: Universal spellresistance: 0 target: 'See text' - area: '' castingtime: '1 standard action' components: arcanefocus: 0 divinefocus: 0 material: 0 somatic: 0 verbal: 1 xp: 5000 description: >- _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.\n\nA _wish_ can produce any one of the following effects.\n\n* Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.\n* Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you.\n* Duplicate any wizard or sorcerer spell of 7th level or lower even if it's of a prohibited school.\n* Duplicate any other spell of 5th level or lower even if it's of a prohibited school.\n* Undo the harmful effects of many other spells, such as _geas/quest_ or _insanity_.\n* Create a nonmagical item of up to 25,000 gp in value.\n* Create a magic item, or add to the powers of an existing magic item.\n* 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.\n* 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.\n* 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 _wish_, 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.\n* 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.\n* 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.\n\nYou may try to use a _wish_ to produce greater effects than these, but doing so is dangerous. Such a _wish_ gives the DM the opportunity to fulfil your request without fulfilling it completely. (The _wish_ may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment). For example, wishing for a _staff of the_ magi might get you instantly transported to the presence of the staff's current owner. Wishing to be immortal could get you imprisoned in a hidden extradimensional space (as by an imprisonment spell), where you could \"live\" indefinitely.\n\nDuplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).\n\n_Material Component When a _wish_ duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.\n\n_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. domains: Envy: 9 duration: 'See text' effect: '' levels: "Sha'ir": 9 Sorcerer: 9 Wizard: 9 'Wu Jen': 9 name: Wish range: 'See text' savingthrow: 'See text' school: Universal spellresistance: 1 target: 'See text' - area: '' castingtime: '10 minutes' components: arcanefocus: 0 divinefocus: 0 material: 1 somatic: 1 verbal: 1 xp: 0 description: "Similar to \"_augury_\" but more powerful, a _divination_ spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen.\n\nFor example, suppose the question is \"Will we do well if we venture into the ruined temple of Erythnul?\" The DM knows that a terrible troll guarding 10,000 gp and a _+1 shield_ lurks near the entrance but estimates that your party could beat the troll after a hard fight. Therefore the divination response might be: \"Ready oil and open flame light your way to wealth.\" In all cases, the DM controls what information you receive. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. (For example, the troll could move away and take the treasure with it.)\n\nThe base chance for a correct _divination_ is 70% + 1% per caster level, to a maximum of 90%. The DM adjusts the chance if unusual circumstances require it (if, for example, unusual precautions against divination spells have been taken). If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work.\n\nAs with \"_augury_\" multiple _divinations_ about the same topic by the same caster use the same dice result as the first _divination_ spell and yield the same answer each time.\n\n_Material Component_: Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp." domains: Knowledge: 4 Oracle: 3 Pact: 4 duration: Instantaneous effect: '' levels: Cleric: 4 'Divine Bard': 5 Savant: 4 'Vassal of Bahamut': 4 name: Divination range: Personal savingthrow: '' school: Divination spellresistance: 0 target: You