ABILITY BOOST (LESSER) Transmutation [Buff, Shaman] Level Divine 2, Arcane 2 (Simple Common) Casting Time 1 standard action Components V, S, DF Range touch Target creature touched Duration 10 min./level Saving Throw Will negates (harmless) Spell Resistance yes The affected creature gains a +4 enhancement bonus to one stat which adds the usual benefits. Extra HPs go away when Con drops back to normal. They are not lost first as temporary hit points are. Heighten Effects: Level 5: Ability Boost (Lesser), Mass ABILITY BOOST (LESSER), MASS Transmutation [Buff, Shaman] Level Divine 5 Arcane 5 (Complex Common) Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart Saving Throw: Will negates (harmless) Spell Resistance: Yes Heighten effect: ABILITY BOOST (LESSER) This spell functions like ABILITY BOOST (LESSER), except that it affects multiple creatures. ABSORPTION Abjuration Level: Arcane 9 (Exotic Uncommon) ABYSSAL ARMY Conjuration (Summoning) [Chaotic, Taint] Level: Divine 9, Arcane 9 (Complex Uncommon) ACCELERATED MOVEMENT Transmutation Level: Divine 1, Arcane 1 (Simple Common) Heighten Effect: Can run or charge without taking penalty. ACID ARROW Conjuration (Calling) [Acid] Level Arcane 2 (Complex Common) Casting Time 1 standard action Components V, S, M (rhubarb leaf and an adder’s stomach), F (a dart) Range long (400 ft. + 40 ft./level) Effect one arrow of acid Duration 1 round + 1 round per three levels Saving Throw none Spell Resistance no A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess (to a maximum of 6 additional rounds at 18th level), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round. ACID BREATH Evocation [Acid] Level: Arcane 3 (Complex Uncommon) Used in ENERGY BREATH ACID FOG Evocation [acid, air] Level Arcane 6 (Complex Uncommon) Heighted effect for OBSCURING MIST AID Enchantment (compulsion) [mind-affecting][Giant] Level Divine 2(Simple Common) Casting Time 1 standard action Components V, S, DF Range touch Target living creature touched Duration 10 min./level Saving Throw none Spell Resistance yes (harmless) Aid grants the target a +1 Competence 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). The caster adds +1 bonus for every 5 levels after 5th to a max of +3 at 20th level. AIMING AT THE TARGET Abjuration Level: Arcane 2 (Simple Uncommon) AIR BREATHING Transmutation [Air] Level: Divine 3, Arcane 3 (Simple Rare) Components: S, M/DF AIR WALK Transmutation [Air] Level Divine 4 (Complex Common) Edit: 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 but make a Dexterity check DC 10+ MPH to go in the direction he wants. If he fails this he goes in a random direction. ALARM Abjuration Level Arcane 1 (Simple Common) Casting Time 1 standard action Components V, S, F/DF (a tiny bell and a piece of very fine silver wire) Range close (25 ft. + 5 ft./2 levels) Area 20-ft.-radius emanation centred on a point in space Duration 2 hours/level (D) Saving Throw none Spell Resistance no 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. 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. 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. Ethereal or astral creatures do not trigger the alarm. Alarm can be made permanent with a permanency spell. Heighten Effect: Level 2: Duration: 4 hours/level (D) Effect: in addition the spell works on creatures travelling through the area on coterminous or coexistent planes (DMG 150), such the Ethereal Plane and the Plane of Shadow. Focus: A bell made of carved crystal, worth at least 100 gp ALIGNMENT AURA Abjuration [see text] Level Divine 8 (Complex Common) Can use any of the following spells as this spell: SHIELD OF LAW, HOLY AURA,UNHOLY AURA,CLOAK OF CHOAS ALIGNMENT SMITE Evocation [see text] Level Divine 4 (Complex Common) Can use any of the following spells as this spell: HOLY SMITE, UNHOLY BLIGHT, ORDER’S WRATH, CHAOS HAMMER ALIGNMENT STORM Conjuration (Calling) [See Text, Water, Holy] Level: Divine 3 (Complex Uncommon) Can use any of the following spells as this spell: ANARCHIC STORM, AXIOMATIC STORM, HOLY STORM, UNHOLY STORM ALIGNMENT WATER Transmutation [See text, Holy] Level: Divine 1 (Complex Common) Can use any of the following spells as this spell: ANARCHIC WATER, AXIOMATIC WATER, BLESS WATER, CURSE WATER ALIGNMENT WORD Abjuration [See text] Level Divine 7 (Complex Common) Choose which spell to cast from following: HOLY WORD, BLASPHEMY, DICTUM, WORD OF CHOAS. ALIGN WEAPON Transmutation [see text] Level Divine 2 (Complex Common) Casting Time 1 standard action Components V, S, DF Range touch Target weapon touched or fifty projectiles (all of which must be in contact with each other at the time of casting) Duration 10 min./level Saving Throw Will negates (harmless, object) Spell Resistance yes(harmless, object) Align weapon makes a weapon good, tainted, lawful, or chaotic, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment. You can cast this spell on one natural weapon, such as an unarmed strike .When you make a weapon good, tainted, lawful, or chaotic, align weapon is a good, tainted, lawful, or chaotic spell, respectively. Heighted Effect: Can affect 1 weapon or natural attack/level. ALLEGRO Transmutation [Song] Level: Arcane 3 (Exotic Common) ALTER SELF Transmutation (polymorph) Level Arcane 2 (Complex Common) Casting Time 1 standard action Components V, S, M (a piece of the creature whose form you plan to assume) Range personal Target you Duration 10 min/level (D) When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: swim 30 feet, darkvision 60 feet, low-light vision, and scent. The subject may choose to resume its normal form as a full-round action; doing so ends the spell Diminished Effects: Can change into same size creature as caster. Heightened Effects: Level 3: You can also change into Small or Medium Animal (with same list of abilities open). You do not Natural Absorption of natural armour. You can change into Large or Tiny humanoid. Level 4: Can change into Tiny or Large animal and add these of available powers: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip. Level 5: Can change into Tiny or Large humanoid and gain any powers from Level 4 list. Can change into Diminutive or Huge animal or Medium or Small magical beast and gain any of the following if form has: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web. Can change into Small or Medium Plant gain any of the following if form has it: darkvision 60 feet, low-light vision, constrict, grab, and poison. If the form you assume does not possess the ability to move, your speed is reduced to 5 feet and you lose all other forms of movement. If the creature has vulnerability to an element, you gain that vulnerability. Level 6: Can change into Large creature of the plant type. If the creature has resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability. Can change into Tiny or Large magical beast: burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability. Level 7: Can change into Huge creature of the plant type. Add these powers to list Plant list: DR, regeneration 5, and trample. Can change into Large humanoid creature of the giant subtype. If has any of the following abilities, you gain the listed ability: darkvision 60 feet, rend (2d6 damage), regeneration 5, rock catching, and rock throwing (range 60 feet, 2d6 damage). If the creature has resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability. Level 8: Can change into Huge creature of the giant type. If has any of the following abilities, you gain the listed ability: swim 60 feet, rend (2d8 damage), rock catching, and rock throwing (range 120 feet, 2d10 damage). If the creature has immunity or resistance to one element, you gain that immunity or resistance. If the creature has vulnerability to an element, you gain that vulnerability. Level 9: Can use form of the dragon or Elemental Body as well as any other from lower levels. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. Here are the bonuses you get when changing into various creatures: Tiny creature: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 passive bonus. Small creature: If the form you take is that of a Small humanoid, you gain a +2 enhancement bonus to your Dexterity. Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 enhancement bonus to your Strength. Large creature: If the form you take is that of a Large humanoid, you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, Diminutive animal: If the form you take is that of a Diminutive animal, you gain a +6 size bonus to your Dexterity, a –4 penalty to your Strength, and a +1 passive bonus. Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a –2 penalty to your Strength, and a +1 passive armour bonus. Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 passive armour bonus. Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 passive armour bonus. Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a –2 penalty to your Dexterity, and a +4 passive armour bonus. Huge animal: If the form you take is that of a Huge animal, you gain a +6 size bonus to your Strength, a –4 penalty to your Dexterity, and a +6 passive armour bonus. Tiny magical beast: If the form you take is that of a Tiny magical beast, you gain a –2 penalty to your Strength, a +8 size bonus to your Dexterity, and a +3 passive armour bonus. Small magical beast: If the form you take is that of a Small magical beast, you gain a +4 size bonus to your Dexterity, and a +2 passive armour bonus. Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 passive armour bonus. Large magical beast: If the form you take is that of a Large magical beast, you gain a +6 size bonus to your Strength, a –2 penalty on your Dexterity, a +2 size bonus to your Constitution, and a +6 passive armour bonus. Small plant: If the form you take is that of a Small plant, you gain a +2 size bonus to your Constitution and a +2 passive armour bonus. Medium plant: If the form you take is that of a Medium plant, you gain a +2 size bonus to your Strength, a +2 enhancement bonus to your Constitution, and a +2 passive armour bonus. Large plant: If the form you take is that of a Large plant, you gain a +4 size bonus to your Strength, a +2 size bonus to your Constitution, and a +4 passive armour bonus. Huge plant: If the form you take is that of a Huge plant, you gain a +8 size bonus to your Strength, a –2 penalty to your Dexterity, a +4 size bonus to your Constitution, and a +6 passive armour bonus. Large Giant type: a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, a +4 passive bonus, and low-light armour vision. Hug Giant Type: a +8 size bonus to Strength, a –2 penalty to Dexterity, a +6 size bonus to Constitution, a +6 passive armour bonus, low-light vision, and a +10 foot enhancement bonus to your speed. AMORPHOUS FORM Transmutation Level: Arcane 3 (Complex Rare) AMPLIFY Transmutation [Sonic, Song] Level: Arcane 1 (Exotic Common) ANALYZE DWEOMER Divination Level Arcane 6 (Simple Uncommon) ANALYZE PORTAL Divination [Song] Level: Portal 2, Arcane 3 (Simple Rare) ANARCHIC STORM Conjuration (calling) [Chaotic, Water] Level: Divine 3 (Complex Rare) Used in ALIGNMENT STORM ANARCHIC WATER Transmutation [Chaotic] Level: Divine 1 (Complex Uncommon) Used in ALIGNMENT WATER ANGELSKIN Abjuration [Positive, Holy] Level: Divine 2 (Exotic Uncommon) Used in OUTISIDER SKIN ANGER OF THE NOONDAY SUN Evocation [Light] [Nature] Level: Divine 6 (Exotic Common) ANIMAL GROWTH Transmutation [Giant] [Nature] Level Arcane 5 (Simple Common) ANIMAL MESSENGER Enchantment (compulsion) [mind-affecting, Shaman] Level Divine 1 (Simple Common) ANIMAL SHAPES Transmutation (polymorph) [Nature, Shaman] Level Divine 8 (Exotic Common) Casting Time 1 standard action Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Targets up to one willing creature per level, all within 30 ft. of each other. Duration 1 hour/level (D) Saving Throw none, see text Spell Resistance yes (harmless) As polymorph except you change the form of 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. Can use 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. You can get as high as Alter self Level 4 for effects of animal choices. ANIMAL TRANCE Enchantment (compulsion)[Nature] [mind-affecting, sonic] Level Divine 2 (Exotic Common) ANIMATE BREATH Transmutation [Dragon] Level: Arcane 7 (Exotic Uncommon) Components: S Casting Time: 1 standard action Range: Personal Target: Your breath weapon Duration: 1 round/ 5 levels Heighten Effect for BREATH FLARE For this spell to function, you must have a breath weapon, either as a supernatural ability or as the result of casting a spell such as dragon breath. When you successfully cast this spell, you imbue the energy of your breath weapon with coherence, mobility, and a semblance of life. The animated breath then attacks whomever or whatever you designate. The spell works only on breath weapons that deal energy (acid, cold, Lightning, fire , or sonic) damage. The animated breath uses the statistics of a Huge fire elemental (MM 99), with the following exceptions. • The creature’s subtype changes to match the energy damage dealt by the breath weapon. • The creature deals 1/3 breathe weapon damage of the same type as the breath weapon with each successful slam attack, instead of 2d8 points of fire . • The creature has immunity to its own energy type, but no vulnerability to another energy type. • The creature does not have the burn ability. ANIMATE ELEMENT Transmutation [Fire, Water, Nature, Plant] Level: Divine 1 (Exotic Common) ANIMATE OBJECTS Transmutation [Song] Level Divine 6 (Complex Common) ANIMATE PLANTS Transmutation [Plant] Level Divine 7 (Exotic Common) ANIMATE ROPE Transmutation[Song] Level Arcane 1(Simple Common) Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Target one rope like object, length up to 50 ft. + 5 ft./level; see text Duration 1 round/level Saving Throw none Spell Resistance no You can animate a nonliving rope like object. 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. The 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. The 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-inch diameter hemp 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. The rope itself and any knots tied in it are not magical. This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope. The spell cannot affect objects carried or worn by a creature. ANIMATE SNOW Transmutation [Cold][Nature] Level: Divine 6 (Exotic Uncommon) ANIMATE THE DEAD Necromancy [Taint, Truename] Level: Divine 4, Arcane 5 (Simple Common) Casting Time: One minute Range: Touch Targets: The corpse of one creature with fewer Hit Dice than you Duration: Instantaneous (self-sustaining magic) Saving Throw: None Spell Resistance: No This spell turns the bones or body of a dead creature into an abominable, walking undead. Enough of the corpse must be present to make for a passable undead creature—a skeletal structure, a great deal of flesh from one creature, etc. Sickly greenish light flows over these remains, and the soul of the creature is restored into a rotting but now-animate corpse. Immediately, the creature must make a Will saving throw. If the save fails, the undead must obey your verbal commands. If successful, the creature remains in control of its own will. It can then attempt a second saving throw (if the DM deems that it would wish to). If the second save succeeds, the soul returns to its normal afterlife, and the corpse crumbles to dust. The soul of a creature trapped in an undead body, if it was not twisted before, quickly becomes corrupt, bloodthirsty, and malevolent. An undead and uncontrolled creature attempts to slay its creator as quickly as it can. You can control only one undead creature at a time. Any attempt to animate a second undead while you have one under your control always frees the first one. The only exception to this are creatures whose truenames you knew when they were alive (they do not count against your total of one controllable undead at a time) or undead under the effects of a control undead spell. Creatures whose souls are not available cannot be animated as undead. Thus, even if a large portion of the body of a still-living (or once again living) creature is available, it cannot be animated. Likewise, those creatures with trapped or protected souls cannot be animated. Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy. This 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. Diminished Effects: The undead moves at only half its normal speed, gains no Dexterity bonus (see creature template), and can take only one action per round, either move-equivalent or standard, but not both. Heightened Effects: Level 6 Effect: can make following: Caster level: 11th or lower Ghoul 12th-14th Ghast 15th-17th Mummy 18th or higher Mohrg This spell must be cast at night. The body you use must have equal HD or had equal level when alive to the undead you are about to create. Material Component: 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. Level 8 Effect: Can make following: Caster level: 5th or lower Shadow 16th-17th Wraith 18th-19th Spectre 20th or higher Devourer Same requirements as level 6. ANTICIPATE TELEPORTATION Abjuration Level: Arcane 3 (Complex Rare) Heighten Effect: Level 6 ANTICIPATE TELEPORTATION, GREATER ANTICIPATE TELEPORTATION, GREATER Abjuration Level: Arcane 6 (Complex Rare) Heighten Effect for ANTICIPATE TELEPORTATION ANTICOLD SPHERE Abjuration [Cold][Nature] Level: Divine 5, Arcane 5 (Complex Uncommon) ANTIDRAGON AURA Abjuration Level: Divine 3, Arcane 3 (Complex Rare) ANTILIFE SHELL Abjuration [Plant] Level Divine 6 (Complex Common) Diminished Effects: Can hedge out plant creatures or animated plants Heightened Effects: Can stop non living creatures as well. ANTIMAGIC FIELD Abjuration Level Divine 8 (Complex Common), Arcane 6 (Complex Uncommon) Casting Time 1 standard action Components V, S, M/DF (pinch of powdered iron or iron filings) Range 10 ft. Area 10-ft.-radius emanation, centred on you Duration 10 min./level (D) Saving Throw none Spell Resistance see text 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. An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration. Summoned 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 are not affected by an antimagic field because the Conjuration itself is no longer in effect, only its result.) A normal creature 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 may be temporarily nullified by the field. Dispel magic does not remove the field. Two 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. Should 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. Heighten Effect: ANTIMAGIC RAY ANTIMAGIC RAY Abjuration Level: Arcane 7 (Complex Rare) Heighten Effect for ANTIMAGIC FUELD ANTIPATHY Abjuration [Enemy Bane, Psionic ] Level Divine 9, Arcane 8 (Simple Common) Edit: Creatures of the designated kind or alignment are forced to leave the area or to avoid the affected item. A force forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. ANY, GREATER Transmutation Level: Spell 6 Heighten effect for ANYSPELL ANYSPELL Transmutation Level: Spell 3 Heighten effects: Level 6: ANY, GREATER APPRAISING TOUCH Divination [Song] Level: Arcane 1 (Simple Rare) ARC OF LIGHTNING Conjuration (calling) [Lightning][Nature] Level: Divine 4, Arcane 5, Windstorm 5 (Complex Rare) ARCANE EYE Divination (scrying) Level Arcane 4 (Simple Common) Heighten Effects: Level 9 EYE OF POWER ARCANE LOCK Abjuration Level Arcane 2 (Simple Common) Casting Time 1 standard action Components V, S, M (gold dust worth 25 gp) Range touch Target door, chest, or portal touched, up to 30 sq. ft./level in size Duration permanent Saving Throw none Spell Resistance no An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. A door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes. ARCANE SIGHT Divination Level Arcane 3 (Simple Uncommon) Casting Time 1 standard action Components V, S Range personal Target you Duration 1 min./level (D) This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The 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. You know the location and power of all magical auras within your sight. An 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. 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 + one-half caster level for a nonspell effect.) If 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. As with detect magic, you can use this spell to identify the properties of magic items, but not artifacts. Arcane sight can be made permanent with a permanency spell. Heighten Effects: Level 7: ARCANE SIGHT GREATER ARCANE SIGHT, GREATER Divination Level Arcane 7 (Simple Common) Heighten Effect for ARCANE SIGHT ARMOR OF DARKNESS Abjuration [Darkness] Level: Darkness 4 ARROW MIND Divination [Ranger] Level: Divine 1, Arcane 1 (Simple Rare) Heightened Effect: In addition, you do not provoke attacks of opportunity when you shoot a bow while you are in another creature’s threatened square. ARROW OF BONE Necromancy [Death] Level: Arcane 7 (Complex Uncommon) ARROW STORM Transmutation [Ranger] Level: Divine 3 (Exotic Uncommon) ASSAY RESISTANCE Divination Level: Divine 4, Arcane 4 (Complex Uncommon) ASTRAL HOSPICE Conjuration (Teleportation) Level: Divine 4 (Exotic Rare) ASTRAL PROJECTION Necromancy [Psionic] Level Divine 9, Arcane 9 (Simple Common) ATONEMENT Abjuration Level Divine 5 (Simple Common) Casting Time 1 hour Components V, S, M (burning incense), F (a set of prayer beads (or other prayer device) worth at least 500 gp), DF Range touch Target living creature touched Duration instantaneous Saving Throw none Spell Resistance yes This spell removes the burden of misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the tainted act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds, you must intercede with your deity (requiring you to expend 2,500 gp in rare incense and offerings). Atonement may be cast for one of several purposes, depending on the version selected. Reverse Magical Alignment: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no additional cost. Restore Class: A paladin who has lost her class features due to committing a tainted act may have her paladinhood restored to her by this spell. Restore Spell Powers: A cleric 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. If the transgression was intentional, the casting cleric must expend 2,500 gp in rare incense and offerings for his god’s intercession. Redemption 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. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No 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. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally. Though the spell description refers to tainted acts, atonement can also be used on any creature that has performed acts against its alignment. Note: Normally, changing alignment is up to the player. This use of atonement offers a method for a character to change his or her alignment drastically, suddenly, and definitively. AUGMENT FAMILIAR Transmutation Level: Arcane 2 (Simple Rare) Components: V, S BOOST TRUEFRIEND Transmutation [Truename] Level: Divine 2, Arcane 2 (Complex Rare) Components: V, S, T Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The spell grants the subject a +2 enhancement bonus to Strength, Dexterity, and Constitution. Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you’re augmenting. AUGURY Divination Level Divine 2 (Complex Common) Casting Time 1 minute Components V, S, M (incense worth at least 25 gp), F (a set of marked sticks or bones worth at least 25 gp) Range personal Target you Duration instantaneous An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be 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 –Weal (if the action will probably bring good results). –Woe (for bad results). –Weal and woe (for both). –Nothing (for actions that don’t have especially good or bad results). If 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. The 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. Heighten Effects: Level 4 DIVINATION AURA AGAINST FLAME Abjuration [Fire] Level: Divine 2 (Simple Uncommon) Heightened Effect: Protects against 15 points of fire damage and can use dispel effect once without ending the spell. AURA OF EVASION Abjuration Level: Divine 5, Arcane 6 (Complex Rare) AURA OF ALLIES Transmutation [Blessed, Holy] Level: Divine 2 (Exotic Uncommon) This spell removes any fear effect from all allies within your aura of courage. Heighten Effects: Level 4 TELEAPTHIC AURA Level 6 Duration: 1 minute + 1 round/level CT: 1 standard action Effect: Any ally that goes below 0 HP while this spell is in effect does not believe they are mortally wounded and fights on until hps are -10 or lower. Can fight like this for 1 round every 5 levels of caster and can only be affected once per casting. Level 7 AURA OF VITALITY AURA OF TERROR Necromancy [Fear, Mind-Affecting] Level: Arcane 6 (Simple Rare) AURA OF VITALITY Transmutation [Nature, Buff] Level: Divine 7 (Exotic Uncommon) Heighten effect for AURA OF ALLIES. AVASCULAR MASS Necromancy [Death, Taint] Level: Deathbound 8, Arcane 8 (Complex Rare) Heighten effect for AVASCULATE AVASCULATE Necromancy [Death, Taint] Level: Deathbound 7, Arcane 7 (Complex Rare) Heighten effect: Level 8 AVASCULAR MASS AVOID PLANAR EFFECTS Abjuration Level: Divine 2, Arcane 3 (Simple Uncommon) Heightened Effect: Target: One creature/3 levels Duration: 24 hours AWAKEN SIN Enchantment (Compulsion) [Fear, Positive, Mind-Affecting] [Subdual] Level: Divine 3 (Simple Uncommon) AXIOMATIC WATER Transmutation [Lawful] Level: Divine 1 (Complex Common) Used in ALIGNMENT WATER BABAU SLIME Transmutation Level: Abyss 3, Divine 1, Arcane 1 (Complex Rare) BACKBITER Transmutation(was Necromancy) Level: Arcane 1 (Complex Rare) BACKLASH Transmutation Level: Arcane 4 (Complex Rare) BALANCING LORECALL Divination [Nature] Level: Arcane 2 (Complex Uncommon) BALEFUL POLYMORPH Transmutation (polymorph) [Curse] Level Arcane 5 (Complex Rare) Edit: If the spell succeeds, the subject must also make a Will save each 24 hour time period after the spell takes effect. Diminished Effects: Duration: 1/r with no 2nd Will save. BALEFUL TRANSPOSITION Conjuration(Teleportation) Level: Arcane 2 (Exotic Rare) Heighten Effect: two willing creatures. BALL LIGHTNING Evocation [Lightning] Level: Arcane 5 (Complex Uncommon) Heighten Effect for FLAMING SPHERE BALOR NIMBUS Transmutation [Fire] Level: Divine 2, Arcane 2 (Complex Rare) BANDS OF STEEL Conjuration(calling) Level: Arcane 3 (Complex Rare) Heighten Effect: Can affect One Large Creature or 2 Medium. BANE Enchantment (compulsion) [fear, mind-affecting] Level Divine 1 (Simple Common) Casting Time 1 standard action Components V, S, DF Range 50 ft. Area all enemies within 50 ft. Duration 10 min./level Saving Throw Will negates Spell Resistance yes 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. Bane counters and dispels bless. BANE OF THE NAMED Abjuration [Truename, Holy] Level: Divine 3, Arcane 3 (Complex Uncommon) Components: V, S, T Casting Time: 1 standard action Range: Touch Area: 20-ft.-radius emanation centered on a point in space Duration: 1 minute +2 rounds/level Saving Throw: See text Spell Resistance: No; see text This spell protects those within its area against a single named foe, doing so in three ways. First, the area is forbidden to the creature. It must make a successful Will save to enter it by any means (movement, teleportation spells, and so on). Second, all creatures within the area gain a +4 deflection bonus to AC against attacks from the named creature, and a +4 resistance bonus on saving throws required by the named creature’s spell effects and special attacks. Third, the barrier blocks any attempt to possess or exercise mental control over those within the spell’s area by the named creature, including enchantment (charm) effects and enchantment (compulsion) effects that grant ongoing control over the subject. Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you’re protecting against. BANISHMENT Abjuration [Truename] Level Divine 6, Arcane 7 (Simple Uncommon) Heighten Effect for DISMISSAL If you use a truename in the spell, it only affects a single creature, but there’s no Hit Dice limit and no save if you make your Spellcraft check use the truename correctly. If banishment is successful, the target cannot return to the plane it was banished from for one month per caster level—unless it learns and correctly speaks the spellcaster’s personal truename, in which case the prohibition no longer applies. BARGHEST’S FEAST Necromancy [Taint] Level: Divine 6, Arcane 7 (Exotic Uncommon) BARKSKIN Transmutation [Nature, Ranger] Level Divine 2 (Exotic Uncommon) Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 min./level Saving Throw: None Spell Resistance: Yes (harmless) 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. The 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. BATTERING RAM Evocation [Force] Level: Arcane 2 (Simple Rare) BATTLE HYMN Enchantment (Charm) [Mind-Affecting] [Song] Level: Arcane 4 (Complex Rare) BEASTLAND FEROCITY Enchantment (Compulsion) [Mind-Affecting][Song][Nature] Level: Divine 1 (Exotic Uncommon) Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 minute/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) The subject becomes such a tenacious combatant that it continues to fight without penalty even while disabled or dying. While between –1 and –9 hit points, the creature gains a +4 enhancement bonus to Strength. If the creature is reduced to –10 hit points, it dies normally. BELKER CLAWS Transmutation [Air] Level: Arcane 2 (Complex Rare) BESTOW CURSE Necromancy [Curse] Level Divine 3, Arcane 4 (Simple Uncommon) Casting Time 1 standard action Components V, S Range touch Target creature touched Duration permanent Saving Throw Will negates Spell Resistance yes You place a curse on the subject. Choose one of the following three effects. • –6 decrease to an ability score (minimum 1). • –4 penalty on attack rolls, saves, ability checks, and skill checks. • Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. You may also invent your own curse, but it should be no more powerful than those described above. The 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. Bestow curse counters remove curse. Heighten Effect: BESTOW CURSE, GREATER BESTOW CURSE, GREATER Necromancy [Curse] Level: Divine 7, Arcane 8 (Simple Uncommon) Heighten Effect for BESTOW CURSE BINDING Enchantment (compulsion) [mind-affecting] [Truename]; Level Arcane 8 (Complex Common) Casting Time 1 minute Components V, S, M (opals worth 500 gp per HD of the target creature, see below) Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration see text (D) Saving Throw Will negates; see text; Spell Resistance yes A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level. You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For 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. Since 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. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible. Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don’t qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2. If 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. If 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. If the creature succeeds on this save, all the binding spells it has received are broken. The binding spell has six versions. Choose one of the following versions when you cast the spell. Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures that approach the subject, except you. The duration is 1 year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell. Casting this version requires a chain that is long enough to wrap around the creature three times. Slumber: This version causes the subject to become comatose for as long as 1 year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell’s save DC by 1. Casting this version requires a jar of sand or rose petals. Bound Slumber: This combination of chaining and slumber lasts for as long as 1 month per caster level. Reduce the save DC by 2. Casting this version requires both a long chain and a jar of sand or rose petals. Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 3. Casting this version requires a tiny golden cage worth 100 gp that is consumed when the spell is cast. Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4. Minimum Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age Reduce the save DC by 4. You can’t dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mage’s disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect. BINDING WINDS Evocation [Air][Nature] Level: Windstorm 2 BITE OF THE KING Necromancy Level: Gluttony 8, Hunger 8 Components: V BLACK BLADE OF DISASTER Conjuration Level: Arcane 9 (Exotic Uncommon) BLACK TENTACLES Evocation Level Arcane 4 (Complex Uncommon) Casting Time 1 standard action Components V, S, M (octopus or squid tentacle) Range medium (100 ft. + 10 ft./level) Area 20-ft.-radius spread Duration 1 round/level (D) Saving Throw: Fort partial Spell Resistance: yes This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area. Every creature within the area of the spell makes a Fort save. Creatures that enter the area of effect are also automatically attacked and must make a fort save. If fail save that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first making a fort save to get free as a full round action. All other movement is prohibited until save is made and each round takes 1d6+4 damage. Movement through this area costs double and is considered dangerous terrain so no charging. A tentacle can be attacked to release someone. They have AC 15 and 1 HP for each level of caster. They are 1 tentacle per level of caster so can only grapple up to that many and can only grapple Large or smaller. BLACKFIRE Necromancy [Taint] Level: Arcane 8 (Complex Rare) BLACKLIGHT Evocation [Darkness] Level: Darkness 3, Arcane 3 (Simple Rare) Heighten Effect for DARKNESS BLADE BARRIER Evocation [force] Level Divine 6 (Complex Common) Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) 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 Duration 3 rounds/level (D) Saving Throw Reflex half or Reflex negates Spell Resistance yes An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage. Those with evasion do not get to use it if walk through barrier. If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each 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. A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it. BLADE OF PAIN AND FEAR Evocation Level: Divine 3, Arcane 3 (Simple Rare) Edit: You may only make 1 melee touch attack a round while this spell is in effect. BLADES OF ENERGY Conjuration[Fire][Ranger] Level: Arcane 1 (Exotic Common) Can use any of 4 energy types when casting: Fire, Lightning, Acid, Cold. You weapons do 1d8 damage of chosen energy as well as normal damage. BLADEWEAVE Illusion [Pattern][Song] Level: Arcane 2 (Complex Rare) BLASPHEMY Evocation [Taint, sonic, Truename] Level Divine 7 (Complex Common) Casting Time 1 round action Components V Range 40 ft. Area nontainted creatures in a 40-ft.-radius spread centred on you Duration instantaneous Saving Throw Will partial Spell Resistance yes Used in ALIGNMENT WORD Any non tainted creature within the area of a blasphemy spell suffers the following ill effects. HD Effect Equal to caster level Dazed Up to caster level –1 Weakened, dazed Up to caster level –5 Paralyzed, weakened, dazed Up to caster level –10 Killed, paralyzed, weakened, dazed The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects. If a truename is added into spell the DC is 4 higher for those of the used truename if the Spellcraft is passed to say it correctly. Dazed: The creature can take no actions for 1 round, though it defends itself normally. Save negates. Weakened: The creature’s Strength score decreases by 2d6 points for 2d4 rounds. Save for half. Paralyzed: The creature takes 3d6 + ˝ CL Dexterity dmg if they fail save. It is paralyzed and helpless for 1d10 minutes if Dexterity dropped to 0. Save reduces the dmg to 2d6. Killed: Creatures take 3d6+ ˝ CL in Con damage if fail save. Living creatures die. Undead creatures take Cha damage instead. ˝ damage if save is made. Furthermore, if you are on your home plane when you cast this spell, nontainted 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 or not. The banishment effect allows a Will save (at a –4 penalty) to negate. Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy. BLAST OF FLAME/ICE Conjuration (calling) [Fire, Cold] Level: Arcane 4 (Complex Rare) Components: V, S, M Casting Time: 1 full action Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: No Summoning flames or shards of ice from the inner planes they shoot out to fill the area, dealing 10d6 points of fire or cold damage to any creature in the area that fails its saving throw. Heighten Effect: You tap into the hottest place on the fire plane and bypasses fire resistance up to 20. If use ice tap into denser ice and ˝ the dmg is blunt. Note: Because of the nature of this spell you apply damage normally(minus any resistance) even if protected from energy(normally if protected from energy would completely protect from spell).You cannot change the damage type or amount of damage with modify spell feats Material Component: A bit of wick soaked in oil. BLAST OF FORCE Evocation [Force] Level: Force 3, Arcane 2 (Complex Uncommon) Edit: Make CMB with caster stat modifier +caster level against targets CMD. BLESS Enchantment (compulsion) [mind-affecting, Giant] Level Divine 1 (Complex Common) Casting Time 1 standard action Components V, S, DF Range 50 ft. Area The caster and all allies in a 50-ft. burst, centred on the caster Duration 10 min./level Saving Throw none Spell Resistance yes (harmless) Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane. BLESS WEAPON Transmutation [Blessed, Holy] Level Divine 1 (Exotic Common) BLESSED AIM Divination Level: Divine 1 (Simple Rare) BLIGHT Necromancy [Nature] Level Divine 4, Arcane 5 (Complex Rare) BALEFUL POLYMORPH Transmutation (polymorph) [Curse] Level Arcane 5 (Complex Rare) Edit: If the spell succeeds, the subject must also make a Will save each 24 hour time period after the spell takes effect. Diminished Effects: Duration: 1/r with no 2nd Will save. BLINDING BREATH Transmutation [Light] Level: Arcane 4 (Complex Rare) Heighten Effect for BREATH FLARE BLINDING SPITTLE Transmutation [Nature] Level: Divine 2 (Complex Rare) BLINDNESS/DEAFNESS Necromancy Level Divine 3, Arcane 2 (Complex Uncommon) Casting Time 1 standard action Components V Range medium (100 ft. + 10 ft./level) Target one living creature Duration 1 minute/lvl (D) Saving Throw Fortitude negates Spell Resistance yes You call upon the powers of unlife to render the subject blinded or deafened, as you choose. Heightened Effects: Duration Perm. BLINDSIGHT Transmutation Level: Divine 3 (Exotic Common) Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell grants the subject the blindsight ability effective out to 30 feet. Heighten Effect: Effective out to 60 feet. BLINK Transmutation[Song] Level Arcane 3 (Complex Uncommon) Casting Time 1 standard action Components V, S Range personal Target you Duration 1 round/level (D) You “blink” quickly back and forth between the Material Plane and the Ethereal Plane, and look as though you’re winking in and out of reality at random. Blink has several effects, as follows. Physical 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. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment). If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike. Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane. While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). Although you are only partially visible, you are not considered invisible and targets retain their Dexterity bonus to AC against your attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible creatures. You take only half damage from falling, since you fall only while you are material. While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so travelled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend half your time there and half your time material.) Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones. An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet. Forces and Abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material. Heighten Effect: Level 5 BLINK, GREATER BLINK, GREATER Transmutation Level: Celerity 8, Arcane 5 (Complex Uncommon) Heighten Effect for BLINK BLISTERING RADIANCE Evocation [Fire, Light] Level: Divine 5, Arcane 4 (Complex Rare) BLOOD TO WATER Necromancy [Water] Level: Divine 7 (Simple Rare) Edit: dealing 2d6+ ˝ CL points of Constitution damage. A successful Fortitude save halves the Constitution damage. BLOOD WIND Evocation [Air, Nature] Level: Divine 2, Arcane 3 (Exotic Uncommon) Edit: As the wind hits the creature, the damage type changes to air blunt. BLOODHOUND Divination [Ranger] Level: Divine 1 (Exotic Common) BLOODSTAR Conjuration Level: Arcane 4 (Complex Rare) BLUR Illusion (glamer) Level Arcane 2 (Simple Common) Casting Time 1 standard action Components V Range touch Target creature touched Duration 2 round/level (D) Saving Throw Will negates (harmless) Spell Resistance yes The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance). A see invisibility spell does not counteract the blur effect, but a true seeing spell does .Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own). BODAK’S GLARE Necromancy [Death, Taint] Level: Divine 8 (Complex Rare) Components: V, S, F Edit: That creature takes 3d6+ ˝ caster level point of Constitution damage and dies instantly if reaches 0. Passing the save means he takes ˝ damage. BODY BLADES Transmutation Level: Divine 2 (Complex Rare) BODY HARMONIC Transmutation [Song][Sonic] Level: Arcane 5 (Exotic Uncommon) BODY OF THE SUN Transmutation [Fire] Level: Divine 2, Arcane 2 (Simple Rare) BOLT OF GLORY Evocation [Positive] Level: Divine 6, Glory 6 (Complex Uncommon) BOLTS OF BEDEVILMENT Enchantment [Mind-Affecting] Level: Arcane 5, Madness 5 (Simple Rare) BOMBARDMENT Conjuration(calling)[Earth, Nature] Level: Divine 8 (Exotic Rare) BONEFIDDLE Necromancy [Sonic, Song] Level: Arcane 2 (Complex Rare) BOTTLE OF SMOKE Conjuration (calling) [Air, Nature, Ranger] Level: Divine 3 (Exotic Uncommon) Edit: The smoke horse has a speed of 10 feet per caster level, to a maximum of 100 feet. BRAIN SPIDER Divination [Mind-Affecting] [Fey] Level: Divine 7, Mind 7 (Complex Uncommon) BRAMBLES Transmutation [Buff] Level: Divine 2 (Simple Rare) Heighten Effect: Can affect 1 weapon ever 5 levels and duration goes up to 2 minutes. BRANCH TO BRANCH Transmutation [Nature, Ranger, Air, Plant] Level: Divine 1(Exotic Common) BREAK ENCHANTMENT Abjuration [Song] Level Divine 5 (Simple Uncommon), Arcane 5 (Complex Uncommon) Heighten Effect for DISPEL MAGIC BREATH FLARE Transmutation [Light] [Dragon] Level: Arcane 1 (Complex Rare) Heighten Effects: Level 4 Can use REBUKING BREATH or BLINDING BREATH Level 5 Can use ETHEREAL BREATH or STUNNING BREATH or DISPELLING BREATH or SUBSTITUTION BREATH Level 7 Can use ANIMATE BREATH Level 8 STUNNING BREATH, GREATER Level 9 ENERVATING BREATH or ADMIXTURE BREATH BREATH OF LIFE Necromancy Level Divine 5 (Complex Uncommon) Heighten Effect for CURE WOUNDS BREATH WEAPON ADMIXTURE Transmutation [see text][Dragon] Level: Arcane 9 (Exotic Rare) Heighten Effect for BREATH FLARE BREATH WEAPON SUBSTITUTION Transmutation [see text][Dragon] Level: Arcane 5 (Exotic Rare) Heighten Effect for BREATH FLARE BRIAR WEB Transmutation [Plant] Level: Divine 2 (Exotic Uncommon) BRISTLE Transmutation [Buff] Level: Arcane 2 (Complex Rare) INNER SOUL ARMOUR Abjuration [Force] [Truename] Level: Arcane 1 (Complex Rare) Components: V, S, T Casting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) A faintly glowing silvery field of force surrounds you, providing you with a +6 armor bonus to Armor Class. It acts like Mage armour in all other respects. Truename Component: When you cast this spell, you must correctly speak your own personal truename. BUOYANT LIFTING Evocation [Water] Level: Divine 1 (Simple Rare) BURNING BLOOD Necromancy [Fire, Acid] Level: Arcane 4 (Complex Rare) BURNING HANDS Evocation [fire] Level Arcane 1 (Complex Common) Casting Time 1 standard action Components V, S Range 15 ft. Area cone-shaped burst Duration instantaneous Saving Throw Reflex half Spell Resistance yes A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full round action. BURROW Transmutation [Earth, Nature, Ranger] Level: Divine 2 (Exotic Uncommon) Heighten Effect: Effects 1 creature/lvl. BUZZING BEE Conjuration Level: Arcane 1 (Simple Rare) CONTROL WEATHER Transmutation [Nature] Level Divine 7, Arcane 7 (Complex Common) Casting Time 10 minutes; see text Components V, S Range 2 miles Area 2-mile-radius circle, centred on you; see text Duration 4d12 hours; see text Saving Throw None Spell Resistance no You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. Season Possible Weather Spring Tornado, thunderstorm, sleet storm, or hot weather Summer Torrential rain, heat wave, or hailstorm Autumn Hot or cold weather, fog, or sleet Winter Frigid cold, blizzard, or thaw Late winter Hurricane-force winds or early spring You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The 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). Contradictory conditions are not possible simultaneously. Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them. A druid casting this spell doubles the duration and affects a circle with a 3-mile radius. CACOPHONIC BURST Evocation [Sonic] Level: Arcane 5 (Complex Uncommon) CACOPHONIC SHIELD Evocation [Sonic] Level: Arcane 5 (Complex Rare) CALL LIGHTNING Evocation [Lightning, Nature] Level Divine 3 (Exotic Common) Casting Time 1 round Components V, S Range medium (100 ft. + 10 ft./level) Effect one or more 30-ft.-long vertical lines of lightning Duration 10 min./level Saving Throw Reflex half Spell Resistance yes 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 +1d6 every 4 levels after 5th (Max 6d6) of Lightning damage. The 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). Any creature in the target square or in the path of the bolt is affected. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your CL (maximum 10 bolts). If 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)—each bolt deals 3d10 points of Lightning damage instead of 3d6. This spell functions indoors or underground but not underwater. CALL MARUT Conjuration (Calling) [Lawful, Truename] Level: Divine 9, Mechanus 9, Arcane 9 (Exotic Common) CALM ANIMALS Enchantment (compulsion) [mind-affecting, Shaman, Nature, Ranger] Level Divine 1 (Exotic Common) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Targets animals within 30 ft. of each other Duration 1 min./level Saving Throw Will negates; see text Spell Resistance yes This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + CL. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures. CALM EMOTIONS Enchantment (compulsion) [mind-affecting, Giant] Level Divine 2 (Simple Common) Casting Time 1 standard action Components V, S, DF Range medium (100 ft. + 10 ft./level) Area creatures in a 20-ft.-radius spread Duration concentration, up to 1 round/level (D) Saving Throw Will negates Spell Resistance yes This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from revelling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. This 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. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime. CALTROPS Conjuration (Calling) Level: Arcane 0 CAMOUFLAGE Transmutation [Plant] Level: Divine 1 (Exotic Common) Edit: Throughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter in the wilderness Heighten Effect: the effect is mobile with the group. The spell is broken for any individual who moves more than 60 feet from the nearest member of the group. CAPRICIOUS ZEPHYR Evocation [Air] Level: Divine 3 (Exotic Uncommon), Arcane 3 (Simple Uncommon) Components: V, S Casting Time: 1 standard action Range: Medium (50 ft. + 10 ft./level) Effect: 5-ft.-diameter sphere Duration: 1 round/level Saving Throw: None or Reflex partial; see text Spell Resistance: Yes Heighted Effect for FLAMING SPHERE CAST IN STONE Transmutation [Earth, Nature] Level: Divine 9 (Exotic Uncommon) CAUSE FEAR Necromancy [fear, mind-affecting]; Level Divine 1, Arcane 1 (Simple Common) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one living creature with 5 or fewer HD Duration 1d4 rounds or 1 round; see text Saving Throw Will partial Spell Resistance yes 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. Cause fear counters and dispels remove fear. Heightened Effects: Range goes to Medium, Targets one living creature per three levels, no two of which can be more than 30 ft. apart, Duration 1 round/level. Max HD goes up by 1 each 3 levels of caster. CELEBRATION Enchantment (Compulsion) [Mind-Affecting, Sonic, Fey, Song] Level: Arcane 4 (Exotic Common) CHAIN LIGHTNING Evocation [Lightning] Level Arcane 6 (Complex Common) Casting Time 1 standard action Components V, S, F (a bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your CLs) Range long (400 ft. + 40 ft./level) Targets one primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target) Duration instantaneous Saving Throw Reflex half Spell Resistance yes Heighten Effect for LIGHTNING BOLT. This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 points of Lightning damage per CL (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your CL (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down). Each target can attempt a Reflex saving throw for half damage. You 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. You can choose to affect fewer secondary targets than the maximum. CHAIN MISSILE Evocation [Force] Level: Arcane 3 (Complex Uncommon) Heighten Effect for MAGIC MISSILE CHAIN OF EYES Divination Level: Divine 3, Arcane 2 (Simple Rare) CHANGESTAFF Transmutation [Plant] Level Divine 7 (Exotic Rare) Casting Time 1 round CHAOS HAMMER Evocation [chaotic] Level Divine 4 (Simple Uncommon) Use in ALIGNMENT SMITE CHARM ANIMAL Enchantment (charm) [mind-affecting] [Nature, Ranger, Shaman] Level Divine 1 (Exotic Common) Target one animal This spell functions like charm person, except that it affects a creature of the animal type. CHARM MONSTER Enchantment (charm) [mind-affecting, Truename, Psionic] Level Arcane 4 (Simple Common) Target one living creature Duration 1 round/level Heighten Effect for CHARM PERSON This spell functions like charm person, except that the effect is not restricted by creature type or size. CHARM MONSTER, MASS Enchantment (charm) [mind-affecting, Truename, Psionic] Level Arcane 8 (Simple Common) Components V Targets One or more creatures, no two of which can be more than 30 ft. apart Duration 1 round/level This spell functions like charm monster, except that mass charm monster affects a number of creatures who’s 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. CHARM PERSON Enchantment (charm) [mind-affecting, Truename, Psionic] Level Arcane 1 (Simple Common) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one humanoid creature Duration 1 hour/level or 1 round/lvl Saving Throw Will negates Spell Resistance yes This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it was an automaton, but it perceives your words and actions in the most favourable 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 it might be convinced that something very dangerous is worth doing. 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. The duration is only 1 round/lvl if the target HD is higher than your CL, else it is one hour an level. At the end of the duration they get another save at +5, if fail again the duration continues by one and each duration time period (rounds or hours) the subject gets another save at +5. If use truename of creature and you speak it correctly (with Spellcraft check) the target does not get +5 to save at end of duration and duration goes up by one (so round to hours and hours to days.) Heightened Effects: Level 2 Effect: Can affect 1 extra person every 3 levels to a max of 5 people at 15th level but their total HD cannot be more than your level. It does not affect last target that causes total to go over limit. All targets must be in range of spell. Level 3 Target: Living creature Effect: Only effect creature equal to or under your HD only. Level 4 CHARM MONSTER Level 8 CHARM MONSTER, MASS CHECKMATE’S LIGHT Evocation [Lawful] Level: Divine 2 (Simple Rare) CHILL METAL Transmutation [cold, Nature] Level Divine 2 (Exotic Common) Casting Time 1 standard action Components V, S, DF Range close (25 ft. + 5 ft./2 levels) 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 Duration 7 rounds Saving Throw Will negates (object) Spell Resistance yes (object) Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher. A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The 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. On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below. Round Metal Temperature Damage 1 Cold None 2 Icy 1d4 points 3–5 Freezing 2d4 points 6 Icy 1d4 points 7 Cold None Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant. Chill metal counters and dispels heat metal. Heightened Effects: Starts at freezing on round 1 and stays there for 5 rounds then spell ends. CHILL OF THE GRAVE Necromancy [Cold] Level: Deathbound 1 CHILL TOUCH Necromancy Level Arcane 1 (Simple Common) Casting Time 1 standard action Components V, S Range touch Targets creature or creatures touched (up to one/level) Duration instantaneous Saving Throw Fortitude partial or Will negates Spell Resistance yes A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An 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 CL. Heightened Effects: Strength dmg does up to 2 and dmg to 2d6. CIRCLE DANCE Divination Level: Divine 3, Arcane 3 (Simple Rare) CIRCLE OF DEATH Necromancy [death, Negative] Level Arcane 6 (Complex Uncommon) Edit: Creatures that fail their save take 2d6 + 1/2 CL in Con dmg. If Con is 0 they die. If pass save take 1d6 Con damage. CLAIRAUDIENCE/CLAIRVOYANCE Divination (scrying)[Song] Level Arcane 3 (Complex Uncommon) Casting Time 10 minutes Components V, S, F/DF (a small horn or a glass eye) Range long (400 ft. + 40 ft./level) Effect magical sensor Duration 1 min./level (D) Saving Throw None Spell Resistance no 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. 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 centre of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying. CLARITY OF MIND Abjuration Level: Balance 3 CLAWS OF DARKNESS Illusion (Shadow) Level: Arcane 2 (Complex Uncommon) CLENCHED FIST Evocation [Force] Level Arcane 8 (Complex Common) Components V, S, F/DF (a leather glove) Heighten Effect for INTERPOSING HAND This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours. The hand attacks once per round, and its attack bonus equals your CL + your Intelligence or Charisma modifier (for a wizard or sorcerer, respectively) +11 for the hand’s Strength score (33), –1 for being Large. The 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. Directing the spell to a new target is a move action. The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does. Its combat manoeuvre bonus for bull rush checks uses your CL in place of its base attack bonus, with a +11 bonus for its Strength score and a +1 bonus for being Large. clerics who cast this spell name it for their deities. CLIMB WALLS Transmutation Level: Divine 1 (Simple Rare) CLOAK OF BRAVERY Abjuration [Mind-Affecting] Level: Divine 3, Courage 3 (Simple Uncommon) Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: 60-ft.-radius emanation centred on you Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) All allies within the emanation (including you) gain a morale bonus on saves against fear effects equal to your caster level (to a maximum of +10 at caster level 10th). Heighten Effects: CLOAK OF BRAVERY, GREATER Abjuration [Mind-Affecting] Level: Courage 9 CLOAK OF CHAOS Abjuration [chaotic] Level Divine 8 (Complex Uncommon) Casting Time 1 standard action Components V, S, F (a tiny reliquary worth 500 gp) Range 20 ft. Targets one creature/level in a 20-ft.-radius burst centred on you Duration 1 round/level (D) Saving Throw See text Spell Resistance yes (harmless) Use in ALIGNMENT AURA A random pattern of colour 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. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. The benefit of this spell applies against all attacks, not just against attacks by lawful creatures. Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures. Third, 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) CLOAK OF DARK POWER Abjuration Level: Drow 1 CLOAK OF THE SEA Transmutation [Water, Nature] Level: Divine 5 (Exotic Uncommon), Arcane 6 (Complex Rare) CLOAK POOL Illusion (Glamer) Level: Arcane 2 (Simple Rare) CLONE Necromancy Level Arcane 8 (Complex Rare) Casting Time 10 minutes Components V, S, M (laboratory supplies worth 1,000 gp), F (special laboratory equipment costing 500 gp) Range 0 ft. Effect one clone Duration instantaneous Saving Throw none Spell Resistance no This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should it still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails. To 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. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months. When the clone is completed, the original’s soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character rose from the dead other than its Constitution being one lower, it is not a perfect copy of the creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can’t be raised). If the original creature gained permanent negative levels since the flesh sample was taken, the clone gains these negative levels as well. The spell duplicates only the original’s body and mind, not its equipment. A 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. CLOSE WOUNDS Necromancy Level: Divine 2 (Complex Uncommon) CLOUD OF BEWILDERMENT Conjuration (calling) [Air] Level: Arcane 2 (Exotic Uncommon) CLOUD WINGS Transmutation [Air, Nature] Level: Divine 2 (Exotic Common) CLOUDBURST Evocation [Water, Nature] Level: Divine 1 (Exotic Common) CLOUDKILL Evocation [Air] Level Arcane 5 (Complex Uncommon) Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Effect cloud spreads in 20-ft. radius, 20 ft. high Duration 1 round./level Saving Throw Fortitude partial; see text Spell Resistance no Heighten Effect for OBSCURING MIST This spell generates a bank of fog, similar to a fog cloud, except that its vapours are yellowish green and poisonous. These vapours automatically kill any living creature with 3 or fewer HD (no save) if Con damage brings their Con to 0. A living creature with 4 to 6 HD takes Con damage 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). Each round those that are 3 or less HD take 1d6 + 1/2 CL in Con damage. Those HD 4 to 6 that fail take same dmg as 3 HD. A 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). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell. Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground. Figure out the clouds 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. Because the vapours are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater. CLOUD-WALKERS Transmutation [Nature, Air] Level: Divine 7, Windstorm 6 (Exotic Common) CLUTCH OF UNDEAD KING Necromancy [Taint] Level: Divine 3 (Exotic Common) The victim is takes 1d4 Dex and 1d12 hit point damage per round. Concentration is required to maintain the spell each round. COCOON Necromancy [Nature] Level: Divine 8 (Exotic Rare) Heighten Effect for RAISE DEAD COLD FIRE Transmutation [Cold] Level: Divine 1 (Complex Common) COLD SNAP Transmutation [Cold] Level: Divine 6 (Simple Rare) COLOUR SPRAY Illusion (pattern) [mind-affecting] Level Arcane 1 (Complex Uncommon) Casting Time 1 standard action Components V, S, M (red, yellow, and blue powder sand) Range 15 ft. Area cone-shaped burst Duration instantaneous; see text Saving Throw Will negates Spell Resistance yes A vivid cone of clashing colours springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice compared to your CL. 2 HD or less: The creature takes 3d6+1/2 CL of Wis damage on failed save. If this reduces it to 0 Wis is unconscious for 1 round, if not then no Wisdom dmg but sees spots forcing him take no action other than defend himself 1 round then is blinded for 1d4 rounds. (Only living creatures are knocked unconscious.) same HD: The creature is blinded for 1d4 rounds. 2 or more HD: The creature is blinded for 1 round. Sightless creatures are not affected by colour spray. COMBUST Evocation [Fire] Level: Arcane 2 (Simple Uncommon) COMETFALL Conjuration(calling)[Earth, Nature] Level: Divine 6 (Complex Rare) COMMAND Enchantment (compulsion) [language-dependent, mind-Affecting] [Truename]; Level Divine 1 (Simple Common) Casting Time 1 standard action Components V Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration 1 round Saving Throw Will negates Spell Resistance yes 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. Can only effect CL+2 in HD. If use truename correctly no save and no max HD. 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 Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn. 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. 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. Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can’t carry out your command on its next turn, the spell automatically fails. Heightened Effects: one creature per 2 levels may be affected, Max 2xCL in HD. Each creature must receive the same command. COMMAND PLANTS Transmutation [Plant] Level Divine 3 (Exotic Uncommon) Casting Time 1 standard action Components V Range close (25 ft. + 5 ft./2 levels) Targets up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart Duration 1 day/level Saving Throw Will negates Spell Resistance yes This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favourable way (treat their attitude as friendly). They will not attack you while the spell lasts. You 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. Retries are not allowed. A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. You can affect a number of plant creatures whose combined level or HD does not exceed twice your level. COMMAND UNDEAD Necromancy [Truename] Level Arcane 2 (Complex Uncommon) Casting Time 1 standard action Components V, S, M (a shred of raw meat and a splinter of bone) Range close (25 ft. + 5 ft./2 levels) Targets one undead creature Duration 1 round or 1 hour/lvl Saving Throw Will negates; see text Spell Resistance yes This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favourable way (treat its attitude as friendly). It will not attack you while the spell lasts. 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 intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders. The duration is only 1 round/lvl if the target HD is higher than your CL; else it is one hour/level. At the end of the duration they get another save at +5, if fail again the duration continues by one and each duration time period (rounds or hours) the subject gets another save at +5. If use truename of creature and you speak it correctly (with Spellcraft check) the target does not get +5 to save at end of duration and duration goes up by one (so round to hours and hours to days.) Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell. Your commands are not telepathic. The undead creature must be able to hear you. COMMUNE Divination Level Divine 5 (Complex Common) Casting Time 10 minutes Components V, S, M (holy [or unholy] water and incense worth 500 gp), DF Range personal Target you Duration 1 round/level You contact your deity—or agents there of—and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per CL. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead. The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell end COMMUNE WITH NATURE Divination [Plant] Level Divine 4 (Exotic Uncommon) Casting Time 10 minutes Components V, S Range personal Target you Duration Instantaneous You become one with nature, attaining knowledge of the surrounding territory. You 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 powerful unnatural creatures, or even the general state of the natural setting. In outdoor settings, the spell operates in a radius of 1 mile per CL. In natural underground settings—caves, caverns, and the like—the radius is limited to 100 feet per CL. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns. COMPREHEND LANGUAGES Divination [Psionic] Level Divine 1, Arcane 1 (Simple Uncommon) Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Range personal Target you Duration 10 min./level When cast, this spell gives you a +1 to your check to understand the touched creature's NATIVE language(but not speak), so the spell doesn’t help with a dwarf speaking elf. It gives Rudimentary skill in the said language for the duration of spell. It can be made permanent for that one language, and each casting and permanency can add another language. If used on human gives understand in whatever language the human native subrace uses. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Heighten Effects: Level 4/3 TONGUES CONE OF COLD Evocation [cold] Level Arcane 5 (Complex Common) Casting Time 1 standard action Components V, S, M (a small crystal or glass cone) Range 60 ft. Area cone-shaped burst Duration instantaneous Saving Throw Reflex half Spell Resistance yes Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per CL (maximum 15d6). CONE OF DIMNESS Illusion (Phantasm) [Mind-Affecting] Level: Arcane 2 (Simple Uncommon) CONFUSION Enchantment (compulsion) [mind-affecting][Song, Fey, Psionic]; Level Arcane 4 (Complex Common) Casting Time 1 standard action Components V, S, M/DF (three nutshells) Range medium (100 ft. + 10 ft./level) Targets all creatures in a 15-ft.-radius burst Duration 1 round/level Saving Throw Will negates Spell Resistance yes Heighten Effect for LESSER, CONFUSION This spell causes the targets to become confused, making them unable to independently determine what they will do. Roll on the following table at the beginning of each subject’s turn each round to see what it does in that round. d% Behaviour 01–25 Act normally. 26–50 Do nothing but babble incoherently. 51–75 Deal 1d8 points of damage + Str modifier to self with item in hand. 76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self). A confused character that 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 that 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). CONFUSION, LESSER Enchantment (Compulsion) [Mind-Affecting, Song] Level: Arcane 1 (Exotic Common) Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round Spell Resistance: Yes This spell causes a single creature to become confused for 1 round. See the confusion spell, above, to determine the exact effect on the subject Heighten Effects: Level 3 Effect: Effects 1 target/level (Max 5) using Confusion for everything else for spell Level 4 CONFUSION CONSECRATE Evocation [good] Level Divine 2 (Complex Uncommon) Casting Time 1 standard action Components V, S, M (a vial of holy water and 25 gp worth of silver dust), DF Range close (25 ft. + 5 ft./2 levels) Area 20-ft.-radius emanation Duration 2 hours/level Saving Throw none Spell Resistance no This spell blesses an area with positive energy. The DC to resist positive channelled energy 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. If 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 to positive channelled energy DCs, –2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron. If 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. CONSUMPTIVE FIELD Necromancy [Death, Taint] Level: Divine 4 (Complex Uncommon) Heighten Effects: Level 7 CONSUMPTIVE FIELD, GREATER CONSUMPTIVE FIELD, GREATER Necromancy [Death, Taint] Level: Divine 7 (Complex Uncommon) Heighten Effect for CONSUMPTIVE FIELD Edit: field affects all creatures in the area at 10% of maximum hit points or fewer. Such creatures that fail their saving throws taking 1d6 + ˝ CL each round in the area, and creatures that fall to 10% of maximum hit points or lower in the area after the spell is cast are likewise subject to its effect. CONTACT OTHER PLANE Divination Level Arcane 5 (Complex Rare) Casting Time 10 minutes Components V Range personal Target you Duration concentration 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. See the accompanying table for possible consequences and results of the attempt. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. All questions are answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one word answers. You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two CLs, you may ask one question. Contact with minds far removed from your home plane increases the probability that you will incur a decrease in 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. Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.) On rare occasions, this Divination may be blocked by an act of certain deities or forces. Avoid Int/Charisma Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, you’re Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. (The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.) Results of a Successful Contact d% is rolled for the result shown on the table: True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly. Don’t Know: The entity tells you that it doesn’t know. Lie: The entity intentionally lies to you. Random Answer: The entity tries to lie but doesn’t know the answer, so it makes one up. Plane Contacted Avoid Int/Cha Decrease True Answer Don't Know Lie Random Answer Elemental Plane DC 7/1 week 01-34 35-62 63-83 84-100 (appropriate) (DC 7/1 week) (01-68) (69-75) (76-98) (99-100) Positive/Negative Energy Plane DC 8/1 week 01-39 40-65 66-86 87-100 Astral Plane DC 9/1 week 01-44 45-67 68-88 89-100 Outer Plane, demi deity DC 10/2 weeks 01-49 50-70 71-91 92-100 Outer Plane, lesser deity DC 12/3 weeks 01-60 61-75 76-95 96-100 Outer Plane, intermediate deity DC 14/4 weeks 01-73 74-81 82-98 99-100 Outer Plane, greater deity DC 16/5 weeks 01-88 89-90 91-99 100 CONTAGION Necromancy [Taint,Nature] Level Divine 3, Arcane 4 (Complex Uncommon) Heighted Effect: Level 4 CONTAGIOUS TOUCH Level 5 CONTAGION, MASS CONTAGION, MASS Necromancy [Taint] Level: Divine 5 (Simple Rare), Arcane 6 (Complex Uncommon) Heighten Effect for CONTAGION CONTAGIOUS FOG Evocation [Air] Level: Arcane 3 (Exotic Common) Heighted Effect for OBSCURING MIST CONTAGIOUS TOUCH Necromancy [Nature] Level: Divine 4 (Exotic Uncommon) Heighten Effect for CONTAGION CONTINGENCY Evocation Level Arcane 6 (Complex Common) Casting Time At least 10 minutes; see text Components V, S, M (quicksilver and an eyelash of a spell-using creature), F (ivory statuette of you worth 1,500 gp) Range personal Target you Duration 1 day/level (D) or until discharged You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 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. You must pay any costs associated with the companion spell when you cast contingency. The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your CL (rounded down, maximum 6th level). The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to. You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled. CONTINGENT ENERGY RESISTANCE Abjuration Level: Divine 4, Arcane 5 (Simple Rare) Heighten Effect: Gives 20 resistance. CONTINUAL FLAME Evocation [Light, Fire] Level Divine 3, Arcane 2 (Simple Common) Casting Time 1 standard action Components V, S, M (ruby dust worth 50 gp) Range touch Target object touched Effect magical, heatless flame Duration permanent Saving Throw None Spell Resistance no 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. Light spells counter and dispel darkness spells of an equal or lower level. Heightened Effects: Brightness as 60 feet. Diminished Effects: no material, duration 10 Min/level CONTROL PLANTS Transmutation [Plant] Level Divine 8 (Exotic Uncommon) Casting Time 1 standard action Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Targets up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart Duration 1 min./level Saving Throw will negates Spell Resistance no This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behaviour. Suicidal or self-destructive commands are simply ignored. CONTROL UNDEAD Necromancy Level Arcane 7 (Simple Uncommon) Casting Time 1 standard action Components V, S, M (a piece of bone and a piece of raw meat) Range close (25 ft. + 5 ft./2 levels) Targets up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart Duration 10 min./level Saving Throw Will negates Spell Resistance yes This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behaviour. Intelligent undead creatures remember that you controlled them. CONTROL WATER Transmutation [Water] Level Divine 4, Arcane 6 (Simple Common) Casting Time 1 standard action Components V, S, M/DF (a drop of water for raise water or a pinch of dust for lower water) Range long (400 ft. + 40 ft./level) Area water in a volume of 10 ft./level by 10 ft./level by 2 ft./ level (S) Duration 10 min./level (D) Saving Throw none; see text Spell Resistance no Depending on the version you choose, the control water spell raises or lowers water. Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per CL (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to CL x 10 feet long. In 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. When cast on water elementals and other water based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures. Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats rose in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land. With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension. CONTROL WINDS Transmutation [Air, Nature] Level Divine 5 (Exotic Uncommon) Casting Time 1 standard action Components V, S Range 40 ft./level Area 40 ft./level radius cylinder 40 ft. high Duration 10 min./level Saving Throw Fortitude negates Spell Resistance no You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the centre of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit. Wind Direction: You may choose one of four basic wind patterns to function over the spell’s area. • A downdraft blows from the centre outward in equal strength in all directions. • An updraft blows from the outer edges in toward the centre in equal strength from all directions, veering upward before impinging on the eye in the centre. • A rotation causes the winds to circle the centre in clockwise or counter clockwise fashion. • A blast simply causes the winds to blow in one direction across the entire area from one side to the other. Wind Strength: For every three CLs, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. Strong winds (21+ mph) make sailing difficult. A severe wind (31+ mph) causes minor ship and building damage. A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships. Hurricane force winds (75+ mph) destroy wooden buildings, uproot large trees, and cause most ships to founder. A tornado (175+ mph) destroys all non fortified buildings and often uproots large trees. CONVICTION Abjuration [Blessed] Level: Divine 1 (Simple Uncommon) Edit: The spell grants the subject a +1 morale bonus on saving throws Heighted Effect: Level 3 CONVICTION, MASS CORONA OF COLD Evocation [Cold] Level: Divine 3 (Simple Rare) CORPOREAL INSTABILITY Transmutation Level: Arcane 4 (Complex Rare) CORPSE CANDLE Conjuration [Light] Level: Arcane 2 (Simple Uncommon) CORROSIVE GRASP Evocation [Acid] Level: Arcane 1 (Simple Uncommon) Used in ELEMENTAL GRASP COUNTERMOON Abjuration Level: Divine 2 (Simple Rare) CRABWALK Transmutation Level: Arcane 1, Divine 1 (Simple Rare) CRAWLING DARKNESS Conjuration [Darkness] Level: Divine 5 (Complex Rare) CREAKING CACOPHONY Illusion (Figment) [Sonic, Song, Nature] Level: Arcane 3, Divine 3 (Exotic Uncommon) CREATE FOOD AND WATER Conjuration (creation) Level Divine 3 (Simple Common) Casting Time 10 minutes Components V, S Range close (25 ft. + 5 ft./2 levels) Effect food and water to sustain three humans or one horse/level for 24 hours Duration 24 hours; see text Saving Throw None Spell Resistance no The food that this spell creates is simple fare of your choice—highly nourishing, if rather bland. Food 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. The water created by this spell is just like clean rain water, and it doesn’t go bad as the food does. Heighten Effects: Level 6 HEROES FEAST CREATE MAGIC TATTOO Conjuration Level: Arcane 2 (Exotic Common) CREEPING COLD Transmutation [Cold, Nature] Level: Divine 2 (Exotic Uncommon) Heighten Effect: duration increases by 1 round, during which the subject takes 4d6 points of cold damage. If you are at least 15th level, the spell lasts for 5 rounds and deals 5d6 points of cold damage. CREEPING DOOM Conjuration (summoning) [Nature] Level Divine 7 (Exotic Uncommon) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels)/100 ft.; see text Effect four swarms of insects Duration 1 round/level Saving Throw Fort partial, see text Spell Resistance no This spell summons four massive swarms of biting and stinging insects. These swarms appear adjacent to one another, but can be directed to move independently. Treat these swarms as centipede swarms with the following adjustments. The swarms have a fly speed of 30 feet with perfect manoeuvrability. The swarms have 60 hit points each and deal 4d6 points of damage with their swarm attack. The save to resist their poison and distraction effects is equal to the save DC of this spell. Creatures caught in multiple swarms only take damage and make saves once. You may summon the swarms so that they share the area of other creatures. As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you. You 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 can be commanded again if you move within 100 feet). CRITICAL STRIKE Divination Level: Arcane 3 (Exotic Rare) CROWN OF GLORY Enchantment (Compulsion) [Mind-Affecting] Level: Glory 8 CRUMBLE Transmutation[Earth, Nature] Level: Divine 3 (Exotic Rare) CRUSHING DESPAIR Enchantment (compulsion) [mind-affecting] Level Arcane 4 (Simple Uncommon) Casting Time 1 standard action Components V, S, M Range 30 ft. Area cone-shaped burst Duration 1 min./level Saving Throw Will negates Spell Resistance yes An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Crushing despair counters and dispels good hope. CRUSHING HAND Evocation [force, Giant] Level Arcane 9 (Complex Common) Heighten Effect for INTERPOSING HAND This spell functions as interposing hand, except that it can also grapple one opponent as grasping hand. The crushing hand has a +13 bonus on attack rolls and a +15 bonus on combat manoeuvre checks due to its Strength (35) and size (Large). A crushing hand deals 2d6+12 points of damage on each successful grapple check against an opponent. The crushing hand can instead be directed to bull rush a target, using the same bonuses outlined above, or it can be directed to interpose itself, as interposing hand does. CURE LIGHT WOUNDS, MASS Necromancy (Healing) Level: Divine 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/level, no two of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: Will half (harmless) or Will half; see text Spell Resistance: Yes (harmless) or Yes; see text You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature. Like 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. CURE MODERATE WOUNDS Necromancy (Healing) Level Divine 2 (Simple Common) Casting Time 1 standard action Components V, S Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); see text Spell Resistance yes (harmless); see text When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per CL (maximum +10). CURE MODERATE WOUNDS, MASS Necromancy (Healing) Level: Divine 6 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/level, no two of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: Will half (harmless) or Will half; see text Spell Resistance: Yes (harmless) or Yes; see text You channel positive energy to cure 2d8 points of damage +1 point per caster level (maximum +30) in each selected creature. Like 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. CURE SERIOUS WOUNDS Necromancy Level Divine 3 (Simple Common) Casting Time 1 standard action Components V, S Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); see text Spell Resistance yes (harmless); see text When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per CL (maximum +15). CURE SERIOUS WOUNDS, MASS Necromancy (Healing) Level: Divine 7 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/level, no two of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: Will half (harmless) or Will half; see text Spell Resistance: Yes (harmless) or Yes; see text You channel positive energy to cure 3d8 points of damage +1 point per caster level (maximum +35) in each selected creature. Like 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. CURE CRITICAL WOUNDS Necromancy Level Divine 2 (Simple Common) Casting Time 1 standard action Components V, S Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); see text Spell Resistance yes (harmless); see text When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage +1 point per CL (maximum +20). CURE CRITICAL WOUNDS, MASS Necromancy (Healing) Level: Divine 8 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/level, no two of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: Will half (harmless) or Will half; see text Spell Resistance: Yes (harmless) or Yes; see text You channel positive energy to cure 4d8 points of damage +1 point per caster level (maximum +40) in each selected creature. Like 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. CURE WOUNDS Necromancy Level Divine 1 (Simple Common) Casting Time 1 standard action Components V, S Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); see text Spell Resistance yes (harmless); see text When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per CL (maximum +5). Since 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. Diminished Effects: heals 1 hp Heightened Effects: Level 2 Effect: CURE MODERATE WOUNDS Level 3 Effect: CURE SERIOUS WOUNDS Level 4 Effect: CURE CRITICAL WOUNDS Level 5 BREATH OF LIFE Level 6 HEAL Level 7 CURE SERIOUS WOUNDS, MASS Level 8 CURE CRITICAL WOUNDS, MASS Level 9 HEAL, MASS CURSE WATER Necromancy [Taint] Level Divine 1 (Simple Common) Use in ALIGNMENT WATER CURSE OF ILL FORTUNE Necromancy [Curse] Level: Divine 2 (Simple Rare) Heighten Effect: Level 5 CURSE OF ILL FORTUNE, MASS CURSE OF ILL FORTUNE, MASS Necromancy [Curse] Level: Divine 5 (Simple Rare) CURSED BLADE Necromancy [Curse] Level: Arcane 5 (Exotic Uncommon) CUTTING HAND Transmutation Level: Arcane 1 (Exotic Common) CYCLONIC BLAST Evocation [Air] Level: Arcane 5 (Complex Rare) DAGGER STANCE Abjuration Level: Divine 2, Arcane 2 (Exotic Uncommon) DANCE OF THE UNICORN Abjuration [Nature] Level: Divine 5, Purification 5 (Exotic Uncommon) Heighten Effect for OBSCURING MIST DARK WAY Illusion (Shadow) Level: Divine 2, Arcane 2 (Complex Rare) DARKBOLT Evocation [Darkness] Level: Darkness 5 DARKFIRE Evocation [Fire] Level: Divine 3 (Complex Uncommon) DARKNESS Evocation [darkness] Level Divine 2, Arcane 2 (Simple Common) Casting Time 1 standard action Components V, M/DF (bat fur and a piece of coal) Range touch Area: 20 ft radius Target object touched Duration 1 round/level (D) Saving Throw none Spell Resistance no This spell causes an object to radiate darkness out to a 20-foot radius. Not even creatures who can normally see in the dark (such as with darkvision) can see in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) do not work, nor do light spells of lower level (flare, light, dancing lights). Higher-level light spells (such as the 3rd-level cleric spell daylight) dispel the darkness spell and are not affected themselves, leaving whatever light conditions normally prevail in the area. If the spell is cast on a small object that is then placed inside or under a lightproof covering, the spell's effects are blocked until the covering is removed. If spell level is equal both are dispelled. Diminished Effects: Creatures without darkvision are effectively blinded in this area. Normal lights (torches, candles, lanterns, and so forth) and light spells brought inside the area of darkness can brighten the area, allowing a creature to see normally in the light’s radius. Heightened Effects: Level 3 Area: 60 foot radius Level 4 BLACKLIGHT Level 5 BLACKLIGHT plus Area is 40 feet and anyone entering area must make a Will save or be blinded for 1d6 round after they leave the area. DARKVISION Transmutation Level Arcane 2 (Simple Uncommon) Casting Time 1 standard action Components V, S, M (either a pinch of dried carrot or an agate) Range touch Target creature touched Duration 1 hour/level Saving Throw Will negates (harmless) Spell Resistance yes (harmless) 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 can be made permanent with a permanency spell. Diminished Effects: Gains low light vision. Heightened Effects: Level 3 DEEPER DARKVISION Level 4 DARKVISION, MASS Level 5 Effect: Can see through any magic darkness up to 60 feet. Also get 120 feet darkvision DARKVISION, MASS Transmutation Level: Arcane 4 (Simple Uncommon) Range: 10 ft. Targets: Allies in a 10-ft.-radius burst centred on you Heightened Effect for DARKVISION This spell functions like darkvision, except that all target creatures receive the spell’s benefits. Unlike with darkvision, recipients of this spell cannot have the ability made permanent with a permanency spell. Material Component: A dried carrot or three small agates. DAWN Abjuration Level: Divine 0 DAYLIGHT Evocation [light] Level Divine 3, Arcane 3 (Simple Common) Casting Time 1 standard action Components V, S Range touch Target object touched Duration 10 min./level (D) Saving Throw none; Spell resistance no 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. If 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. Daylight counters or dispels any darkness spell of lower level, such as darkness. If spell level is equal both are dispelled. Diminished Effect: 20 foot radius. Heighten Effect: Duration 1/h, can control the brightness from 60 radius all the down till 1 radius with a move action. DAZE Level Arcane 0 Casting Time 1 standard action Components V, S, M Range Close (25 ft. + 5 ft./2 levels) Target One humanoid creature of 4 HD or less Duration 1 round Saving Throw Will negate Spell resistance yes This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. Material Component: A pinch of wool or similar substance. Heighten Effects: Level 2 DAZE MONSTER Level 3 DAZE MONSTER plus effects up to CL in HD, can be multiply targets all must be within 30 feet. DAZE MONSTER Enchantment (compulsion) [mind-affecting, Psionic]; Level Arcane 2 (Simple Uncommon) Heighten Effect for DAZE DEADFALL Conjuration [Plant] Level: Divine 8 (Exotic Uncommon) DEATH ARMOR Necromancy Level: Arcane 2 (Complex Uncommon) DEATH DRAGON Necromancy [Fear, Mind-Affecting] Level: Divine 7 (Complex Rare) DEATH KNELL Necromancy [death, tainted] Level Divine 2 (Complex Common) Casting Time 1 standard action Components V, S Range touch Target living creature touched Duration instantaneous/10 minutes per HD of subject; see text Saving Throw Will negates Spell Resistance yes You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has –1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. This increase in effective caster level does not grant you access to more spells. These effects last for 10 minutes per HD of the subject creature. Heightened Effects: Gain 1d8 temp hp/HD of slain creature and gain +1 extra to Str for every 3 HD of creature. DEATH PACT Necromancy Level: Divine 8, Pact 8 (Complex Uncommon) DEATH THROES Necromancy [Force] Level: Divine 5, Arcane 5 (Complex Rare) DEATH WARD Necromancy [Positive] Level Divine 4 (Simple Common) Casting Time 1 standard action Components V, S, DF Range touch Target living creature touched Duration 10 min./level Saving Throw Will negates (harmless) Spell Resistance yes (harmless) The subject gains 1 resistance/ 2 CL to all death spells and magical death effects (stat damage included) and any negative energy effects, including channelled negative energy. The subject is granted a save to negate such effects even if one is not normally allowed. Also protects from first 4 energy drain effects. This spell does not remove negative levels that the subject has already gained, but it does remove the penalties from negative levels for the duration of its effect. Death ward does not protect against other sorts of attacks, even if those attacks might be lethal. Heightened Effects: Level 8 Targets: One creature/ level, no two of which are more than 30 ft. apart DEATHWATCH Necromancy Level Divine 1 (Simple Common) Casting Time 1 standard action Components V, S Range 30 ft. Area cone-shaped emanation Duration 10 min./level Saving Throw none Spell Resistance no Using the powers of Necromancy, 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. DECOMPOSITION Necromancy [Nature] Level: Divine 2 (Exotic Rare) DECOY IMAGE Illusion (Figment) [Ranger] Level: Divine 3 (Exotic Uncommon) DEEP BREATH Conjuration (Calling) [Air] Level: Divine 1(Simple Rare), Arcane 1 (Simple Uncommon) DEEP SLUMBER Enchantment (compulsion) [mind-affecting]; Level Arcane 3 (Simple Uncommon) Heighten Effect for SLEEP Heightened Effects: Range goes to Medium, Area goes to 20 ft burst. DELAYED BLAST FIREBALL Evocation [fire] Level Arcane 7 (Complex Uncommon) Duration 5 rounds or less; see text Heighten Effect for FIREBALL This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6). The 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. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead. If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If 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. DEEPER DARKVISION Transmutation [Ranger] Level: Divine 4 (Exotic Uncommon), Arcane 3 (Complex Common) Heighten Effect for DARKVISION DEFENESTRATING SPHERE Evocation [Air] Level: Arcane 4 (Complex Rare) Heighten Effect for FLAMING SPHERE DEHYDRATE Necromancy [Nature, Curse] Level: Divine 3 (Exotic Uncommon) DEIFIC VENGEANCE Conjuration(Summoning) Level: Divine 2, Purification 2 (Complex Uncommon) DELAY DISEASE Necromancy (healing) Level: Divine 1 (Simple Uncommon) Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The progress of any nonmagical disease that already afflicts the target is halted for the duration of the spell. Delay disease allows the subject to skip the required saving throw against the disease for the day that the spell is in effect. During this period, the subject accrues no further ability damage from the disease. A skipped saving throw counts as neither a success nor a failure for the purpose of recovery from the disease. Furthermore, the incubation period of any disease to which the subject is exposed during the spell’s duration does not begin until the spell expires. Delay disease does not cure any damage that a disease might already have dealt, and it has no effect on magical or supernatural diseases. DELAY POISON Necromancy (healing) Level Divine 2 (Simple Uncommon) Casting Time 1 standard action Components V, S, DF Range touch Target creature touched Duration 10 min/level Saving Throw Fortitude negates (harmless) Spell Resistance yes (harmless) The subject becomes temporarily immune to any poisons that are already in his system. If a new poison is introduced while this spell is in effect, the new poison effects the subject and another casting of this spell is needed to make him immune to new poison. Delay poison does not cure any damage that poison may have already done. DELUSIONS OF GRANDEUR Illusion (Phantasm) [Mind-Affecting] Level: Arcane 2 (Simple Uncommon) DEMAND Enchantment (compulsion) [mind-affecting] [Fey] Level Arcane 8 (Simple Uncommon) Saving Throw Will partial Spell Resistance yes Heighten Effect for SENDING 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. A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject’s Intelligence score is as low as 1. If 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. The demand’s message to the creature must be 25 words or less, including the suggestion. The creature can also give a short 10 word reply immediately. DEMON DIRGE Evocation Level: Divine 3, Arcane 3 (Complex Rare) DEMONHIDE Abjuration [Taint] Level: Divine 2 (Exotic Uncommon) DESECRATE Evocation [Taint] Level Divine 2 (Complex Common) Casting Time 1 standard action Component V, S, M (a vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area), DF Range close (25 ft. + 5 ft./2 levels) Area 20-ft.-radius emanation Duration 2 hours/level Saving Throw none Spell Resistance yes This spell imbues an area with negative energy. The DC to resist negative channelled energy within this area gains a +3 profane bonus. Every undead creature entering a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit point per HD. If 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 bonus to negative channelled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area). Furthermore, anyone who casts animate the dead within this area may create as many as double the normal amount of undead (so 2 without knowledge of truename). If 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. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. Desecrate counters and dispels consecrate. DESICCATING BUBBLE Necromancy [Air] Level: Arcane 2 (Complex Rare) Used in FLAMING SPHERE DESTRUCTION Necromancy [death] Level Divine 7 (Complex Uncommon) Casting Time 1 standard action Components V, S, F (holy or unholy symbol costing 500 gp) Range close (25 ft. + 5 ft./2 levels) Target one creature Duration instantaneous Saving Throw Fortitude partial Spell Resistance yes The subject takes 2d6 + 1/2 CL Con damage if fails save. If this brings him to 0 Con it instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The 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. Focus: A special holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp). DETECTION Divination Level Arcane 1, Divine 1 (Exotic Common) This spell is Complex for Diviners. Choose one of following spells as effect for this spell: DETECT ANIMALS OR PLANTS, DETECT CHAOS, DETECT LAW, DETECT TAINT, DETECT GOOD, DETECT SECRET DOORS, DETECT SNARES AND PITS, DETECT UNDEAD Heighten Effect: Level 2 DETECT THOUGHTS Level 3 DETECT PORTALS Level 4 DETECT SCRYING DETECT ANIMALS OR PLANTS Divination [Plant, Shaman] Level Divine 1 (Exotic Common) Casting Time 1 standard action Components V, S Range long (400 ft. + 40 ft./level) Area cone-shaped emanation Duration Concentration, up to 10 min./level (D) Saving Throw none Spell Resistance no You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant. 1st Round: Presence or absence of that kind of animal or plant in the area. 2nd Round: Number of individuals of the specified kind in the area and the condition of the healthiest specimen. 3rd Round: The condition (see below) and location of each individual present. If an animal or a plant is outside your line of sight, then you discern its direction but not its exact location. Conditions: For purposes of this spell, the categories of condition are as follows: Normal: Has at least 90% of full normal hit points, free of disease. Fair: 30% to 90% of full normal hit points remaining. Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury. Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled. If a creature falls into more than one category, the spell indicates the weaker of the two. Each round you can turn to detect a kind of animal or plant 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. DETECT CHAOS Divination Level Divine 1 (Simple Common) This spell functions like detect taint, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items. DETECT LAW Divination Level Divine 1 (Simple Common) This spell functions like detect tainted, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items. DETECT SCRYING Divination Level Arcane 4 (Simple Common) Casting Time 1 standard action Components V, S, M (a piece of mirror and a miniature brass hearing trumpet) Range 40 ft. Area 40-ft.-radius emanation centred on you Duration 24 hours Saving Throw none Spell Resistance no 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. If 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 direction and distance from you. DETECT SECRET DOORS Divination Level Arcane 1 (Simple Common) Casting Time 1 standard action Components V, S Range 60 ft. Area cone-shaped emanation Duration Concentration, up to 10 min./level (D) Saving Throw none Spell Resistance no You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of secret doors. 2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors 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. DETECT SNARES AND PITS Divination Level Divine 1 (Simple Common) Casting Time 1 standard action Components V, S Range 60 ft. Area cone-shaped emanation Duration concentration, up to 10 min./level (D) Saving Throw none Spell Resistance no You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps. Detect snares and pits does detect certain natural hazards—quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). It does not reveal other potentially dangerous conditions. The 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. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of hazards. 2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round: The general type and trigger for one particular hazard closely examined by you. Each round, you can turn to detect snares and pits 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. DETECT TAINT Divination Level Divine 1(Simple Common) Casting Time 1 standard action Component V, S, DF Range 60 ft. Area cone-shaped emanation Duration concentration, up to 10 min./ level (D) Saving Throw none Spell Resistance no You can sense the presence of taint. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of taint. 2nd Round: Number of taint auras (creatures, objects, or spells) in the area and the power of the most potent taint aura present. 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. Aura Power: A taint aura's power depends on the type of taint creature or object that you're detecting and how many taint points it has. For spells: 3rd or less Faint, 4-6 Moderate, 7-9 Strong 10+ Overwhelming. Tainted items or creatures detects as CL or points as followed: 5 or less Faint, 6-11 Moderate, 12-20 Strong 21st Overwhelming. Lingering Aura: A taint 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 taint 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: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Animals, traps, poisons, and other potential perils are not taint, and as such this spell does not detect them. Creatures with actively taint intents count as taint creatures for the purpose of this spell. Each round, you can turn to detect taint 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. DETECT THOUGHTS Divination [mind-affecting, Psionic] Level Arcane 2 (Simple Uncommon) Casting Time 1 standard action Components V, S, F/DF (a copper piece) Range 60 ft. Area cone-shaped emanation Duration concentration, up to 1 min./level (D) Saving Throw Will negates; see text Spell Resistance no You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher). 2nd Round: Number of thinking minds and the Intelligence score of each. If 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. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting. 3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts and you must cast detect thoughts again to have another chance. Creatures of animal Int (Int 1 or 2) have simple, instinctual thoughts that you can pick up. Each round, you can turn to detect thoughts 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. Heighten Effects: Level 6 PROBE THOUGHTS DETECT UNDEAD Divination Level Divine 1, Arcane 1 (Simple Common) Casting Time 1 standard action Components V, S, M/DF (earth from a grave) Range 60 ft. Area cone-shaped emanation Duration concentration, up to 1 minute/ level (D) Saving Throw none Spell Resistance no You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If 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. 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table: HD Strength 1 or lower Faint 2–4 Moderate 5–10 Strong 11 or higher Overwhelming Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead 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: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Each round, you can turn to detect undead 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. DEVIL BLIGHT Evocation Level: Divine 3, Arcane 3 (Complex Rare) DIAMONDSTEEL Transmutation Level: Divine 3, Arcane 3 (Simple Rare) Edit: The armor double the damage reduction of the base DR for the armour. Double the base DR then add any other modifiers. This damage reduction can be overcome only by adamantine weapons. DICTUM Evocation [lawful, sonic, Truename, Giant] Level Divine 7 (Complex Common) Casting Time 1 standard action Components V Range 40 ft. Area nonlawful creatures in a 40-ft.-radius spread centred on you Duration instantaneous Saving Throw none or Will negates; see text; Spell Resistance yes Use in ALIGNMENT WORD Any nonlawful creature within the area of a dictum spell suffers the following ill effects. HD Effect Equal to caster level Deafened Up to caster level –1 Staggered, deafened Up to caster level –5 Paralyzed, staggered, deafened Up to caster level –10 Killed, paralyzed, staggered, deafened The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects. If a truename is added into spell the DC is 4 higher for those of the used truename if the Spellcraft is passed to say it correctly. Deafened: The creature is deafened for 1d4 rounds. Save negates. Staggered: The creature is staggered for 2d4 rounds. Save reduces the staggered effect to 1d4 rounds. Paralyzed: The creature takes 3d6 + ˝ CL Dexterity dmg(which only last 1d10 minutes) if they fail save. It is paralyzed and helpless for 1d10 minutes if Dexterity dropped to 0. Save reduces the dmg to 2d6. Killed: Creatures take 3d6+ ˝ CL in Con damage if fail save. Living creatures die. Undead creatures take Cha damage instead. ˝ damage if make save. Furthermore, 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. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the dictum or not. The banishment effect allows a Will save (at a –4 penalty) to negate. Creatures whose Hit Dice exceed your caster level are unaffected by dictum. DIMENSION DOOR Conjuration (teleportation) [Song] Level Arcane 4 (Complex Uncommon) Casting Time 1 standard action Components V Range long (400 ft. + 40 ft./level) Target you and touched objects or other touched willing creatures Duration instantaneous Saving Throw none and Will negates (object); Spell Resistance no and yes (object) 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. After using this spell, anyone using this spell 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. If you arrive in a place that is already occupied by a solid body, you and each creature travelling 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. If there is no free space within 100 feet, you and each creature travelling 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. Heightened Effects: Others can take actions but you still can’t, you can transfer 2 targets or yourself, once per round, up to a distance of 25 feet + 5 feet per two levels, as a move action that does not provoke attacks of opportunity. Duration 1 round every 3 levels. DIMENSIONAL ANCHOR Abjuration Level Divine 4, Arcane 4 (Simple Uncommon) Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Effect ray Duration 10 min./level Saving Throw none Spell Resistance yes (object) A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms 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. The spell also prevents the use of a gate or teleportation circle for the duration of the spell. A 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. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell. Heighten Effect: Level 5 Effect: Get one more ray for every 3 levels after 7(Max 5 rays) all targets must be within 60 feet of each. Level 8 DIMENSIONAL LOCK DIMENSIONAL LOCK Abjuration Level Divine 8, Arcane 8 (Simple Common) Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Area 20-ft.-radius emanation centred on a point in space Duration 1 day/level Saving Throw none Spell Resistance yes Heighten Effect for DIMENSIONAL ANCHOR You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms 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. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible. A 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. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell. DIMINISH PLANTS Transmutation [Plant] Level Divine 3 (Exotic Common) Casting Time 1 standard action Components V, S, DF Range see text Target or Area see text Duration instantaneous Saving Throw none Spell Resistance no This spell has two versions. Prune Growth: This version of the spell causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed. This version of diminish plants automatically dispels any spells or effects that enhance plants, such as entangle, plant growth, and wall of thorns. At your option, the area can be a 100- foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle. You may also designate portions of the area that are not affected. Stunt Growth: This version of the spell targets all normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to one half normal. This spell has no effect on plant creatures. DINOSAUR STAMPEDE Evocation [Force, Nature] Level: Divine 6 (Exotic Common) DIRE HUNGER Transmutation [Nature] Level: Divine 5 (Exotic Uncommon) DIRGE Evocation [Sonic, Song] Level: Arcane 6 DIRGE OF DISCORD Enchantment (Compulsion) [Taint, Mind-Affecting,Song] Level: Arcane 3 (Exotic Uncommon) DISCERN LIES Divination [Giant] Level Divine 3 (Simple Uncommon) Casting Time 1 standard action Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Targets one creature/level, no 2 of which can be more than 30 ft. apart Duration Concentration, up to 1 round/level Saving Throw Will negates Spell Resistance no Each round, you concentrate on one target, which must be within range. You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. Each round, you may concentrate on a different target. DISCERN LOCATION Divination Level Divine 8, Arcane 8 (Exotic Uncommon) Casting Time 10 minutes Components V, S, DF Range unlimited Target one creature or object Duration instantaneous Saving Throw none Spell Resistance no 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. To 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. DISCERN SHAPECHANGER Divination Level: Arcane 2 (Complex Rare) DISCOLOR POOL Illusion (Glamer) Level: Arcane 2 (Simple Uncommon) DISGUISE SELF Illusion (glamer) Level Arcane 1 (Simple Uncommon) Casting Time 1 standard action Components V, S Range personal Target you Duration 10 min./level (D) 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. 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. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that touches you with the glamer up gets a Will save to recognize it as an Illusion. Heightened Spell: Level 2 REFLECTIVE DISGUISE Level 5 SEEMING Level 6 REFLECTIVE DISGUISE, MASS DISGUISE UNDEAD Illusion (Glamer) Level: Arcane 2 (Simple Uncommon) DISINTEGRATE Transmutation Level Arcane 6 (Complex Uncommon) Casting Time 1 standard action Components V, S, M/DF (a lodestone and a pinch of dust) Range medium (100 ft. + 10 ft./level) Effect ray Duration instantaneous Saving Throw Fortitude partial (object) Spell Resistance yes A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Only the first creature or object struck can be affected; that is, the ray affects only one target per casting. DISMISSAL Abjuration [Truename] Level Divine 4, Arcane 5 (Complex Common) Casting Time 1 standard action Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Target one extraplanar creature Duration instantaneous Saving Throw Will negates; see text Spell Resistance yes This spell forces an extra planar 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. If add its truename and use it correctly there is no save to resist. Heightened Spell: Level 5D/6A Effect: Can affect a 2nd creature in range of spell. Can add 2nd truename to affect both targets. Level 6D/7A BANISHMENT DISPEL ALIGNMENT Abjuration [see text] Level Divine 5 Only specialist in Abjuration can cast this spell. Can use one of the following when cast this spell: DISPEL CHAOS,DISPEL LAW, DISPEL TAINT, DISPEL NONTAINT. DISPEL CHAOS Abjuration [lawful] Level Divine 5 (Simple Common) Used in DISPEL ALIGNMENT This spell functions like dispel tainted, except that you are surrounded by constant, blue, lawful energy, and the spell affects chaotic creatures and spells rather than tainted ones. DISPEL LAW Abjuration [chaotic] Level Divine 5 (Simple Common) Used in DISPEL ALIGNMENT This spell functions like dispel tainted, except that you are surrounded by flickering, yellow, chaotic energy, and the spell affects lawful creatures and spells rather than tainted ones. DISPEL MAGIC Abjuration Level Divine 3, Arcane 3 (Simple Common) Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Target or Area one spellcaster, creature, or object, or 20-ft.-radius burst Duration instantaneous Saving Throw none Spell Resistance no Heighten Effect for DISPEL WARD 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. 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. You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counter spell: Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level, maximum +10) against all spells of one school currently in effect on the object or creature. The DC for this dispel check is 11 + the highest level spell’s caster level. If you succeed on the check, all spells of that school are dispelled; if you fail, they stay active. If 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. If 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. You automatically succeed on your dispel check against any spell that you cast yourself. Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius. For 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 Spell level. If that check fails no spells are affected. If the check passes, his highest level spell is dispelled. The creature’s magic items are not affected. For 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. For each ongoing area or effect spell whose point of origin is within the area of dispel magic spell, you can make a dispel check to dispel the spell. For 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. If 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. You may choose to automatically succeed on dispel checks against any spell that you have cast. Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell. Heighten Effect: You can use dispel magic as an immediate action to counter a spell you see being cast. DISPEL MAGIC, GREATER Abjuration Level Divine 6, Arcane 6 (Complex Common) Heighten Effect for DISPEL WARD This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10. Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect. Heighten Effect: You can use dispel magic as an immediate action to counter a spell you see being cast. DISPEL NONTAINTED Abjuration [Negative] Level Divine 5 (Simple Common) Casting Time 1 standard action Components V, S, DF Range touch Target or Targets you and a touched nontainted creature from another plane, or you and an enchantment or good spell on a touched creature or object Duration 1 round/level or until discharged, whichever comes first Saving Throw see text Spell Resistance see text Used in DISPEL ALIGNMENT Shimmering, black, evil energy surrounds you. This power has three effects. First, you gain a +4 deflection bonus to AC against attacks by nontainted (7 or less) creatures. Second, on making a successful melee touch attack against a good creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell. Third, with a touch you can automatically dispel any one enchantment spell cast by an nontainted creature or any one good spell. Spells that can’t be dispelled by dispel magic also can’t be dispelled by dispel tainted. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell. DISPEL TAINTED Abjuration [Positive] Level Divine 5 (Simple Common) Casting Time 1 standard action Components V, S, DF Range touch Target or Targets you and a touched tainted creature from another plane, or you and an enchantment or tainted spell on a touched creature or object Duration 1 round/level or until discharged, whichever comes first Saving Throw see text Spell Resistance see text Used in DISPEL ALIGNMENT Shimmering, white, holy energy surrounds you. This power has three effects. First, you gain a +4 deflection bonus to AC against attacks by Tainted creatures. Second, on making a successful melee touch attack against a tainted creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell. Third, with a touch you can automatically dispel any one Enchantment spell cast by an tainted creature or any one tainted spell. Spells that can’t be dispelled by dispel magic also can’t be dispelled by dispel tainted. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell. DISPEL WARD Abjuration Level: Divine 1, Arcane 1 (Simple Uncommon) Heighten Effects: Level 3 DISPEL MAGIC Level 4 WALL OF DISPEL MAGIC or DISPELLING SCREEN Level 5 Effect Acts like dispel magic but every spell that is dispelled on a target does 3 damage to them per level of spell dispelled. Level 6 DISPEL MAGIC, GREATER Level 7 WALL OF GREATER DISPEL MAGIC or DISPELLING SCREEN, GREATER Level 8 Area: 20 ft radius Effect: All creatures affected in area as if targeted greater dispel magic. Must all be same school. Level 9 MAGE’S DISJUNCTION or REAVING DISPEL DISPELLING BREATH Abjuration [Dragon] Level: Arcane 5 (Complex Rare) Heighten Effect for BREATH FLARE DISPELLING SCREEN Abjuration Level: Arcane 4 (Complex Common) Components: V, S, M Heighten Effect for DISPEL WARD DISPELLING SCREEN, GREATER Abjuration Level: Drow 6, Arcane 7 This spell functions like dispelling screen, except that the maximum caster level bonus on the dispel check is +20. Heighten Effect for DISPEL WARD DISPLACEMENT Illusion (glamer) Level Arcane 3 (Simple Uncommon) Casting Time 1 standard action Components V, M (a small loop of leather) Range touch Target creature touched Duration 1 round/level (D) Saving Throw Will negates (harmless) Spell Resistance yes (harmless) The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location and negates the miss chance. DISQUIETUDE Enchantment (Compulsion) [Mind- Affecting, Sonic, Song] Level: Arcane 2 (Exotic Common) DISRUPT UNDEAD Necromancy Level Arcane 0 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Effect ray Duration instantaneous Saving Throw none Spell Resistance yes You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it. Heighten Effect: Level 1 Effect: Ray does 1d6/CL (Max 5d6) to undead. Level 3 DISRUPT UNDEAD, GREATER Level 4 As level 3 but Range Medium, damage 1d10(Max 10d10). DISRUPT UNDEAD, GREATER Necromancy Level: Arcane 3 (Simple Uncommon) DISSONANT CHANT Abjuration [Sonic] Level: Arcane 2 (Simple Uncommon) DISSONANT CHORD Evocation [Sonic] Level: Arcane 3 (Simple Rare) DISTORT SPEECH Transmutation [Sonic, Song] Level: Arcane 1 (Exotic Common) DISTRACT Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 1 (Simple Rare) DISTRACT ASSAILANT Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 1 (Simple Rare) DISTRACTING RAY Abjuration Level: Arcane 2 (Simple Rare) DIVINATION Divination Level Divine 4 (Simple Common) Casting Time 10 minutes Components V, S, M (incense and an appropriate offering worth 25 gp) Range personal Target you Duration instantaneous Heighten Effect for AUGURY 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. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct Divination is 70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work. As 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. DIVINE AGILITY Transmutation Level: Divine 5 (Simple Rare) DIVINE FAVOUR Evocation Level Divine 1 (Complex Common) Casting Time 1 standard action Components V, S, DF Range personal Target you Duration 1 minute Calling upon the strength and Wis of your deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +6). The bonus doesn’t apply to spell damage. DIVINE INSIGHT Divination [Holy] Level: Divine 2 (Exotic Uncommon) DIVINE INTERDICTION Abjuration Level: Divine 2 (Complex Rare) DIVINE POWER Evocation [Buff] Level Divine 4 (Complex Common) Casting Time 1 standard action Components V, S, DF Range personal Target you Duration 1 minute Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks for every three caster levels you have (maximum +6). You also gain 1 temporary hit point per caster level. Whenever you make a full-attack action, you can make on additional attack at your full base attack bonus, plus any appropriate modifiers. This additional attack is not cumulative with similar effects, such as haste or weapons with the speed special ability. DIVINE SACRIFICE Evocation [Holy] Level: Divine 1 (Exotic Uncommon) DOMINATE Enchantment (compulsion) [Plant, Shaman] Level Divine 3 (Exotic Common) As DOMINATE ANIMAL Heighten Effects: Level 5 DOMINATE PERSON Level 9 DOMINATE MONSTER DOMINATE ANIMAL Enchantment (compulsion) [Plant, Shaman] Level Divine 3 (Exotic Common) Casting Time 1 round Components V, S Range close (25 ft. + 5 ft./2 levels) Target one animal Duration 1 round/level Saving Throw Will negates Spell Resistance yes Heighten Effect for DOMINATE You can enchant an animal and direct it with simple commands such as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored. Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own Int, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn’t do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action. DOMINATE MONSTER Enchantment (compulsion) [mind-affecting][Truename]; Level Arcane 9 (Complex Common) Target one creature Heighten Effect for DOMINATE This spell functions like dominate person, except that the spell is not restricted by creature type. DOMINATE PERSON Enchantment (compulsion) [mind-affecting][Truename, Song] Level Arcane 5 (Complex Common) Casting Time 1 round Components V, S Range close (25 ft. + 5 ft./2 levels) Target one humanoid Duration 1 round/level or 1 hour/ level Saving Throw Will negates Spell Resistance yes Heighten Effect for DOMINATE You can control the actions of any humanoid creature through a Telepathic link that you establish with the subject’s mind. If 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. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically. Once 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). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behaviour is being influenced by an Enchantment effect (see the Sense Motive skill description). The duration is only 1 round/lvl if the target HD is higher than your CL, else it is one hour an level. At the end of the duration they get another save at +5, if fail again the duration continues by one and each duration time period (rounds or hours) the subject gets another save at +5. If use truename of creature and you speak it correctly (with Spellcraft check) the target does not get +5 to save at end of duration and duration goes up by one (so round to hours and hours to days.) Changing your instructions or giving a dominated creature a new Command is the equivalent of redirecting a spell, so it is a move action. By 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. You 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. Subjects resist this control. Obviously self-destructive orders are not carried out. Once 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. You need not see the subject to control it. If 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. Protection from tainted 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. Diminished Spell: Can only affect equal to your HD or less and duration is only 1 round/level DOOM Necromancy [fear, mind-affecting] Level Divine 1 (Complex Common) Casting Time 1 standard action Components V, S, DF Range medium (100 ft. + 10 ft./level) Target one living creature Duration 1 round/level Saving Throw Will negates Spell Resistance yes This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. DOOMTIDE Evocation Level: Divine 5 (Simple Rare) DOWNDRAFT Evocation [Air] Level: Divine 3 (Simple Rare) DRACONIC MIGHT Transmutation [Dragon, Holy] Level: Divine 4, Arcane 5 (Complex Rare) DRAGON ALLY Conjuration (Calling) [Dragon] Level: Dragon 7, Arcane 7 (Exotic Uncommon) Effect: One called dragon of 18 HD or less Heighten Effect for DRAGON ALLY, LESSER This spell functions like lesser dragon ally, except you can call a single dragon of up to 18 HD. XP Cost: 250 XP. DRAGON ALLY, GREATER Conjuration (Calling) [Dragon] Level: Arcane 9 (Exotic Uncommon) Effect: One called dragon of 21 HD or less Heighten Effect for DRAGON ALLY, LESSER This spell functions like lesser dragon ally, except you can call a single dragon of up to 22 HD. XP Cost: 500 XP. DRAGON ALLY, LESSER Conjuration (Calling) [Dragon] Level: Arcane 5 (Exotic Uncommon) Components: V, XP Ca sting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Effect: One called dragon of 15 HD or less Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell calls a dragon. You can ask the dragon 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 dragon to bargain for its services. The summoned dragon requires payment for its services, which takes the form of coins, gems, or other precious objects the dragon can add to its hoard. This payment must be made before the dragon 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. Tasks requiring up to 1 minute per caster level require a payment of 50 gp per HD of the called dragon. For a task requiring up to 1 hour per caster level, the creature requires a payment of 250 gp per HD. Long-term tasks (those requiring up to 1 day per caster level) require a payment of 500 gp per HD. Especially hazardous tasks require a greater gift, up to twice the given amount. A dragon never accepts less than the indicated amount, even for a nonhazardous task. At the end of its task, or when the duration bargained for elapses, the creature returns to the place it was called from (after reporting back to you, if appropriate and possible). XP Cost: 100 XP. Special: Sorcerers cast this spell at +1 caster level. Heighten Effect: Level 7 DRAGON ALLY Level 9 DRAGON ALLY, GREATER DRAGON BREATH Evocation [Dragon] Level: Divine 5, Arcane 4 (Exotic Common) Components: V, S, M/DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level You gain the ability to breathe gout of energy as a standard action that mimics a dragon’s breath. Once you’ve used the breath attack, you must wait 1d4 rounds before doing so again. When you cast dragon breath, you choose one true dragon whose breath you’re emulating. If you choose a chromatic dragon, then the spell gains the evil descriptor. If you choose a metallic dragon, then it gains the good descriptor. Particulars for the breath weapons of each of the true dragons are provided below. Chromatic Dragons Black: 30-ft. line of acid, 1d8/2 caster levels (maximum 10d8); Reflex half. Blue: 30-ft. line of Lightning, 1d8/2 caster levels (maximum 10d8); Reflex half. Green: 15-ft. cone of acid, 1d8/2 caster levels (maximum 10d8); Reflex half. Red: 15-ft. cone of fire, 1d8/2 caster levels (maximum 10d8); Reflex half. White: 15-ft. cone of cold, 1d8/2 caster levels (maximum 10d8); Reflex half. Metallic Dragons Brass: 15-ft. cone of sleep lasts 1d6 rounds; Will each round negates. Bronze: 30-ft. line of Lightning, 1d8/2 caster levels (maximum 10d8); Reflex half. Copper: 15-ft. cone of slow lasts 1d6 rounds; Will negates. Gold: 15-ft. cone of fire, 1d8/2 caster levels (maximum 10d8); Reflex half. Silver: 15-ft. cone of paralysis lasts 1d6 rounds; Fort each round negates. Arcane Material Component: A dragonscale of the appropriate colour. DRAGONSIGHT Transmutation [Song, Dragon] Duration: 1 hour (D) Heighten Effect: Duration 1 hour/3 levels. DRAGONSKIN Transmutation [Dragon] Level: Arcane 3 (Complex Rare) DREAM Illusion (phantasm) [mind-affecting]; Level Arcane 5 (Complex Rare) Casting Time 1 minute Components V, S Range unlimited Target one living creature touched Duration see text Saving Throw none Spell Resistance yes You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At 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. The messenger then enters a trance, appears in the intended recipient’s dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient. Once the message is delivered, the messenger’s mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient’s dream and deliver the message. If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient’s dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell. Creatures that don’t sleep (such as elves, but not half-elves) or don’t dream cannot be contacted by this spell. The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenceless both physically and mentally (always fails any saving throw) while in the trance. Heighten Effects: Level 6 DREAM CASTING DREAM CASTING Enchantment [Mind-Affecting]; see text Level: Arcane 6 (Exotic Common) Heighten Effect for DREAM DREAM SIGHT Divination Level: Dream 6 DROWN Evocation [Water, Nature] Level: Divine 6 (Exotic Uncommon) Casting Time: 1 full round DROWN, MASS Evocation [Water, Nature] Level: Divine 9 (Exotic Uncommon) DUELWARD Abjuration Level: Arcane 5 (Complex Rare) Heighten Effect: Can use duelward to counterspell once every 3 levels before it is discharged. EARTH LOCK Abjuration [Earth] Level: Arcane 2 (Complex Rare) EARTH REAVER Transmutation [Fire, Earth] Level: Divine 5, Arcane 5 (Complex Uncommon) EARTHBIND Transmutation [Nature] Level: Divine 2, Arcane 2 (Complex Uncommon) EARTHEN GRACE Abjuration [Earth, Nature] Level: Divine 2, Arcane 3 (Complex Uncommon) EARTHEN GRASP Transmutation [Earth] Level: Arcane 2 (Simple Rare) Heighten Effect: The stony arm can appear from any natural surface, including unworked rock, earth, mud, grass, or sand. The stone arm has AC 18, hardness 8, and 4 hit points per caster level. EARTHFAST Transmutation [Earth] Level: Divine 2 (Simple Rare) EARTHQUAKE Evocation [Earth, Nature, Sonic] Level Divine 8 (Complex Common) Casting Time 1 standard action Components V, S, DF Range long (400 ft. + 40 ft./level) Area 80-ft.-radius spread (S) Duration 1 round Saving Throw see text Spell Resistance no Heighten Effect for TREMOR When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Spellcraft check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast. Cave, 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). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris. Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it falls vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below). Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures 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). At the end of the spell, all fissures grind shut, killing any creatures still trapped within. Structure: 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. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below). River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At 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. Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If 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. EASY CLIMB Transmutation Level: Divine 2 (Simple Rare) EASY TRAIL Abjuration [Plant] Level: Divine 1 (Exotic Common) EBON EYES Transmutation Level: Divine 1, Arcane 1 (Exotic Rare) ECHO SKULL Necromancy Level: Divine 5 ECTOPLASMIC ARMOR Abjuration [Force] Level: Arcane 1 (Complex Rare) ECTOPLASMIC FEEDBACK Abjuration [Force] Level: Arcane 2 (Complex Uncommon) EFFULGENT EPURATION Abjuration Level: Arcane 9 (Complex Rare) ELECTRIC JOLT Evocation [Lightning] Level: Arcane 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You release a small stroke of electrical energy. You must succeed on a ranged touch attack with the ray to strike a target. The spell deals 1d3 points of Lightning damage. ELECTRIC LOOP Evocation [Lightning] Level: Arcane 2 (Simple Uncommon) ELEMENTAL BODY Transmutation [see text] Level: Arcane 7 (Complex Uncommon) ELEMENTAL GRASP Evocation(see text) Level: Arcane 1 (Simple Uncommon) As CORROSIVE GRASP but can choose from following energy types: Fire, Cold, Acid, Lightning. ELEMENTAL SWARM Conjuration (summoning) [Nature] [see text]; Level Divine 9 (Exotic Uncommon) EMBRACE THE WILD Transmutation [Nature, Ranger] Level: Divine 1 (Exotic Uncommon) EMERALD FLAME FIST Evocation [Fire] Level: Arcane 7 (Complex Uncommon) ENDURE ELEMENTS Abjuration Level Divine 1, Arcane 1 (Simple Common) Casting Time 1 standard action Components V, S Range touch Target creature touched Duration 24 hours Saving Throw Will negates (harmless) Spell Resistance yes 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. The creature’s equipment is likewise protected. Endure 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. Heighten Effects: Level 2 RESIST ENERGY Level 3 PROTECTION FOR ENERGY Level 4 RESIST ENERGY, MASS Level 7 ENERGY IMMUNITY Level 9 PROTECTION FOR ALL ENERGY ENERGIZED SHIELD, LESSER Abjuration [see text] Level: Divine 2 (Simple Rare) Heighten Effect: Effect: the energy resistance is 10 and damage dealt is 2d6. ENERGY BREATH Evocation [see text] Level: Arcane 3 Only specialist in evocation can cast this spell. This spell acts like acid breath but can choose which energy type: Fire, Acid, Lightning, Cold. This spell is same type as energy chosen. ENERGY DRAIN Necromancy Level Divine 9, Arcane 9 (Simple Common) Saving Throw Fortitude partial; see text for enervation This spell functions like enervation, except that the creature struck gains 2d4 temporary negative levels, and the negative levels last longer and can kill a creature if has equal to his HD in negative levels. There 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 becomes permanent. An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour. ENERGY EBB Necromancy [Taint] Level: Divine 7, Arcane 7 (Complex Rare) ENERGY IMMUNITY Abjuration [Air, Water, Earth, Fire] Level: Divine 6, Arcane 7 (Complex Common) Heighten Effect for ENDURE ELEMENTS ENERGY SPHERES Evocation [Acid, Cold, Lightning, Fire, Sonic] Level: Arcane 4 (Complex Uncommon) ENERGY TRANSFORMATION FIELD Transmutation Level: Arcane 7 (Exotic Rare) ENERGY VORTEX Evocation [see text, Na] Level: Divine 3 (Complex Rare) ENERVATING BREATH Necromancy [Dragon, Negative] Level: Arcane 9 (Exotic Uncommon) Heighten Effect for BREATH FLARE ENERVATION Necromancy Level Arcane 4 (Complex Common) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Effect ray of negative energy Duration 1 round/level Saving Throw none Spell Resistance yes Edit: If these negative levels equal the HD of subject it goes into a coma for duration of spell. At the end of this duration the negative levels go away with normal save to remove negative levels. If fail this save get another save 24 hours later to remove them like normal. ENHANCE FAMILIAR Universal Level: Arcane 3 (Complex Common) ENLARGE PERSON Transmutation [Giant] Level Arcane 1 (Simple Uncommon) Casting Time 1 full action Components V, S, M (powdered iron) Range close (25 ft. + 5 ft./2 levels) Target one humanoid creature Duration 1 round/level (D) Saving Throw Fortitude negates Spell Resistance yes This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The 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. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed. If 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. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack,. Enlarge person counters and dispels reduce person. Enlarge person can be made permanent with a permanency spell. Heighten Effect: Level 4 ENLARGE PERSON, MASS Level 5 ENLARGE PERSON, GREATER ENLARGE PERSON, GREATER Transmutation [Giant] Level: Arcane 5 (Complex Uncommon) Heighten Effect for ENLARGE PERSON ENLARGE PERSON, MASS Transmutation [Giant] Level Arcane 4 (Simple Uncommon) Heighten Effect for ENLARGE PERSON ENRAGE ANIMAL Enchantment (Compulsion) [Mind-Affecting, Ranger, Nature, Giant] Level: Divine 1 (Exotic Common) ENTANGLE Transmutation [Plant] Level Divine 1 (Exotic Common) Casting Time 1 standard action Components V, S, DF Range long (400 ft. + 40 ft./level) Area plants in a 40-ft.-radius spread Duration 5 + 1 round/level (D) Saving Throw: Reflex partial; see text; Spell Resistance: no This spell causes plants to wrap around foes in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts. If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save versus the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion. ENTANGLING STAFF Transmutation [Plant] Level: Divine 3 (Exotic Common), Arcane 4 (Complex Uncommon) ENTHRALL Enchantment (charm) [language dependent, mind-affecting, sonic, Psionic] Level Divine 2 (Simple Uncommon) Casting Time 1 round Components V, S Range medium (100 ft. + 10 ft./level) Targets any number of creatures Duration 1 hour or less Saving Throw Will negates; see text Spell Resistance yes If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw. A 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. It gains a new saving throw if it witnesses actions that it opposes. The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing. If 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. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell. If 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. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile. ENTICE GIFT Enchantment [Mind-Affecting] Level: Greed 2, Arcane 2 (Simple Uncommon) ENTROPIC SHIELD Abjuration Level Divine 1 (Complex Common) Casting Time 1 standard action Components V, S Range personal Target you Duration 10 min./level (D) A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected. ENVELOPING COCOON Evocation [Force, Nature] Level: Divine 6 (Exotic Uncommon) ERADICATE EARTH Abjuration [Earth, Sonic] Level: Arcane 3 (Complex Uncommon) ERASE Transmutation [Giant] Level Arcane 1 (Simple Common) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one scroll or two pages Duration instantaneous Saving Throw see text Spell Resistance no Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With 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. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%. Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. A natural 1 is always a failure on this check. If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead. ETHEREAL BREATH Transmutation [Dragon] Level: Arcane 5 (Complex Rare) Heighten Effect for BREATH FLARE ETHEREAL CHAMBER Evocation [Force] Level: Arcane 2 (Complex Rare) ETHEREAL JAUNT Conjuration Level Divine 7, Arcane 7 (Complex Uncommon) Casting Time 1 standard action Components V, S Range personal Target you Duration 1 round/level (D) You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the Material Plane. When the spell expires, you return to material existence. An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. Force effects and Abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and ethereal objects as if they were material. If 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. Heighten Effects: Level 9 ETHEREALNESS ETHEREAL MOUNT Conjuration [Song] Level: Arcane 4 (Complex Uncommon) Heighten Effect for MOUNT ETHEREALNESS Conjuration Level Divine 9, Arcane 9 (Complex Uncommon) Range touch; see text Targets you and one other touched creature per three levels Duration 10 min./level (D) Spell Resistance yes Heighten Effect for ETHEREAL JAUNT This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together. When the spell expires, all affected creatures on the Ethereal Plane return to material existence. EVIL GLARE Necromancy [Taint, Fear, Mind-Affecting] Level: Divine 7, Arcane 7 (Simple Rare) Components: V, S, DF Casting Time: 1 standard action Range: 30 feet Target: Living creatures Duration: 1 round/level; see text Saving Throw: Will negates Spell Resistance: Yes Edit: The target gets a save each round to shake off effected; passing a save does not stop additional saves. You must be able to see the creature, and it must be able to see you (though it need not meet your gaze). Once per round after that for the duration of the spell, you can target another creature with your glare as a standard action. You can’t target the same creature twice with a single casting of the spell, regardless of the outcome of its saves. EXACTING SHOT Transmutation [Ranger] Level: Divine 2 (Exotic Uncommon) EXCAVATE Transmutation [Earth] Level: Arcane 8 (Complex Rare) Heighten Effect for PASSWALL EXPEDITIOUS RETREAT Transmutation Level Arcane 1 (Simple Uncommon) Casting Time 1 standard action Components V, S Range personal Target you Duration 1 round/level (D) This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jumping skill). EXPLOSIVE CASCADE Evocation [Fire] Level: Arcane 4 (Complex Uncommon) EXPLOSIVE RUNES Abjuration [force] Level Arcane 3 (Complex Common) Casting Time 1 standard action Components V, S Range touch Target one touched object weighing no more than 10 lb. Duration permanent until discharged (D) Saving Throw see text Spell Resistance yes You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The explosive runes detonate when read, dealing 6d6 points of force damage. Anyone within 10 feet takes the full damage with no saving throw; any other creature within 20 feet of the explosive runes is entitled to a Reflex save for half damage. The object on which the explosive runes were written also takes full damage (no saving throw). You and any characters you specifically instruct can read the protected writing without triggering the explosive runes. Likewise, you can remove the explosive runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the explosive runes and failing to do so triggers the explosion. EXPUNGE THE SUPERNATURAL Abjuration [Truename] Level: Divine 8, Arcane 8 (Simple Uncommon) Components: V, S, T, XP Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Permanent Saving Throw: Fortitude negates Spell Resistance: Yes This spell functions as spurn the supernatural, except that its effect is permanent and it eliminates only one supernatural ability, no matter how high your Truespeak check. Your target loses the chosen supernatural ability until it undergoes a ritual of renaming or is the target of a wish or miracle spell. If the subject has a temporary supernatural ability, it loses that ability, but this spell does nothing to prevent the subject from gaining the same or other supernatural abilities later. Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you’re targeting. XP Cost: 500 XP. EXTRACT WATER ELEMENTAL Transmutation [Water] Level: Divine 6, Arcane 6 (Exotic Uncommon) EYE OF POWER Divination (Scrying) Level: Arcane 9 (Complex Common) Heighten Effect for ARCANE EYE EYE OF THE HURRICANE Abjuration [Air, Nature] Level: Divine 4 EYEBITE Necromancy [Taint] Level Arcane 6 (Complex Common) Casting Time 1 standard action Components V, S Range Close (25 ft. + 5 ft./2 levels) Target one living creature Duration 1 round/level Saving Throw: Fortitude negates; Spell Resistance: yes You tap into the dark energies of the universe to be able to give creatures the evil eye. Each round, you may target a single living creature, striking it with waves of tainted power. Depending on the target’s HD, compared to your CL this attack has as many as three effects. HD Effect Equal or more Sickened 5 or more less Panicked, sickened 9 or more less Comatose, panicked, sickened The effects are cumulative and concurrent. Sickened: Sudden pain and fever sweeps over the subject’s body. 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. Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, this is a fear effect. 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. You must spend a move action each round after the first to target a foe and must be able to stare at him (giving him the tainted eye so to speak). EYES OF THE KING Conjuration (Summoning) [Taint] Level: Hunger 6 FAERIE FIRE Evocation [light, Fey] Level Divine 1, Arcane 2 (Simple Common) Casting Time 1 standard action Components V, S, DF Range long (400 ft. + 40 ft./level) Area creatures and objects within a 5-ft.-radius burst Duration 1 min+ 2 rounds/level (D) Saving Throw none Spell Resistance yes A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined. FAITH HEALING Necromancy (Healing) Level: Divine 1 (Complex Common) FALSE GRAVITY Transmutation Level: Arcane 3 (Complex Rare) FALSE LIFE Necromancy Level Arcane 2 (Exotic Common) Casting Time 1 standard action Components V, S, M (a drop of blood) Range personal Target you Duration 1 hour/level or until discharged; see text You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10). FALSE VISION Illusion (glamer) Level Arcane 5 (Simple Uncommon) FAMILIAR POCKET Universal Level: Arcane 1 (Complex Uncommon) FANTASTIC MACHINE Conjuration [Creation] Level: Craft 6, Gnome 6 FANTASTIC MACHINE, GREATER Conjuration[Creation] Level: Craft 9 FAVOR OF THE MARTYR Necromancy [Holy] Level: Divine 4 (Exotic Uncommon) FAVORABLE SACRIFICE Abjuration Level: Divine 3 (Exotic Rare) FEAR Necromancy [fear, mind-affecting]; Level Arcane 4 Casting Time 1 standard action Components V, S, M (the heart of a hen or a white feather) Range 30 ft. Area cone-shaped burst Duration 1 round/level or 1 round; see text Saving Throw Will partial Spell Resistance yes 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. If the Will save succeeds, the creature is shaken for 1 round. FEARSOME GRAPPLE Transmutation Level: Arcane 2 (Simple Uncommon) FEATHER FALL Transmutation [Fey] Level Arcane 1 Casting Time 1 immediate action Components V Range close (25 ft. + 5 ft./2 levels) Targets one Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart Duration until landing or 1 round/level Saving Throw Will negates (harmless) or Will negates (object) Spell Resistance yes (object) The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes. The 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. This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop. Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature. FEEBLEMIND Enchantment (compulsion) [mind-affecting, curse]; Level Arcane 5 (Complex Uncommon) Casting Time 1 standard action Components V, S, M (a handful of clay, crystal, or glass spheres) Range medium (100 ft. + 10 ft./level) Target one creature Duration 10 minutes/level Saving Throw Will negates; see text Spell Resistance yes If the target creature fails the Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw. FELL THE GREATEST FOE Transmutation Level: Divine 3 (Simple Rare) FIELD OF GHOULS Necromancy [Death, Taint] Level: Hunger 7 FIELD OF ICY RAZORS Evocation [Cold] Level: Arcane 8 (Complex Rare) FIENDFORM Transmutation [Taint] Level: Arcane 5 (Complex Rare) Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level This spell functions like alter self, except that you can take the form of any fiendish creature, demon, or devil that can be summoned by a summon monster I, II, III, or IV spell (MM 287), size Small or Medium. You can assume only one form with each use of the spell, and you gain if they have following: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web. Material Component: A bone from any fiendish creature, half-fiend, demon, or devil. Heighten Effects: Level 6: Can change into any Tiny or Large Outsider from same list of summon monsters and can gain: burrow 60 feet, climb 90 feet, fly 120 feet (good manoeuvrability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, web, and any 1st level spell-like ability up to 3/day. If the creature has resistance to any elements, you gain up to resistance 20 to those elements. Level 7: Can change into any Huge Outsider and can gain: rend (2d6 damage), DR, regeneration 5, trample, can use any SPA up to 3rd level as many as 3/day. If the creature has resistance to any elements, you gain up to resistance 20 to those elements. Gain following when change into outsider Tiny: you gain a +8 size bonus to your Dexterity, and a +3 passive bonus. Small: gain a +4 size bonus to your Dexterity, and a +2 passive bonus. Medium: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +4 passive bonus Large: +8 size bonus to Strength, a –2 penalty to Dexterity, a +6 size bonus to Constitution, a +6 passive armour bonus, low-light vision, and a +10 foot enhancement bonus to your speed Huge:+10 size bonus to Strength, 2 penalty to Dexterity, a +8 size bonus to Constitution, a +8 passive armour bonus FIERCE PRIDE OF THE BEASTLANDS Conjuration (Summoning) [Chaotic] Level: Divine 8, Arcane 8 (Complex Uncommon) FIND TEMPLE Divination Level: Divine 1 (Simple Rare) FIND THE PATH Divination Level Divine 6 (Complex Uncommon) Casting Time 3 rounds Components V, S, F( Something from the location) Range personal or touch Target you or creature touched Duration 10 min/level Saving Throw none or Will negates (harmless); Spell Resistance no or yes (harmless) The recipient of this spell can find the shortest, most direct physical route to a large specified destination, such as a city, keep, lake, or dungeon. The locale can be outdoors or underground, as long as it is large. For example, a hunter’s cabin is not large enough, but a logging camp is. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as the subject at the time of casting. The 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. For example, the spell enables the subject to sense what cavern corridor to take when a choice presents itself. The spell ends when the destination is reached or the duration expires, whichever comes first. Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round, specifying the destination as “outside the maze.” This Divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians). In order for this spell to work the caster must have something from the location they are searching for. FIND TRAPS Divination Level Divine 2 (Complex Uncommon) Casting Time 1 standard action Components V, S Range personal Target you Duration 10 min./level You gain intuitive insight into the workings of traps. You can use the search skill to detect traps just as a rogue can. In 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. Note that find traps grants no ability to disable the traps that you may find. FINS TO FEET Transmutation [Nature] Level: Divine 2 (Exotic Common), Arcane 2 (Complex Rare) FIRE SEEDS Transmutation [Fire, Plant] Level Divine 6 (Exotic Common) Casting Time 1 standard action Components V, S, M (the acorns or holly berries) Range touch Targets up to 4 touched acorns or up to 8t touched holly berries Duration 10 min./level or until used Saving Throw none or Reflex half; see text Spell Resistance no 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. Acorn Grenades: As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 15d6), divided up among the acorns as you wish. Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A 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. Holly Berry Bombs: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If 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 (Max+10) to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage. FIRE SHIELD Evocation [fire or cold] Level Arcane 4 (Simple Common) Casting Time 1 standard action Components V, S, M (phosphorus for the warm shield; a firefly or glowworm for the chill shield) Range personal Target you Duration 1 round/level (D) This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold based or fire-based attacks (your choice). Any 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). This damage is either cold damage (if the fire shield protects against fire-based attacks) or fire damage (if the fire shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you. When 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). The colour of the flames is blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each version are as follows. Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save. Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save. Heightened Spell: Level 5 Effect: Can use acid shield or lightning shield as well. Works like warm and chill shields. Also damage is 2d6+1. Spell is Type as energy chosen. Level 6 FIRE SHIELD, MASS Level 7 FIRE SHIELD, MASS but also Level 5 effect FIRE SHIELD, MASS Evocation [Fire or Cold] Level: Arcane 6 (Simple Uncommon) Heighten Spell for FIRE SHIELD FIRE SHURIKEN Evocation [Fire] Level: Divine 2 (Complex Rare) FIRE SPIDERS Conjuration (Summoning) [Fire] Level: Arcane 6 (Complex Rare) FIRE STORM Evocation [fire] Level Divine 8 (Complex Common) Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Area two 10-ft. cubes per level (S) Duration instantaneous Saving Throw Reflex half Spell Resistance yes When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6). Creatures that fail their Reflex save catch on fire, taking 4d6 points of fire damage each round until the flames are extinguished. Extinguishing the flames is a full-round action that requires a DC 20 Reflex save. FIRE STRIDE Transmutation [Teleportation] Level: Arcane 4 (Complex Uncommon) FIRE TRAP Abjuration [fire, Nature] Level Divine 2 (Exotic Common), Arcane 4 (Simple Common) Casting Time 10 minutes Components V, S, M (gold dust worth 25 gp) Range touch Target object touched Duration permanent until discharged (D) Saving Throw Reflex half; see text Spell Resistance yes Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed. When casting fire trap, you select a point on the object as the spell’s centre. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell’s centre. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion. A fire trapped item cannot have a second closure or warding spell placed on it. A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam. You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends. Magic traps such as fire trap are hard to detect and disable. A rogue (only) can use the Search skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid’s fire trap or DC 29 for the arcane version). FIRE WINGS Transmutation [Fire, Nature] Level: Divine 3 (Exotic Common) FIREBALL Evocation [see text] Level Arcane 3 (Complex Common) Casting Time 1 standard action Components V, S, M (a ball of bat guano and sulphur) Range long (400 ft. + 40 ft./level) Area 20-ft.-radius spread Duration instantaneous Saving Throw Reflex half Spell Resistance yes You choose what type of energy is created: Fire, Cold, or Lightning. This spell becomes same type as energy A fireball spell is an explosion of energy that detonates with a low roar and deals 1d6 points of damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You 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. The 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. Heighten Effects: Level 4 Effect: will spread out until fills 44 squares of area. If used in smaller area will expand in all directions that can until fills 44 squares. Level 7 DELAYED BLAST FIREBALL Level 8 DELAYED BLAST FIREBALL but with Level 4 effect Level 9 METEOR SWARM FIREBRAND Evocation [Fire] Level: Arcane 5 (Complex Uncommon) FIREBURST Evocation [Fire] Level: Arcane 2 (Simple Rare) Heighten Effects: Level 5 FIREBURST, GREATER FIREBURST, GREATER Evocation [Fire] Level: Arcane 5 (Complex Uncommon) Heighten Effect for FIREBURST FIRES OF PURITY Evocation [Fire, Nature] Level: Divine 6 (Exotic Uncommon), Purification 6, Arcane 6 (Complex Uncommon) FIREWARD Abjuration [Fire] Level: Divine 5 (Simple Rare) Height Effect for QUENCH FIST OF STONE Transmutation [Earth] Level: Arcane 1 (Simple Rare) FLAME ARROW Transmutation [fire] Level Arcane 3 (Simple Common) Casting Time 1 standard action Components V, S, M (a drop of oil and a small piece of flint) Range close (25 ft. + 5 ft./2 levels) Target fifty projectiles, all of which must be in contact with each other at the time of casting Duration 10 min./level Saving Throw none Spell Resistance no You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes. FLAME BLADE Evocation [Nature, Fire] Level Divine 2 (Exotic Common) Casting Time 1 standard action Components V, S, DF Range 0 ft. Effect sword-like beam Duration 1 min./level (D) Saving Throw none Spell Resistance yes A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth. The spell does not function underwater. FLAME DAGGER Evocation [Fire] Level: Arcane 2 (Simple Uncommon) FLAME STRIKE Evocation [fire] Level Divine 5 (Complex Common) Casting Time 1 standard action Components V, S, DF Range medium (100 ft. + 10 ft./level) Area cylinder (10-ft. radius, 40 ft. high) Duration instantaneous Saving Throw Reflex half Spell Resistance yes A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half 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. FLAME WHIPS Transmutation [Fire] Level: Arcane 4 (Exotic Uncommon) FLAMING SPHERE Evocation [fire] Level Arcane 2 Casting Time 1 standard action Components V, S, M/DF (tallow, brimstone, and powdered iron) Range medium (100 ft. + 10 ft./level) Effect 5-ft.-diameter sphere Duration 1 round/level Saving Throw Reflex negates Spell Resistance yes Can use DESICCATING BUBBLE or following: A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would. The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range. Heighten Effects: Level 3 CAPRICIOUS ZEPHYR Level 4 DEFENESTRATING SPHERE or STONE SPHERE Level 5 BALL LIGHTNING FLARE Evocation [light] Level Divine 0, Arcane 0 Casting Time 1 standard action Components V Range close (25 ft. + 5 ft./2 levels) Effect burst of light Duration instantaneous Saving Throw Fortitude negates Spell Resistance yes This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1d4 rounds unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare. FLASHBURST Evocation [Light] Level: Arcane 3 (Complex Uncommon) FLENSING Transmutation [Taint] Level: Arcane 8 (Complex Rare) FLESH TO STONE Transmutation [Earth] Level Arcane 6 (Simple Common) Casting Time 1 standard action Components V, S, M (lime, water, and earth) Range medium (100 ft. + 10 ft./level) Target one creature Duration instantaneous Saving Throw Fortitude negates Spell Resistance yes The subject takes 2d6+ ˝ caster level in Dexterity damage on a fail save. If their Dexterity reaches 0, the subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Only creatures made of flesh are affected by this spell. FLESHSHIVER Necromancy Level: Arcane 6 (Complex Rare) FLIGHT OF THE DRAGON Transmutation [Dragon] FLOATING DISK Evocation [force] Level Arcane 1 (Complex Rare) Casting Time 1 standard action Components V, S, M (a drop of mercury) Range close (25 ft. + 5 ft./2 levels) Effect 3-ft.-diameter disk of force Duration 1 hour/level Saving Throw none Spell Resistance no You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its centre. It can hold 100 pounds of weight per caster level. If used to transport a liquid, its capacity is 2 gallons. The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond its range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it. Heighten Effects: Level 4 FLOATING DISK, GREATER FLOATING DISK, GREATER Evocation [Force] Level: Arcane 4 (Complex Uncommon) FLY Transmutation [Air] Level Arcane 3 (Simple Uncommon) Casting Time 1 standard action Components V, S, F (a wing feather) Range touch Target creature touched Duration 10 min./level Saving Throw Will negates (harmless) Spell Resistance yes (harmless) The subject can fly at a speed of 30 feet (or 20 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 manoeuvrability 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. The subject gains a bonus on Fly skill checks equal to half your caster level. Should 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 does not descends safely in this way if the fly spell is dispelled. Heighten Effects: Level 4 Effect: Speeds goes to 60, and duration goes to 1 hour every 2 levels. Level 5 FLY, MASS Level 5 FLY,MASS but same as Level 4. FLY, MASS Transmutation [Air] Level: Arcane 5 (Complex Uncommon) FOG CLOUD Evocation [Air, Nature] Level Divine 2 (Exotic Common), Arcane 2 (Complex Uncommon) Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft. level) Effect fog spreads in 20-ft. radius, 20 ft. high Duration 10 min./level Saving Throw none Spell Resistance yes Heighten Effect for OBSCURING MIST A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The spell does not function underwater. FORCE CHEST Evocation [Force] Level: Arcane 4 (Complex Rare) FORCE CLAW Evocation [Force] Level: Arcane 4 (Complex Rare) FORCE LADDER Evocation [Force] Level: Arcane 2 (Simple Rare) FORCE MISSILES Evocation [Force] Level: Arcane 4 (Exotic Common) Heighten Effect for MAGIC MISSILE FORCECAGE Evocation [force] Level Arcane 7 (Complex Common) Casting Time 1 standard action Components V, S, M Range Close (25 ft. + 5 ft./2 levels) Area barred cage (20-ft. cube) or windowless cell (10-ft. cube) Duration 1 round/level (D) Saving Throw Reflex negates Spell Resistance no Heighten Effect for WALL OF FORCE This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice). Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation 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. Like a wall of force spell, a forcecage resists dispel magic, but is vulnerable to a disintegrate spell, and can be destroyed by a sphere of annihilation or a rod of cancellation. A creature can try to break through forcecage but it has a break DC of 3x CL. Barred 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. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can’t attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars. Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides FORCEWARD Abjuration [Force] Level: Arcane 4 (Complex Uncommon) Edit: Break DC is 3x caster level FORCEWAVE Evocation [Force] Level: Arcane 4 (Simple Rare) FORESIGHT Divination [Psionic, Buff] Level Divine 9, Arcane 9 (Simple Uncommon) Casting Time 1 standard action Components V, S, M/DF (a hummingbird’s feather) Range personal or touch Target see text Duration 10 min./level Saving Throw none or Will negates (harmless); Spell Resistance no or yes (harmless) This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +4 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC. It also gives you Evasion. When another creature is the subject of the spell, you receive warnings about that creature. You 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. Shouting 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. The subject, however, does not gain the insight bonus to AC and Reflex saves. FORESTFOLD Transmutation [Plant] Level: Divine 3 (Exotic Uncommon) FORM OF THE DRAGON Transmutation (polymorph) [Dragon] Level Arcane 7 (Complex Rare) Casting Time 1 standard action Components V, S, M (a scale of the dragon type you plan to assume) Range personal Target you Duration 3 round/level (D) Save see below; SR no When you cast this spell you assume the form of a Medium chromatic or metallic dragon. You gain the following abilities: assume the form of a Large chromatic or metallic dragon. You gain the following abilities: a +6 enhancement bonus to Strength, a +4 enhancement bonus to Constitution, a +6 passive defence bonus, fly 90 feet (poor), darkvision 60 feet, a breath weapon, DR 5/magic, and resistance to one element. You also gain one bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8). You can only use the breath weapon twice per casting of this spell, and you must wait 1d4 rounds between uses. All breath weapons deal 8d8 points of damage and allow a Reflex save for half damage. Line breath weapons are 80-foot lines and cones are to 40-foot cones. Black dragon: acid, resist acid 20, swim 60 feet Blue dragon: of Lightning, resist Lightning 20, burrow 20 feet Green dragon: cone of acid, resist acid 20, swim 40 feet Red dragon: cone of fire, resist fire 30, vulnerability to cold White dragon: cone of cold, resist cold 20, swim 60 feet, vulnerability to fire Brass dragon: line of fire, resist fire 20, burrow 30 feet, vulnerability to cold Bronze dragon: line of Lightning, resist Lightning 20, swim 60 feet Copper dragon: line of acid, resist acid 20, spider climb (always active) Gold dragon: cone of fire, resist fire 20, swim 60 feet Silver dragon: cone of cold, resist cold 30, vulnerability to fire. Diminished Effect: Medium size dragon, a +4 enhancement bonus to Strength, a +2 enhancement bonus to Constitution, a +4 passive defence bonus, fly 60 feet (poor), darkvision 60 feet, a breath weapon 60 line, 30 cone, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of dragon that you transform into. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage. Heightened Effect: Huge chromatic or metallic dragon. +10 enhancement bonus to Strength, a +8 enhancement bonus to Constitution, a +8 passive defence bonus, fly 120 feet (poor), blindsense 60 feet, darkvision 120 feet, a breath weapon, DR 10/magic, frightful presence (DC equal to the DC for this spell), and immunity to one element. You also gain one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6). You can use the breath weapon as often as you like, but you must wait 1d4 rounds between uses. All breath weapons deal 12d8 points of damage and allow a Reflex save for half damage. Line breath weapons increase to 100-foot lines and cones increase to 50-foot cones. FORTIFY FAMILIAR Universal Level: Arcane 3 (Simple Uncommon) FORTUNATE FATE Necromancy Level: Divine 7 (Simple Rare) FOUNDATION OF STONE Transmutation [Earth] Level: Divine 1, (Simple Rare) FREEDOM Abjuration Level Arcane 9 (Simple Common) Casting Time 1 standard action Components V Range close (25 ft. + 5 ft./2 levels) or see text Target one creature Duration instantaneous Saving Throw Will negates (harmless) Spell Resistance yes The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrifaction, pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment or maze, you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the maze. FREEDOM OF MOVEMENT Abjuration [Buff] Level Divine 4 (Simple Uncommon) Casting Time 1 standard action Components V, S, M (a leather strip bound to the target), DF Range personal or touch Target you or creature touched Duration 10 min./level Saving Throw Will negates (harmless) Spell Resistance yes (harmless) 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. All combat maneuver checks made to grapple the target get +10. The 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. FREEZE Evocation [Cold, Nature] Level: Divine 6 (Exotic Common) FREEZING FOG Evocation [Cold] Level: Arcane 6 (Complex Uncommon) Heighten Effect for OBSCURING MIST FREEZING SPHERE Evocation [Cold] Level: Arcane 6 (Complex Uncommon) FROST BREATH Evocation [Cold, Nature] Level: Divine 2, Arcane 2 (Complex Uncommon) Heighten Effect for BREATH FLARE FUGUE Evocation [Sonic, Song] Level: Arcane 4 (Exotic Rare) FUSE ARMS Transmutation Level: Divine 2, Arcane 2 (Complex Rare) GASEOUS FORM Transmutation [Air] Level Arcane 3 (Simple Uncommon) Casting Time 1 standard action Components S, M/DF (a bit of gauze and a wisp of smoke) Range touch Target willing corporeal creature touched Duration 10 min./level (D) Saving Throw none Spell Resistance no The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including passive defence) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/ magic and becomes immune to poison and critical hits. It can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. 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. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect. A gaseous creature can’t run, but it can fly at a speed of 10 feet and it automatically succeeds on all Fly skill checks. It 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. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot. GATE Conjuration (creation or calling) [Truename]; Level Divine 9(Complex Common), Arcane 9(Complex Uncommon) Casting Time 1 standard action Components V, S, M (see text) Range medium (100 ft. + 10 ft./level) Effect see text Duration instantaneous or concentration (up to 1 round/level); see text Saving Throw none Spell Resistance no 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. Second, you may then call a particular individual or kind of being through the gate that you have the truename for. 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. A 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. 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. Travellers 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. You 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. 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 and using it name correctly(with Spellcraft check), 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 material cost of 5,000 gp in rare incense and offerings. If you choose to call a kind of creature instead of a known individual, you may call either a single creature (of up to your HD) or several creatures if have the race truename. 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 your caster level. A single creature with more HD than 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. A 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. If 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. Failure 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. Note: When you use a calling spell such as gate to call an air, chaotic, earth, tainted, fire, good, lawful, or water creature, it becomes a spell of that type. GEAS , LESSER Enchantment [language-dependent, mind affecting]; Level Arcane 4 (Simple Uncommon) Casting Time 1 round Components V Range close (25 ft. + 5 ft./2 levels) Target one living creature with 7 HD or less Duration 1 day/level or until discharged (D) Saving Throw Will negates Spell Resistance yes 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. The creature must have 7 or fewer Hit Dice and be able to understand you. While 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. The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions, the spell remains in effect for a maximum of 1 day per caster level. A clever recipient can subvert some instructions. If the subject is prevented from obeying the lesser geas for 24 hours, it takes a –2 penalty to each of its ability scores. Each day, another –2 penalty accumulates, up to a total of –8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas. A lesser geas (and all ability score penalties) can be ended by break Enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect a lesser geas. Heighten Effects: Level 6 GEAS/QUEST GEAS/QUEST Enchantment [language-dependent, mind affecting]; Level Divine 6 (Simple Common), Arcane 6 (Simple Uncommon) Casting Time 10 minutes Target one living creature Saving Throw none Spell Resistance yes Heighten Effect for GEAS, LESSER This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw. If the subject is prevented from obeying the geas/quest for 24 hours, it takes a –3 penalty to each of its ability scores. Each day, another –3 penalty accumulates, up to a total of –12. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the geas/quest. A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break Enchantment does not end a geas/quest, but limited wish, miracle, and wish do. Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest. GEMBOMB Evocation [Force] Level: Gnome 2, Trade 2 Components: V, S, M Casting Time: 1 round Range: Touch Target: Gem touched Du ration: 10 minutes/ level or until used Saving Throw: Reflex half Spell Resistance: Yes You turn a gem into a bomb that you (and only you) can lob at enemies. You must hold the gem in your hand when casting the spell. You can toss the bomb with perfect accuracy anywhere within 60 feet. The gembomb explodes in a 5-foot radius burst dealing 1d8 points of force damage per two caster levels (maximum 5d8). Tossing a gembomb is a standard action. Material Component: A gem worth at least 1 gp. Heighten Effect: For each 100 gp gem is worth can add another 1d8 up to 10d8. GEMJUMP Conjuration[Teleportation] Level: Arcane 6 (Complex Rare) GENERAL OF UNDEATH Necromancy [Taint] Level: Divine 8 (Simple Uncommon) Edit: equal to your 1/5 your caster level. GENTLE REPOSE Necromancy Level Divine 2, Arcane 3 (Simple Common) Casting Time 1 standard action Components V, S, M/DF (salt and a copper piece for each eye of the corpse) Range touch Target corpse touched Duration 1 day/level Saving Throw Will negates (object) Spell Resistance yes (object) You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don’t count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant. The spell also works on severed body parts and the like. GHOST SOUND Illusion (figment) Level Arcane 0 Casting Time 1 standard action Components V, S, M (a bit of wool or a small lump of wax) Range close (25 ft. + 5 ft./2 levels) Effect illusory sounds Duration 1 round/level (D) Saving Throw Will disbelief Spell Resistance no Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve. Ghost sound can enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell. GHOST TRAP Abjuration Level: Divine 6, Arcane 7 (Complex Rare) GHOSTFORM Transmutation Level: Arcane 8 (Exotic Uncommon) Diminished Effect: Only partial incorporeal. Get 20% miss chance from corporeal targets, and can’t go through objects as not fully incorporeal. GHOSTHARP Divination Level: Arcane 0 GHOUL GAUNTLET Necromancy [Death, Taint] Level: Hunger 5, Arcane 6 (Complex Rare) GHOUL GESTURE Necromancy Level: Hunger 3 Edit : make a Fortitude save or take 1d6 Dex damage + ˝ caster level for the duration of the spell. GHOUL GLYPH Necromancy Level: Hunger 2, Arcane 2 (Exotic Common) Edit: that does 1d6 + ˝ caster level Dex damage. GHOUL LIGHT Necromancy Level: Hunger 1 GHOUL TOUCH Necromancy [Negative] Level Arcane 2 (Complex Uncommon) GIANT VERMIN Transmutation Level Divine 4 (Simple Uncommon) Casting Time 1 standard action Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Targets up to three vermin, no two of which can be more than 30 ft. apart Duration 1 Round./level Saving Throw none Spell Resistance yes You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms. Only 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. The size to which the vermin can be grown depends on your level; see the table below. Any 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). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them. Caster Level Vermin Size 9th or lower Medium 10th–13th Large 14th–17th Huge 18th–19th Gargantuan 20th or higher Colossal GIANT’S WRATH Transmutation [Earth, Nature] Level: Divine 3, Arcane 3 (Complex Rare) GIRALLON’S BLESSING Transmutation Level: Divine 3 (Simple Rare), Arcane 3 (Complex Uncommon) Heighted Effect: Can use weapons in extra arms with -2 to attack and damage on top of normal penalties. GLASS STRIKE Transmutation Level: Arcane 7 (Complex Rare) GLIBNESS Enchantment [Song] Level Arcane 3 (Exotic Uncommon) Edit: You gain a +3/lvl (Max 30) bonus on Bluff checks made to convince another of the truth of your words. GLITTERDUST Conjuration (calling) [Fey] Level Arcane 2 (Complex Common) Casting Time 1 standard action Components V, S, M (ground mica) Range medium (100 ft. + 10 ft./level) Area creatures and objects within 10-ft.-radius spread Duration 1 round/level Save Will negates (blinding only); SR no 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. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect. Any creature covered by the dust takes a –40 penalty on Hide checks. GLOBE OF INVULNERABILITY Abjuration Level Arcane 6 (Simple Common) Heighten Effects for GLOBE OF INVULNERABILITY, LESSER This spell functions like lesser globe of invulnerability, except that it also excludes 4th-level spells and spell-like effects. GLOBE OF INVULNERABILITY, LESSER Abjuration Level Arcane 4 (Simple Common) Casting Time 1 standard action Components V, S, M (a glass or crystal bead) Range 10 ft. Area 10-ft.-radius spherical emanation, centred on you Duration 1 round/level (D) Saving Throw none Spell Resistance no An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. Any type of spell, however, can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty. Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled. If 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. Heighten Effects: Level 6 GLOBE OF INVULNERABILITY GLOWING ORB Evocation [Light] Level: Divine 4, Arcane 3 (Simple Rare) GLYPH OF WARDING Abjuration Level Divine 3 (Complex Common) Casting Time 10 minutes Components V, S, M (powdered diamond worth 200 gp) Range touch Target or Area object touched or up to 5 sq. ft./level Duration permanent until discharged (D) Saving Throw see text; Spell Resistance no (object) and yes; see text This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on. You set the conditions of the ward. Typically, 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. Alternatively 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. Glyphs can also be set with respect to good, tainted, law, or chaos, or to pass those of your religion. They cannot be set according to class, Hit Dice, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded. When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible. Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can’t. Read magic allows you to identify a glyph of warding with a DC 13 Knowledge (arcana) check. Identifying the glyph does not is charge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored). Note: Magic traps such as glyph of warding are hard to detect and disable. A rogue (only) can use the search skill to find the glyph and Disable Device to thwart it. The DC in each case is 25 + spell level, or 28 for glyph of warding. Depending on the version selected, a glyph either blasts the intruder or activates a spell. Blast 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. This damage is acid, cold, fire, Lightning, or sonic (caster’s choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect. Spell Glyph: You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect, the area or effect is centred on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph. Heighten Effects: Level 6 GLYPH OF WARDING, GREATER GLYPH OF WARDING, GREATER Abjuration Level Divine 6 (Complex Uncommon) Heighten Effect for GLYPH OF WARDING 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. Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 400 gp. GOLDEN BARDING Conjuration(calling) Level: Divine 1 (Simple Rare) Grants DR equal to armour type. 2nd–3rd: Scale mail barding 4th–5th: Chainmail barding 6th–7th: Splint mail barding 8th–9th: Half-plate barding 10th+: Full plate barding You can cast magic vestment or other spells that target a suit of armor on the golden barding. GOOD HOPE Enchantment (compulsion) [mind-affecting, Song] Level Arcane 3 (Complex Uncommon) Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Targets one living creature/level, no two of which may be more than 30 ft. apart Duration 1 min + 2 rounds/level Saving Throw Will negates (harmless) Spell Resistance yes This spell instils powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Good hope counters and dispels crushing despair. GOODBERRY Transmutation [Plant] Level Divine 1 (Exotic Common) Casting Time 1 standard action Components V, S, DF Range touch Targets 2d4 fresh berries touched Duration 1 day Saving Throw none Spell Resistance yes Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period. GRACE Transmutation [Positive, Song] Level: Arcane 2 (Exotic Common), Divine 3 (Complex Rare) GRASPING HAND Evocation [force, Giant] Level Arcane 7 (Complex Common) Heighten Effect for INTERPOSING HAND This spell functions as interposing hand, except that it can also grapple one opponent you select. The grasping hand gets one grapple attack per round. This attack does not provoke an attack of opportunity. Its attack bonus to hit the target equals your caster level + your Intelligence modifier (Charisma modifier for Sorcerers) +10 for its Strength score (31) –1 for being Large. Its combat maneuver bonus for grapple checks uses your caster level in place of its base attack bonus, with a +10 bonus for its Strength score, and a +1 bonus for being Large. The hand holds but does not harm creatures that it grapples. Directing the spell to a new target is a move action. The grasping hand can instead be directed to bull rush a target, using the same bonuses outlined above, or it can be directed to interpose itself, as interposing hand does. GRAYMANTLE Necromancy Level: Arcane 5 (Complex Uncommon) GREASE Conjuration (calling)[Song] Level Arcane 1 (Complex Common) Casting Time 1 standard action Components V, S, M (butter) Range close (25 ft. + 5 ft./2 levels) Target one object or 10-ft. square Duration 1 round/level (D) Save see text; SR no 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. A creature can walk within or through the area of grease at half normal speed if pass their Reflex save when entering area. Failure means it can’t move that round. Creatures that move no more than 5 feet in 1 round do not need to make this check and are not considered flat-footed. The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make 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. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on their combat manoeuvre bonus in regards to being grappled and checks made to escape a grapple. GREAT THUNDERCLAP Evocation [Sonic] Level: Arcane 3 (Complex Uncommon) Heighten Effect: Those in the area also take 5d6 sonic damage(Burst) if fail the fort save as a sonic wave washes over everyone in area. GUARDS AND WARDS Abjuration Level Arcane 6 (Complex Common) Casting Time 30 minutes Components V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood), F (a small silver rod) Range anywhere within the area to be warded Area up to 200 sq. ft./level (S) Duration 2 hours/level (D) Saving Throw see text Spell Resistance see text This powerful spell is primarily used to defend your stronghold. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high, and shaped as you desire. You 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. The spell creates the following magical effects within the warded area. Fog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet 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). Saving Throw: None. Spell Resistance: No. Arcane Locks: All doors in the warded area are arcane locked. Saving Throw: None. Spell Resistance: No. Webs: Webs fill all stairs from top to bottom. These 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. Saving Throw Reflex: negates; see text for web. Spell Resistance: No. Confusion: Where 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. This is an Enchantment, mind-affecting effect. Saving Throw: None. Spell Resistance: Yes. Lost Doors: One door per caster level is covered by a silent image to appear as if it were a plain wall. Saving Throw Will: disbelief (if interacted with). Spell Resistance: No. In addition, you can place your choice of one of the following five magical effects. 1. Dancing lights in four corridors. You can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts. Saving Throw: None. Spell Resistance: No. 2. A magic mouth in two places. Saving Throw: None. Spell Resistance: No. 3. A stinking cloud in two places. The vapours appear in the places you designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts. Saving Throw Fortitude: negates; see text for stinking cloud. Spell Resistance: No. 4. A gust of wind in one corridor or room. Saving Throw Fortitude: negates. Spell Resistance: Yes. 5. A suggestion in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally. Saving Throw Will: negates. Spell Resistance: Yes. The whole warded area radiates strong magic of the Abjuration school. A dispel magic cast on a specific effect, if successful, removes only that effect. A successful Mage’s disjunction destroys the entire guards and wards effect. GUIDANCE Divination Level Divine 0 Casting Time 1 standard action Components V, S Range touch Target creature touched Duration 1 minute or until discharged Saving Throw Will negates (harmless) Spell Resistance yes This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. GUIDED SHOT Divination [Ranger] Level: Divine 1 (Exotic Common) , Arcane 1 (Complex Rare) Heighten Effect: Even ignores total concealment and total cover. GUIDING LIGHT Evocation [Light] Level: Divine 1, Arcane 1 (Simple Uncommon) GUST OF WIND Evocation [Air] Level Divine 2, Arcane 2 (Simple Common) Casting Time 1 standard action Components V, S Range 60 ft. Effect line-shaped gust of severe wind emanating out from you to the extreme of the range Duration 1 round Saving Throw Fortitude negates Spell Resistance yes This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a –4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6x10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind. A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. Small creatures are knocked prone by the force of the wind. Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check. Large or larger creatures may move normally within a gust of wind effect. A gust of wind can’t move a creature beyond the limit of its range. Any creature, regardless of size, takes a –4 penalty on ranged attacks and Listen checks in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It 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 vapours to the edge of its range. Gust of wind can be made permanent with a permanency spell. GUTSNAKE Transmutation Level: Arcane 5 (Complex Rare) HAIL OF STONE Conjuration (Calling) [Earth] Level: Arcane 1 (Complex Rare) Heighten Effect: Does 1d6 (max 5d6). HAILSTONES Evocation [Cold] Level: Arcane 3 (Complex Common) HALLOW Evocation [Positive] Level Divine 5 (Simple Common) Casting Time 24 hours Components V, S, M DF Range touch Area 40-ft. radius emanating from the touched point Duration instantaneous Saving Throw see text Spell Resistance see text Hallow makes a particular site, building, or structure a holy site. This has four major effects. First, the site or structure is guarded by a magic circle against tainted effect. Second, the DC to resist positive channelled energy within this area gains a +4 sacred bonus and the DC to resist negative energy is reduced by –4. Spell resistance does not apply to this effect. Third, any dead body interred in a hallowed site cannot be turned into an undead creature. Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for 1 year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect tainted, 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. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.) An area can receive only one hallow spell (and its associated spell effect) at a time. Hallow counters but does not dispel unhallow. Material Component: HALLUCINATORY TERRAIN Illusion (glamer) Level Arcane 4 (Complex Common) Casting Time 10 minutes Components V, S, M (a stone, a twig, and a green leaf ) Range long (400 ft. + 40 ft./level) Area one 30-ft. cube/level (S) Duration 2 hours/level (D) Saving Throw Will disbelief; Spell Resistance no You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance. If you enter the area you get a save to disbelieve. Heighten Effects: Level 5 MIRAGE ARCANA HALT UNDEAD Necromancy Level Arcane 3 (Simple Uncommon) Casting Time 1 standard action Components V, S, M (a pinch of sulfur and powdered garlic) Range medium (100 ft. + 10 ft./level) Targets up to three undead creatures, no two of which can be more than 30 ft. apart Duration 1 round/level Saving Throw Will negates (see text) Spell Resistance yes This spell renders as many as three undead creatures immobile. A nonintelligent undead creature 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). Each round gets a new save if failed and is immobile. The effect is broken if the halted creatures are attacked or take damage. HAMATULA BARBS Transmutation Level: Divine 3, Arcane 3 (Simple Rare) HAND OF DIVINITY Evocation [see text] Level: Divine 2 (Simple Uncommon) HAND OF THE FAITHFUL Abjuration [see text][Holy] Level: Divine 3 (Exotic Uncommon) HARDENING Transmutation [Earth] Level: Arcane 6 (Exotic Uncommon) HARM Necromancy Level Divine 6 (Simple Common) Casting Time 1 standard action Components V, S Range touch Target creature touched Duration instantaneous Saving Throw Will half; see text Spell Resistance yes 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). If the creature successfully saves, harm deals half this amount, but it cannot reduce the target’s hit points to less than 1. If used on an undead creature, harm acts like heal. HARMONIC CHORUS Enchantment (Compulsion) [Mind-Affecting, Song] Level: Divine 2 (Exotic Common) HASTE Transmutation [Song] Level Arcane 3 (Complex Uncommon) Casting Time 1 standard action Components V, S, M (a shaving of licorice root) Range close (25 ft. + 5 ft./2 levels) Targets 1 creature Duration 1 round/level Saving Throw Fortitude negates (harmless) Spell Resistance yes The transmuted creatures move and act more quickly than normal. This extra speed has several effects. When 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.) All 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. Multiple haste effects don’t stack. Haste dispels and counters slow. Heightened Effect: Can affect 1 creature every 3 levels, also get +1 dodge and +1 reflects HAWKEYE Transmutation Level: Divine 1 (Simple Rare) HEAL Necromancy Level Divine 6 (Simple Common) Casting Time 1 standard action Components V, S Range touch Target creature touched Duration instantaneous Saving Throw Will negates (harmless) Spell Resistance yes(harmless) Heighten Effect for CURE WOUNDS 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. Heal does not remove negative levels or restore permanently drained ability score points. If used against an undead creature, heal instead acts like harm. HEAL ANIMAL COMPANION Necromancy (healing) [Ranger] Level: Divine 3 (Exotic Uncommon) HEAL MOUNT Necromancy (healing) Level Divine 4(Simple Common) HEAL, MASS Necromancy (healing) Level Divine 9 (Simple Common) Range close (25 ft. + 5 ft./2 levels) Targets one or more creatures, no two of which can be more than 30 ft. apart Heighten Effect for CURE WOUNDS This spell functions like heal, except as noted above. The maximum number of hit points restored to each creature is 250. HEALING LORECALL Necromancy (healing) Level: Divine 2 (Simple Uncommon) HEALING STING Necromancy [Nature] Level: Divine 2 (Complex Rare) HEALING TOUCH Necromancy Level: Arcane 3 (Complex Rare) HEALTHFUL REST Necromancy [Song] Level: Arcane 1 (Exotic Common) , Divine 1 (Complex Common) HEART OF STONE Necromancy Level: Arcane 8 (Complex Rare) Edit: Add 50% immune to critical hits to advantages HEART RIPPER Necromancy [Death] Level: Arcane 4 (Exotic Common) Edit: Invisible bolts of force does 1d6+ ˝ caster level in Con damage to the target you designate by driving its heart from its body unless it succeeds on a Fortitude save for ˝ damage. HEARTFIRE Evocation [Light, Fire] Level: Arcane 2, Divine 2 (Simple Rare) HEAT DRAIN Necromancy [Cold] Level: Divine 8 (Complex Rare) HEAT METAL Transmutation [fire] Level Divine 2 (Simple Uncommon) Casting Time 1 standard action Components V, S, DF Range close (25 ft. + 5 ft./2 levels) 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 Duration 7 rounds Saving Throw Will negates (object) Spell Resistance yes (object) Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher. A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 or 2 points) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight. On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below. Round Metal Temperature Damage 1 Warm None 2 Hot 1d4 points 3–5 Searing 2d4 points 6 Hot 1d4 points 7 Warm None Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water. Heat metal counters and dispels chill metal. Heightened: Starts at round 3 and lasts 5 rounds doing 2d6 each round HEATSTROKE Transmutation Level: Divine 3 (Simple Uncommon) HEAVENLY HOST Conjuration (Summoning) [Positive, Lawful] Level: Divine 9, Arcane 9 (Complex Uncommon) HELLISH HORDE Conjuration (Summoning) [Taint, Lawful] Level: Divine 9, Arcane 9 (Complex Uncommon) HELPING HAND Divination Level Divine 3 (Simple Uncommon) HERALD’S CALL Enchantment (Compulsion) [Mind-Affecting, Sonic, Song] Level: Arcane 1 (Exotic Common) Heighten Effect: Can affect creatures up to 8 HD. And lasts 2 rounds. HEROES FEAST Conjuration [Calling] Level Divine 6 (Simple Common) Casting Time 10 minutes Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Effect feast for one creature/level Duration 1 hour plus 12 hours; see text Saving Throw none Spell Resistance no Heighten Effect for CREATE FOOD AND WATER 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 sickness and nausea, receives the benefits of both neutralize poison and remove disease, 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 a +4 morale bonus on saving throws against poison and fear effects for 12 hours. If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated. HEROISM Enchantment (compulsion) [mind-affecting]; Level Arcane 3 (Simple Common) Casting Time 1 standard action Components V, S Range touch Target creature touched Duration 10 min./level Saving Throw Will negates (harmless) Spell Resistance yes (harmless) 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. Heighten Effects: Level 6 HEROISM, GREATER HEROISM, GREATER Enchantment (compulsion) [mind-affecting]; Level Arcane 6 (Simple Common) HIDDEN LODGE Evocation Level: Arcane 5 (Complex Rare) Components: V, S, F; see text Duration: 24 hours Heighten Effect for SECURE SHELTER This spell functions like secure shelter, except as noted here. The house created by hidden lodge is perfectly camouflaged to blend in with whatever terrain or surroundings are appropriate. It might appear as a house-sized boulder in a rocky or mountainous area, as a sand dune in the desert, as a densely tangled thicket, a grassy knoll, or even a mighty tree. The lodge also obscures all telltale signs of habitation, including any smoke, light, or sound coming from within. At any distance of more than 30 feet, the lodge is indistinguishable from natural terrain. Any creature approaching within 30 feet is entitled to a DC 30 Survival check to spot the hidden lodge as an artificial dwelling and not a natural part of the landscape. Focus: The focus of an alarm spell (silver wire and a tiny bell), if this benefit is to be included in the hidden lodge (see secure shelter for more information). HIDDEN TRUENAME Abjuration Level: Divine 6, Arcane 6 (Simple Rare) Components: V, S, T Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Target: One creature with an Intelligence score of 3 or higher Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject gains protection from those who would use her personal truename for ill purposes, and a modicum of defense against spells that use more general truenames. The subject of a hidden truename spell gets a +2 bonus on saving throws against truename spells. In addition, those trying to research the personal truename of a creature protected by hidden truename take a –8 penalty on the Knowledge check required to do so. (Truename research rules.) Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you’re trying to protect. Heighten Effect: Can apply the -8 to your truename research permanently using 200 XP. HIDE FROM ANIMALS Illusion [Ranger, Nature, Shaman] Level Divine 1 (Exotic Common) Casting Time 1 standard action Components S, DF Range touch Targets one creature touched/level Duration 10 min./level (D) Saving Throw Will negates (harmless) Spell Resistance yes Animals 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. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients. This spell uses the same rules for invisibility. If there is a reason to think there is an invisible creature they can make a Will save each round. If they make it they can see an outline of the creature with a Spot check DC 15. The outline still gives the invisible creature 20% miss chance. HIDE FROM DRAGONS Abjuration [Song] Level: Arcane 5 (Exotic Uncommon) HIDE FROM UNDEAD Illusion Level Divine 1 (Complex Common) Casting Time 1 standard action Components V, S, DF Range touch Targets one touched creature/level Duration 10 min./level (D) Saving Throw Will negates (harmless); see text; Spell Resistance yes 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. If it has reason to believe unseen opponents are present, however, 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. If there is a reason to think there is an invisible creature they can make a Will save each round. If they make it they can see an outline of the creature with a Spot check DC 15. The outline still gives the invisible creature 20% miss chance. HIDE THE PATH Abjuration Level: Divine 6 (Simple Rare) Components: V, S, F Casting Time: 10 minutes Range: Anywhere in the area to be warded Area: Up to 200 sq. ft./level (S) Duration: 24 hours (D) Saving Throw: None Spell Resistance: No Hide the path wards a large, continuous area against Divination magic. The ward protects 200 square feet per caster level and can be shaped as you desire. The warded area can be as much as 20 feet high. Find the path won’t function in an area warded by hide the path. In addition, any spellcaster attempting to cast a 1st- through 6th-level Divination spell in the warded area must make a caster level check (DC 11 + your caster level) or the spell fails. Higher-level Divinations function normally. Hide the path has no effect on Divination spells cast outside the warded area. Focus: A 6-inch onyx sphere mounted upon an obsidian stand; the entire focus must be worth no less than 1,000 gp. Any creature in physical contact with the focus can cast Divination spells without restriction from the hide the path effect. If the focus is destroyed or brought beyond the boundaries of the hide the path spell, the spell is immediately dismissed. HIDEOUS LAUGHTER Enchantment (compulsion) [mind-affecting, Fey]; Level Arcane 2 (Complex Uncommon) Casting Time 1 standard action Components V, S, M (tiny fruit tarts and a feather) Range close (25 ft. + 5 ft./2 levels) Target one creature; see text Duration 1 round/level Saving Throw Will negates Spell Resistance yes This spell afflicts the subject with uncontrollable laughter. It bursts into gales of manic laughter. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On each round they get a new save to stop laughing. A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humour doesn’t “translate” well. HINDSIGHT Divination Level: Arcane 6 (Exotic Rare) HISS OF SLEEP Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 7 (Complex Uncommon) Heighted Effect: Takes a full round action to wake up targets. If pass save fatigued still. HOLD MONSTER Enchantment (compulsion) [mind-affecting, Truename]; Level Arcane 5 (Simple Uncommon) Components: V, S, M/DF (one hard metal bar or rod, which can be as small as a three-penny nail) Target one living creature This spell functions like hold person, except that it affects any living creature that fails its Will save. HOLD MONSTER, MASS Enchantment (compulsion) [mind-affecting, Truename]; Level Arcane 9 (Simple Uncommon) Targets one or more creatures, no two of which can be more than 30 ft. apart This spell functions like hold person, except that it affects multiple creatures and holds any living creature that fails its Will save. You can only use race truenames, not personal ones, with this spell. If spoken correctly DC is 4 higher. HOLD PERSON Enchantment (compulsion) [mind-affecting, Truename, Shaman]; Level Divine 2, Arcane 3 (Simple Uncommon) Casting Time 1 standard action Components V, S, F/DF (a small, straight piece of iron) Range medium (100 ft. + 10 ft./level) Target one humanoid creature Duration 1 round/level (D); see text Saving Throw Will negates; see text Spell Resistance yes The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature that is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. If use their Personal Truename correctly (with Spellcraft check) the DC is 4 higher and they don’t get a save each round to end the effect. Diminished Effect: Only works on animals not people. Heighten Effects: Level 5 HOLD MONSTER Level 7 HOLD PERSON, MASS Level 9 HOLD MONSTER, MASS HOLD PERSON, MASS Enchantment (compulsion) [mind-affecting, Truename]; Level Arcane 7 (Simple Uncommon) Targets one or more humanoid creatures, no two of which can be more than 30 ft. apart This spell functions like hold person, except as noted above. Can only use race truenames with this spell and if use it correctly DC goes up by 4. HOLD PORTAL Abjuration Level Arcane 1 (Simple Common) Casting Time 1 standard action Component V Range medium (100 ft. + 10 ft./level) Target one portal, up to 20 sq. ft./level Duration 10 min./level (D) Saving Throw none Spell Resistance no This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell. For a portal affected by this spell, add 5 to the normal DC for forcing open the portal. Heightened Effects: Duration 1/day effect: adds +10 to DC for opening lock if have lock .A door or portal secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 Disable Device skill check. HOLY AURA Abjuration [Positive] Level Divine 8 (Complex Common) Casting Time 1 standard action Components V, S, F (a tiny reliquary worth 500 gp) Range 20 ft. Targets one creature/level in a 20-ft.-radius burst centred on you Duration 1 round/level (D) Saving Throw see text Spell Resistance yes (harmless) Used in ALIGNMENT AURA A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by tainted creatures, and causing tainted creatures to become blinded when they strike the subjects. This Abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from tainted, this benefit applies against all attacks, not just against attacks by tainted creatures. Second, each warded creature gains spell resistance 25 against tainted spells and spells cast by tainted creatures. Third, the Abjuration blocks possession and mental influence, just as protection from tainted does. Finally, if a tainted 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). HOLY SMITE Evocation [Positive] Level Divine 4 (Complex Common) Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Area 20-ft.-radius burst Duration instantaneous (1 round); see text Saving Throw Will partial; see text Spell Resistance yes Used in ALIGNMENT SMITE You draw down holy power to smite your enemies. Only tainted and neutral creatures are harmed by the spell; other creatures are unaffected. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each tainted creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an tainted outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect. HOLY SPURS Transmutation [Holy] Level: Divine 1 (Exotic Common) HOLY STAR Abjuration Level: Divine 7 (Complex Rare) HOLY STORM Conjuration (calling) [Positive, Water, Holy] Level: Divine 3 (Complex Uncommon) Components: V, S, M, DF Casting Time: 1 standard action Range: 20 ft. Area: Cylinder (20-ft. radius, 20 ft. high) Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No Used in ALIGNMENT STORM A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a –4 penalty on Listen, Spot, and Search checks. It also applies a –4 penalty on ranged attacks made into, out of, or through the storm. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns). The rain damages tainted creatures, dealing 2d6 points of damage per round (evil outsiders take double damage) at the beginning of your turn. Material Component: A flask of holy water (25 gp). HOLY TRANSFORMATION Transmutation [Positive] Level: Divine 4 (Complex Rare) Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) This spell functions like alter self, except that you can take the form of any Celestial creature or Good Outsider that can be summoned by a summon monster I, II, III, or IV spell (MM 287), size Small or Medium. You can assume only one form with each use of the spell, and you gain if they have following: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web. Material Component: A bone from any fiendish creature, half-fiend, demon, or devil. Heighten Effects: Level 5: Can change into any Tiny or Large Outsider from same list of summon monsters and can gain: burrow 60 feet, climb 90 feet, fly 120 feet (good manoeuvrability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, web, and any 1st level spell-like ability up to 3/day. If the creature has resistance to any elements, you gain up to resistance 20 to those elements. Level 6: Can change into any Huge Outsider and can gain: rend (2d6 damage), DR, regeneration 5, trample, can use any SPA up to 3rd level as many as 3/day. If the creature has resistance to any elements, you gain up to resistance 20 to those elements. Gain following when change into outsider Tiny: you gain a +8 size bonus to your Dexterity, and a +3 passive bonus. Small: gain a +4 size bonus to your Dexterity, and a +2 passive bonus. Medium: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +4 passive bonus Large: +8 size bonus to Strength, a –2 penalty to Dexterity, a +6 size bonus to Constitution, a +6 passive armour bonus, low-light vision, and a +10 foot enhancement bonus to your speed Huge:+10 size bonus to Strength, 2 penalty to Dexterity, a +8 size bonus to Constitution, a +8 passive armour bonus, HOLY WORD Evocation [Good, sonic, Truename] Level Divine 7 (Complex Common) Casting Time 1 round action Components V Range 40 ft. Area tainted creatures in a 40-ft.-radius spread centred on you Duration instantaneous Saving Throw Will partial Spell Resistance yes Used in ALIGNMENT WORD Any tainted creature within the area of a Holy Word spell suffers the following ill effects. HD Effect Equal to caster level Dazed Up to caster level –1 Weakened, dazed Up to caster level –5 Paralyzed, weakened, dazed Up to caster level –10 Killed, paralyzed, weakened, dazed The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects. If a truename is added into spell the DC is 4 higher for those of the used truename if the Spellcraft is passed to say it correctly. Dazed: The creature can take no actions for 1 round, though it defends itself normally. Save negates. Weakened: The creature’s Strength score decreases by 2d6 points for 2d4 rounds. Save for half. Paralyzed: The creature takes 3d6 + ˝ CL Dexterity dmg if they fail save. It is paralyzed and helpless for 1d10 minutes if Dexterity dropped to 0. Save reduces the dmg to 2d6. Killed: Creatures take 3d6+ ˝ CL in Con damage if fail save. Living creatures die. Undead creatures take Cha damage instead. ˝ damage if save is made. Furthermore, if you are on your home plane when you cast this spell, nontainted 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 or not. The banishment effect allows a Will save (at a –4 penalty) to negate. Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy. HORRIBLE TASTE Transmutation [Nature] Level: Divine 1, Arcane 1 (Exotic Common) HORRID WILTING Necromancy [Water] Level Arcane 8 (Complex Uncommon) Casting Time 1 standard action Components V, S, M/DF (a bit of sponge) Range long (400 ft. + 40 ft./level) Targets living creatures, no two of which can be more than 30 ft. apart Duration instantaneous Saving Throw Fortitude half Spell Resistance yes 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). Diminished Effect: Can only affect 1 creature every 3 caster level in area and max dmg is 15d6 and 15d8. HORROR OF THE SPOKEN NAME Necromancy [Fear, Mind-Affecting] Level: Divine 2, Arcane 2 (Complex Uncommon) Components: V, S, T Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1d4 rounds or 1 round; see text Saving Throw: Will partial Spell Resistance: Yes The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 10 or more Hit Dice have immunity to this effect. Horror of the spoken name counters and dispels remove fear. Truename Component: When you cast this spell, you must correctly speak the truename of the creature you’re targeting HOWLING CHAIN Evocation [Force] Level: Arcane 6 (Exotic Uncommon) Edit: Using caster level as BAB and caster stat as Strength when rolling CMB. HUNGRY GIZZARD Evocation [Nature] Level: Divine 6 (Exotic Uncommon) HUNTERS OF HADES Conjuration (Summoning) [Taint] Level: Divine 9 (Complex Uncommon) HYPNOTISM Enchantment (compulsion) [mind-affecting, Song, Fey, Psionic]; Level Arcane 1 (Complex Common) Casting Time 1 round Components S (V for bards) Range close (25 ft. + 5 ft./2 levels) Area several living creatures, no two of which may be more than 30 ft. apart Duration 2d4 rounds (D) Saving Throw Will negates Spell Resistance yes 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. If 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. While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. 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. Heighten Effect: Range: Medium. Can add caster level to affected HD (Max +10). Effected creatures become fascinated. HYPOTHERMIA Evocation [Cold] Level: Divine 4 (Simple Uncommon) ICE AXE Evocation [Cold] Level: Divine 3 (Simple Rare) ICE CLAW Evocation [Cold] Level: Arcane 7 (Simple Uncommon) ICE DAGGER Evocation [Cold] Level: Arcane 1 (Simple Rare) ICE FLOWERS Transmutation [Cold, Nature] Level: Divine 5 (Complex Rare) ICE GAUNTLET Evocation [Cold] Level: Divine 1 (Simple Rare) ICE KNIFE Evocation [Cold] Level: Arcane 2 (Complex Uncommon) ICE STORM Evocation [cold, Song] Level Divine 4 (Exotic Uncommon), Arcane 4 (Simple Uncommon) Casting Time 1 standard action Components V, S, M/DF (dust and water) Range long (400 ft. + 40 ft./level) Area cylinder (20-ft. radius, 40 ft. high) Duration 1 full round Saving Throw none Spell Resistance yes 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 spot 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 after effects (other than the damage dealt). For every 5 levels over 8th can add 1d6 to cold damage (Max 5d6). Diminished Effects: Ref save for half. Heightened Effects: Does a total of 1d6/level (Max 10d6), can choose how many dice each damage type does but no more than 75% of one type. Range Medium. ICELANCE Evocation [Cold] Level: Divine 3, Arcane 3 (Simple Rare) Heighten Effect: Does an extra 1d6 every 3 level after 6th(Max 12d6) and make a ranged touch attack. ILLUSIONARY PIT Illusion (Glamer) Level: Arcane 6 (Simple Uncommon) Components: V, S Casting Time: 1 round Range: Medium (50 ft. + 10 ft./level) Area: 10-ft. cube/level Duration: Concentration + 1 round/level Saving Throw: Will disbelief Spell Resistance: No You create the Illusion of a pit, and each creature entering or within the area are forced to make a Will save or believe the floor on which it stands has become a bottomless chasm. Those that fail their saves fall prone and are unable to take any action except clawing desperately at the floor in the hopes of stopping their apparent fall. An attack on an affected creature frees it from the effect of the Illusion but leaves it stunned for 1 round. Likewise, when the spell ends, creatures that believed they were falling are stunned for 1 round. Flying creatures passing over an illusory pit are unaffected by the spell. ILLUSORY FEAST Illusion (Pattern) [Mind-Affecting] Level: Arcane 5 (Simple Uncommon) ILLUSORY SCRIPT Illusion (phantasm) [mind-affecting]; Level Arcane 3 (Complex Common) Casting Time 1 minute or longer; see text Components V, S, M (lead-based ink worth 50 gp) Range touch Target one touched object weighing no more than 10 lb. Duration one day/level (D) Saving Throw Will negates; see text Spell Resistance yes You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only 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. Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include “Close the book and leave,” “Forget the existence of the book,” and so forth. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell. The casting time depends on how long a message you wish to write, but it is always at least 1 minute. ILLUSORY WALL Illusion (figment) Level Arcane 4 (Simple Uncommon) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Effect image 1 ft. by 10 ft. by 10 ft. Duration permanent Saving Throw Will disbelief; Spell Resistance no This spell creates the Illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. A creature gets a save when viewing it for the first time. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally, touch or a probing search reveals the true nature of the surface, though such measures do not cause the Illusion to disappear. IMBUE FAMILIAR WITH ABILITY Universal Level: Arcane 6 (Complex Common) IMBUE WITH SPELL ABILITY Evocation Level Divine 4 (Complex Rare) Casting Time 10 minutes Components V, S, DF Range touch Target creature touched; see text Duration permanent until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. Only cleric spells from the schools of Abjuration, Divination, and Necromancy (healing) can be transferred. The 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. HD of Recipient Spells Imbued 2 or lower One 1st-level spell 3–4 One or two 1st-level spells 5 or higher One or two 1st-level spells and one 2nd-level spell The transferred spell’s variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient. Once 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. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If 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. To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must have humanlike hands. To cast a spell with a material component or focus, it must have the materials or focus. IMPERIOUS GLARE Necromancy [Fear, Mind-Affecting] Level: Arcane 6 (Complex Common) IMPLACABLE PURSUER Divination [Ranger] Level: Divine 4 (Exotic Uncommon) IMPLOSION Evocation Level Divine 9 (Simple Uncommon) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one corporeal creature/round Duration concentration (up to 1 round per 2 levels) Saving Throw Fortitude partial Spell Resistance yes This spell causes a destructive resonance in a corporeal creature’s body. Each round you concentrate (including the first), you can cause one creature to collapse in on itself, inflicting 10 points of damage per caster level, half dmg if pass save. If you break concentration the spell immediately ends, however, any implosions that have already happened remain in effect. You can target a particular creature only once with each casting of the spell. Implosion has no effect on creatures in gaseous form or on incorporeal creatures. IMPRISONMENT Abjuration [Truename] Level Arcane 9 (Simple Common) Casting Time 1 standard action Components V, S Range touch Target creature touched Duration instantaneous Saving Throw Will negates; see text Spell Resistance yes 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. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical 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. A wish or miracle spell will not free the recipient, but will reveal where it is entombed. If you know the target’s truename and say it correctly, the target takes a –4 penalty on its save. INCENDIARY CLOUD Conjuration (calling) [fire, air] Level Arcane 8 (Complex Common) Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Area cloud spreads in 20-ft. radius, 20 ft. high Duration 1 round/level (D) Saving Throw: Reflex half, see text; Spell Resistance: no Heighten Effect for OBSCURING MIST An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 6d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage. As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smokes 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. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly; reducing the remainder’s spread thereafter. As with fog cloud, wind disperses the smoke, and the spell can’t be cast underwater. INCITE Enchantment (Compulsion) [Mind-Affecting] Level: Divine 1, Arcane 1 (Simple Uncommon) INCORPOREAL ENHANCEMENT Necromancy [Taint] Level: Arcane 3 (Simple Rare) INCORPOREAL NOVA Necromancy Level: Divine 5, Arcane 6 (Complex Rare) Components: V, S Casting Time: 1 standard action Range: Medium (50 ft. + 10 ft./level) Area: 50-ft.-radius burst Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes The spell destroys 4 HD worth of creatures per caster level (maximum 80 HD) in the area. On a failed Will save, the undead take 2d6 + ˝ caster level in Cha damage. INDOMITABILITY Abjuration Level: Arcane 5 (Complex Rare) INFERNAL THRENODY Evocation [Taint, Sonic, Song] Level: Arcane 3 (Exotic Uncommon) INFERNAL WOUND Transmutation [Taint] Level: Divine 2, Arcane 2 (Simple Rare) INFERNO Transmutation [Fire, Song] Level: Divine 5, Arcane 5 (Complex Common) INFLICT CRITICAL WOUNDS Necromancy Level: Divine 2 This spell functions like inflict wounds, except that you deal 4d8 points of damage +1 point per caster level (maximum +20). INFLICT CRITICAL WOUNDS, MASS Necromancy Level Divine 8 (Simple Common) This spell functions like mass inflict light wounds, except that it deals 4d8 points of damage +1 point per caster level (maximum +40). INFLICT WOUNDS Necromancy Level Divine 1 (Simple Common) Casting Time 1 standard action Components V, S Range touch Target creature touched Duration instantaneous Saving Throw Will half Spell Resistance yes When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. INFLICT WOUNDS Necromancy Level Divine 1 (Simple Common) Casting Time 1 standard action Components V, S Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); see text Spell Resistance yes (harmless); see text When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per CL (maximum +5). Since 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. Diminished Effects: heals 1 hp Heightened Effects: Level 2 INFLICT MODERATE WOUNDS Level 3 INFLICT SERIOUS WOUNDS Level 4 INFLICT CRITICAL WOUNDS Level 5 INFLICT LIGHT WOUNDS, MASS Level 6 HARM Level 7 INFLICT SERIOUS WOUNDS, MASS Level 8 INFLICT CRITICAL WOUNDS, MASS Level 9 HARM, MASS INFLICT LIGHT WOUNDS, MASS Necromancy Level Divine 5 (Simple Common) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature/level, no two of which can be more than 30 ft. apart Duration instantaneous Saving Throw Will half Spell Resistance yes 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. Like 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. Heighted Effect: it deals 2d8 points of damage +1 point per caster level (maximum +30). INFLICT MODERATE WOUNDS Necromancy Level: Divine 2 This spell functions like inflict light wounds, except that you deal 2d8 points of damage +1 point per caster level (maximum +10). INFLICT MODERATE WOUNDS, MASS Necromancy Level Divine 7 This spell functions like mass inflict light wounds, except that it deals 2d8 points of damage +1 point per caster level (maximum +30). INFLICT SERIOUS WOUNDS Necromancy Level Divine 3 (Simple Common) This spell functions like inflict light wounds, except that you deal 3d8 points of damage +1 point per caster level (maximum +15). INFLICT SERIOUS WOUNDS, MASS Necromancy Level Divine 7 This spell functions like mass inflict light wounds, except that it deals 3d8 points of damage +1 point per caster level (maximum +35). INHIBIT Enchantment (Compulsion) [Mind-Affecting] Level: Divine 1, Arcane 1 (Simple Rare) INKY CLOUD Evocation [Water] Level: Divine 2, Arcane 2 (Complex Common) INSANITY Enchantment (compulsion) [mind-affecting, curse]; Level Arcane 7 Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Target one living creature Duration instantaneous Saving Throw Will negates Spell Resistance yes The affected creature suffers from a moderate depravity. Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature. Diminished Effect: Mild Depravity Heighted Effect: Major Depravity Mild Depravity Effects Aggressive: You are easily angered and cannot hide your feelings. In combat, you try so hard to hurt your enemies that you neglect your own defense, and you take a –1 penalty to Armor Class. Bestial: You take on a ferocious, wild demeanor. You gain a +2 circumstance bonus on Handle Animal, Ride, and wild empathy checks. You take a –1 penalty on other Charismabased ability checks and skill checks. Compulsive: Pick a compulsive ritual to adopt. For example, you and your equipment are never clean enough. You can only break out of the compulsive pattern by eating bugs, which sometimes disagree with you. Once each day, make a DC 10 Fortitude save; if you fail, take 1d4 points of nonlethal damage. Crazed: You can no longer easily cope with sudden changes in circumstance. If you are surprised at the outset of an encounter, for your first action you have an equal chance of charging the foe or running away. Disoriented: You lose track of events. If you are surprised at the outset of an encounter, you are dazed for 1 round. Mildly Phobic: You gain a mild phobia, which requires you to succeed on a Will save or become shaken whenever you encounter the object of your phobia. The DC of the save equals 12 + the CR of the challenge that is the object of the phobia. (Treat CRs of less than 1 as 0.) Neglectful: You disregard hygiene and cultural mores. You take a –2 penalty on Charisma-based ability checks and skill checks. Opinionated: You are so wrapped up in commenting on everything you hear that you are often caught off-guard. You are always fl at-footed in the first round of combat. Prophetic: Your dark dreams torment you with strange visions of things that might occur in the future. You zealously proclaim a different prophecy each week, making sure everyone you meet knows what is about to transpire. Your DM determines what prophetic insight you envision each week (10% are actually accurate!). In addition, you take all the usual ill effects of continual nightmares. Sycophantic: You fill the air with a torrent of unctuous flattery of your companions, opponents, or imaginary friends. You take a –2 penalty on Listen checks and Spot checks. Enemies gain a +2 bonus on Listen checks to hear you. Moderate Depravity Effects Delusional: You’re convinced that the world is an Illusion and that you and your companions are being controlled by inhabitants of a distant, alien realm. You take a –2 penalty on Wisdom-based ability checks and skill checks. Deranged: Your grasp upon reality becomes tenuous. You take a –2 penalty on Intelligence-based ability checks and skill checks. Distracted: You pay more attention to the whispers in your mind than to your surroundings. You take a –2 penalty on skill checks. Hallucinating: You see things that aren’t there, and often have trouble sorting reality from your imagination. You take a –6 penalty on initiative checks. Hysterical: Everything you meet is hilarious. It takes a short time to perceive the humor; then a laughing jag overwhelms you. During the second round of a combat encounter, you can take only a single move action or standard action. Jittery: You are easily startled and spooked. If you are hit while fl at-footed, you become panicked. Moderately Phobic: You gain a moderate phobia, which requires you to succeed on a Will save (DC 14 + the CR of the challenge) or become frightened whenever you encounter the object of your phobia. This symptom replaces your previous symptom of mild phobia. Solipsistic: You believe that you are the only thing that matters in the universe. As a result, whenever you are struck in combat, you have to make a DC 20 Will save. If you fail the save, you take an additional 1 point of damage per die of damage received. Treacherous: Any time the chance to make an attack of opportunity presents itself, whether against an opponent or an ally, make a DC 20 Will save. If you fail the save, you must make the attack of opportunity, even if the target is your closest ally. If presented with multiple targets, determine randomly which you attack. Weak-Willed: The constant presence of demonic voices whispering in your ears has sapped your will. You take a –3 penalty on Will saves. Severe Depravity Effects Apathetic: You withdraw into yourself, losing contact with the world. Reduce both your Charisma and Wisdom scores by 2. Craven: You become a lily-livered coward. When casting, you must always cast defensively. When attacking, you must always fight defensively. Enthralled: You are drawn to and fascinated by evil. You no longer have the will to strike it down. Whenever you fight an evil opponent, you always attack at –4 and any damage you do counts only as nonlethal damage. Fatalistic: You become oppressed by negative, defeatist thinking and are convinced there’s little you can do to save yourself from a horrible fate. Take a –3 penalty on your saving throws. Hubristic: You regard yourself as superior to all things, even the gods. cleric healing has no effect on you. Murderous: You experience irresistible murderous urges. If an opportunity to deliver a coup de grace is available, you must take this action. You cannot distinguish between an ally and an opponent—if anyone is helpless, you must deliver the coup de grace. Paranoid: You grow overly suspicious, even of your closest companions. In combat, you cannot avoid watching for signs of treachery. Whenever one of your allies engaged in combat makes an attack and fails to hit, you become suspicious that the ally is secretly a traitor to your party. You take a –1 penalty to any rolls you make during that turn, since some of your attention is focused on monitoring the suspected traitor’s activities. If more than one ally fails to hit, the penalty is cumulative. Severely Phobic: You gain a severe phobia, which requires you to succeed on a Will save (DC 16 + the CR of the challenge) or become panicked whenever you encounter the object of your phobia. This symptom replaces your previous symptom of moderate phobia. Unbalanced: Your unstable mind makes you unpredictable, particularly in combat. You are automatically confused on your first turn in any combat and every other turn thereafter. Unresponsive: Your senses are dulled and you lose the ability to discern the truth of the world around you. Reduce your Wisdom score by 2. INSECT PLAGUE Conjuration (summoning) Level Divine 5 (Complex Common) Casting Time 1 round Components V, S, DF Range long (400 ft. + 40 ft./level) Effect one swarm of locusts per 3 levels, each of which must be adjacent to at least 1 other swarm Duration 5 rounds + 1 round./level Saving Throw none Spell Resistance no You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level). The 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). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won’t pursue creatures that flee. INSIDIOUS RHYTHM Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 1 (Simple Uncommon) INSIGHTFUL FEINT Divination Level: Arcane 1 (Simple Uncommon) INSPIRATIONAL BOOST Enchantment (Compulsion) [Mind-Affecting, Sonic, Song] Level: Divine 1 (Exotic Common) INSTANT LOCKSMITH Divination Level: Arcane 1 (Simple Rare) INSTANT REFUGE Conjuration (Teleportation) Level: Arcane 9 (Complex Rare) Heighten Effect for CONTINGENCY INSTANT SEARCH Divination Level: Divine 1, Arcane 1 (Simple Uncommon) INSTANT SUMMONS Conjuration (summoning) Level Arcane 7 (Simple Common) Casting Time 1 standard action Components V, S, M (sapphire worth 1,000 gp) Range see text Target one object weighing 10 lb. or less whose longest dimension is 6 ft. or less Duration permanent until discharged Saving Throw none Spell Resistance no You call some nonliving item from virtually any location directly to your hand. First, you must place your arcane mark on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way. If 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. The inscription on the gem is invisible. It is also unreadable, except by means of a read magic spell, to anyone but you. The item can be summoned from another plane, but only if no other creature has claimed ownership of it. INTERPLANAR MESSAGE Evocation [Language-Dependent] Level: Divine 3 (Complex Uncommon) INTERPLANAR TELEPATHIC BOND Divination Level: Arcane 6 (Complex Rare) Heighten Effect for TELEPATHIC BOND INTERPOSING HAND Evocation [force, Giant] Level Arcane 5 (Complex Common) Casting Time 1 standard action Components V, S, F (a soft glove) Range medium (100 ft. + 10 ft./level) Effect 10-ft. hand Duration 1 round/level (D) Saving Throw none Spell Resistance yes Interposing hand creates a Large magic hand that appears between you and one opponent. This 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. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however. An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you’re undamaged, and its AC is 20 (–1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it. The hand never provokes attacks of opportunity from opponents. It 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. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys it. Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature’s attacks. Directing the spell to a new target is a move action. Heighten Effects: Level 6 FORCEFUL HAND Level 7 GRASPING HAND Level 8 CLENCHED FIST Level 9 CRUSHING HAND INVISIBILITY Illusion (glamer) Level Arcane 2 Casting Time 1 standard action Components V, S, M/DF (an eyelash encased in gum arabic) Range personal or touch Target you or a creature or object weighing no more than 100 lb./level Duration 10 min./level (D) Saving Throw Will negates (harmless) or Will negates (harmless, object); Spell Resistance yes (harmless) or yes (harmless, object) The creature or object touched becomes invisible, vanishing from sight. 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. Items 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. Of 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. If there is a reason for someone to think there is an invisible creature they can make a Will save each round. If they make it they can see an outline of the creature with a Spot check DC same as spell. The outline still gives the invisible creature 20% miss chance. Invisibility can be made permanent (on objects only) with a permanency spell. Diminished Effects: Duration is concentration Heightened Effects: Level 3 Effect: Can attack and still be invisible. Creatures get a Will save to see your outline after your 1st attack but only once. Level 8 INVISIBILITY, SUPERIOR INVISIBILITY PURGE Evocation Level: Divine 3 (Complex Uncommon) Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min + 2 rounds/level (D) 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 if you beat the caster level check of caster. INVISIBILITY, SUPERIOR Illusion (Glamer) Level: Arcane 8 (Complex Rare) Components: V, S Casting Time: 1 standard action Range: Personal or touch Target: You or a creature or object weighing no more than 100 lb./level Duration: 1 min/level then 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: No Heightened Effects for INVISIBILITY This powerful glamer functions like invisibility (PH 245), except that it masks image, scent, and sound alike, concealing the subject from all senses except touch. As with greater invisibility, this spell doesn’t end if the subject attacks but the duration goes down to 1 round/level the instant he does attack. While invisible, the subject exudes no scent and is undetectable by scent, blindsense, tremorsense, and blindsight. Superior invisibility renders the recipient immune to detection by see invisibility, faerie fire, glitterdust, invisibility purge, and dust of appearance if the one using these spells doesn’t beat you at a caster level check. Creatures under the effect of the spell can be detected by true seeing. Certain mundane conditions (such as leaving footprints) can also render a subject detectable. IRON BODY Transmutation Level Arcane 8 (Complex Common) Casting Time 1 standard action Components V, S, M/DF (a piece of iron from an iron golem, a hero’s armor, or a war machine) Range personal Target you Duration 1 round/level (D) Heighten Effect for STONE BODY This spell transforms your body into living iron, which grants you several powerful resistances and abilities. You gain damage reduction 15/adamantine. You are gain +10 to save for blindness, ability score damage, deafness, disease, drowning, Lightning, 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. You need to be critical twice to be effected by critical hits (and still need to confirm), You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems. You 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. You have an arcane spell failure chance of 50% and a –8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments. Your 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. Your weight increases by a factor of 10, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires. IRON BONES Level: Divine 4, Arcane 4 (Simple Rare) Heighten Effect for STONE BONES IRON SILENCE Transmutation [Sonic] Level: Arcane 2, Divine 2 (Simple Uncommon) IRONGUARD Abjuration Level: Arcane 7 (Complex Uncommon) Heighten Effect for IRONGUARD, LESSER IRONGUARD, LESSER Abjuration Level: Arcane 5 (Complex Uncommon) Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject of lesser ironguard gains DR 20/magic to nonmagical metal. Metal items (including metal weapons) simply pass through you, and you can walk through metal barriers such as iron bars. Magic metal affects you normally, as do spells, spell-like abilities, and supernatural effects. Attacks delivered by metal items (such as poison on a dagger) affect you normally. If the spell expires while metal is inside you, the metal object are shunted out of your body (or you away from the metal, if it is an immovable object such as a set of iron bars). You and the object each take 1d6 points of damage as a result (ignoring the object’s hardness for determining damage to it). Because you pass through metal, you can ignore armor bonuses from nonmagic metal armor on opponents you attack with unarmed attacks. Material Component: A tiny shield of wood, glass, or crystal. Heighten Effects: Level 7 IRONGUARD IRONGUTS Abjuration Level: Divine 1, Arcane 1 (Complex Common) IRONTHUNDER HORN Transmutation [Sonic, Song] Level: Arcane 2 (Complex Common) IRONWOOD Transmutation [Plant] Level Divine 6 Casting Time 1 minute/lb. created Components V, S, F (wood to be transformed) Range 0 ft. Effect an ironwood object weighing up to 5 lb./level Duration 1 day/level (D) Saving Throw none Spell Resistance no Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids. Further, 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. IRRESISTIBLE DANCE Enchantment (compulsion) [mind-affecting, Song] Level Arcane 8 (Complex Common) Casting Time 1 standard action Components V Range touch Target living creature touched Duration 1d4+1 rounds Saving Throw Will partial Spell Resistance yes The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The 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. The subject can move up to twice his normal movement rate but always provokes AOO when moving. A successful Will save reduces the duration of this effect to 1 round. JAGGED TOOTH Transmutation [Dragon] Level: Divine 3 (Simple Rare) Heighten Effect: Can cast spell on any weapon. JOYFUL NOISE Abjuration [Song] Level: Arcane 1 (Exotic Common) JUMP Transmutation [Shaman] Level Divine 1, Arcane 1 (Simple Common) Casting Time 1 standard action Components V, S, M (a grasshopper’s hind leg) Range touch Target creature touched Duration 1 min./level (D) Saving Throw Will negates (harmless) Spell Resistance yes The subject gets a +10 enhancement bonus on Jump checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th. JUNGLE’S RAPTURE Transmutation [Curse, Plant] Level: Divine 5 (Exotic Rare) JUNGLERAZER Necromancy [Plant] Level: Arcane 3 (Complex Uncommon) KEEN EDGE Transmutation Level Arcane 3 (Complex Uncommon) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Targets one weapon or fifty projectiles, all of which must be in contact with each other at the time of casting Duration 10 min./level Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object) 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. Multiple effects that increase a weapon’s threat range (such as the keen special weapon property and the Improved Critical feat) stack. You can’t cast this spell on a natural weapon, such as a claw. Diminished Effect: Can cast on Natural weapon. KELPSTRAND Conjuration (Calling) [Plant] Level: Divine 2 Edit: If you hit a creature, you immediately make a CMB grapple check against the creature as a free action without provoking attacks of opportunity. You add your caster level and Wisdom bonus to the result of your grapple check rather than your Strength bonus and BAB. Each round, the target can attempt to escape the kelpstrand by making a successful CMB or Escape Artist check against the CMB rolled. KISS OF THE VAMPIRE Transmutation [Taint] Level: Arcane 7 (Exotic Uncommon) KNIGHT’S MOVE Conjuration (Teleportation) [Holy] Level: Divine 3 (Complex Rare) KNOCK Transmutation Level Arcane 2 (Simple Common) Casting Time 1 standard action Components V Range medium (100 ft. + 10 ft./level) Target one door, box, or chest with an area of up to 10 sq. ft./level Duration instantaneous; see text Saving Throw none Spell Resistance no The knock spell opens stuck, barred, locked, held, or arcane locked doors. When you complete the casting of this spell, make a caster level check against the DC of the lock with a +10 bonus or if have the device disable skill this can give you a +10 bonus to your next check within next 10 mins. If successful, knock opens up to two means of closure. This spell opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress. KNOW DIRECTION Divination Level Divine 0 KNOW GREATEST ENEMY Divination Level: Divine 1 (Simple Rare) KNOW VULNERABILITIES Divination Level: Divine 3, Arcane 4 (Simple Rare) Diminished Effect: Upon casting this spell, you learn a number of strengths or weaknesses of the target equal to one, plus one strength or weakness per two caster levels (maximum four). You can choose to learn strengths, weaknesses, or some combination thereof that you specify. If a creature has more strengths or weaknesses than you can learn with a single casting, you learn the most powerful ones first. LAND WOMB Abjuration [Earth, Plant] Level: Divine 4 (Complex Uncommon) LANGUOR Necromancy [Nature] Level: Divine 4 (Exotic Common) LAST BREATH Necromancy Level: Divine 4 (Complex Rare) LAUNCH ITEM Transmutation Level: Arcane 0 LAY OF THE LAND Divination [Plant, Song] Level: Arcane 4, Divine 4 (Exotic Common) LEGEND LORE Divination Level Arcane 6 (Simple Common) Casting Time see text Components V, S, M (incense worth 250 gp), F (four pieces of ivory worth 50 gp each) Range personal Target you Duration see text Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4x10 minutes. If 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). If you know only rumours, 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). During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the Divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters that 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 LEVITATE Transmutation [Air] Level Arcane 2 (Simple Common) Casting Time 1 standard action Components V, S, F (a leather loop or golden wire bent into a cup shape) Range personal or close (25 ft. + 5 ft./2 levels) Target you or one willing creature or one object (total weight up to 100lb./level) Duration 10 min./level (D) Saving Throw none Spell Resistance no Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You 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). A 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. A full round spent stabilizing allows the creature to begin again at –1. LIFE BOLT Necromancy Level: Arcane 2 (Complex Uncommon) LIFE WARD Abjuration Level: Divine 4 (Complex Uncommon) Edit: The subject gains 1 DR for every 2 levels to all positive energy effects, including Necromancy (healing) spells, channelled positive energy such as from the turn undead ability, or other effects that derive their power from positive energy. LIFE’S GRACE Abjuration Level: Divine 5 (Complex Uncommon) Edit: The living creature touched gets +10 to saves vs. all death spells, magical death effects, energy drain, and any negative energy effects. He takes ˝ damage from any ability damage. In addition, the subject takes ˝ damage from undead special attacks that deal ability damage, ability drain, and magical disease (such as mummy rot), even if these attacks do not have a magical source. LIGHT Evocation [light] Level Divine 0, Arcane 0 Casting Time 1 standard action Components V, M/DF (a firefly) Range touch Target object touched Duration 10 min/level Saving Throw none Spell Resistance no This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light can be used to counter or dispel any darkness spell of equal or lower spell level. LIGHT OF LUNIA Evocation [Positive, Light] Level: Divine 1, Arcane 1 (Simple Rare) Heighted Effect: Level 2 Effect: Each ray reduces radiance by only 10 feet and can shoot 6 before spell ends. Your light rays deal 2d6 points of damage, or 4d6 points of damage against undead and evil outsiders. Level 3 LIGHT OF VENYA LIGHT OF VENYA Evocation [Positive, Light] Level: Divine 3 (Simple Rare), Arcane 3 (Exotic Rare) Heighten Effect for LIGHT OF LUNIA LIGHTNING BOLT Evocation [Lightning] Level Arcane 3 (Complex Uncommon) Casting Time 1 standard action Components V, S, M (fur and a glass rod) Range 120 ft. Area 120-ft. line Duration instantaneous Saving Throw Reflex half Spell Resistance yes You release a powerful stroke of electrical energy that deals 1d6 points of Lightning damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If 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. Heighten Effects: Level 4 Effect: Bolt will bounce off any solid wall it hits and rebound back to the length of it. Level 6 CHAIN LIGHTNING Level 8 LIGHTNING RING LIGHTNING RING Evocation [Lightning] Level: Arcane 8 (Complex Rare) Heighten Effect for LIGHTNING BOLT LIMITED WISH Universal Level Arcane 7 (Complex Common) Casting Time 1 standard action Components V, S, M (diamond worth 1,500 gp) Range see text Target, Effect, Area see text Duration see text Saving Throw none, see text Spell Resistance yes A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things. - Duplicate any Arcane spell of 6th level or lower, provided the spell is not of a school prohibited to you. - Duplicate any non-Arcane of 5th level or lower, provided the spell is not of a school prohibited to you. - Duplicate any Arcane spell of 5th level or lower, even if it’s of a prohibited school. - Duplicate any non-Arcane spell of 4th level or lower, even if it’s of a prohibited school. - Undo the harmful effects of many spells, such as geas/quest or insanity. - 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. A duplicated spell allows saving throws and spell resistance as normal, but the save DC is for a 7th-level spell. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component (in addition to the 1,500 gp diamond component for this spell). LION’S ROAR Evocation [Sonic] Level: Divine 8, Courage 8 (Complex Rare) LISTENING COIN Divination (Scrying) [Song] Level: Arcane 3 (Exotic Uncommon) LIVELY STEP Transmutation [Song] Level: Arcane 2 (Simple Rare) LIVEOAK Transmutation [Plant] Level Divine 6 (Exotic Uncommon) Casting Time 10 minutes Components V, S Range touch Target tree touched Duration 1 day/level (D) Saving Throw none Spell Resistance no This spell turns an oak tree into a protector or guardian. The 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. The 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. Liveoak must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster level is placed on the targeted oak. The liveoak spell triggers the tree into animating as a treant. If liveoak is dispelled, the tree takes root immediately wherever it happens to be. If released by you, the tree tries to return to its original location before taking root. LIVING PRINTS Divination [Plant] Level: Divine 1 (Exotic Common) LOCATE OBJECT Divination [Truename] Level Divine 3, Arcane 2 (Simple Common) Casting Time 1 standard action Components V, S, F/DF (a forked twig) Range long (400 ft. + 40 ft./level) Area circle, centred on you, with a radius of 400 ft. + 40 ft./level Duration 1 min./level Saving Throw none Spell Resistance no You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through Divination). The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object fools it. Heighted Effect: Locates a known or familiar creature. You also know in which direction the creature is moving, if any. The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once or have its truename and say it correctly. LOVE’S LAMENT Enchantment (Compulsion) [Mind-Affecting, Song, Sonic] Level: Arcane 3 (Exotic Common) LOYAL VASSAL Abjuration [Lawful, Holy] Level: Divine 2 (Exotic Common) LUCENT LANCE Evocation [Light] Level: Divine 6, Arcane 5 (Simple Rare) Heighten Effect: Any darkness spell that the ray passing through is dispelled instantly. Also this creates light 20 radius from you for 1 round after you cast your spell, dispelling any darkness effects up to 5th level. LULLABY Enchantment (compulsion) [mind-affecting] Level Arcane 0 LUMINOUS GAZE Evocation [Light] Level: Arcane 1 (Simple Common) MADDENING SCREAM Enchantment (Compulsion) [Mind-Affecting] Level: Madness 8 MADDENING WHISPERS Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 8 (Complex Uncommon) MAELSTROM Conjuration [Water, Nature] Level: Divine 8, Ocean 8 (Exotic Uncommon) MAGE ARMOR Abjuration [force] Level Arcane 1 (Complex Common) Casting Time 1 standard action Components V, S, F (a piece of cured leather) Range 0 Target Self Duration 1 hour/level (D) Saving Throw Will negates (harmless) Spell Resistance no An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. Heightened Effects: Level 3 MAGE ARMOR, MASS or Effect: Gains +6 Armour bonus to AC. Self only. MAGE ARMOR, MASS Abjuration [Force] Level: Arcane 3 (Complex Common) Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which are more than 30 ft. apart This spell functions like mage armor (PH 249), except that it affects multiple creatures. MAGE HAND Transmutation Level Arcane 0 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one nonmagical, unattended object weighing up to 5 lb. Duration Concentration Saving Throw none Spell Resistance no You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. Heighted Effect can propel the object up to 20 feet in any direction. An object on a creature gets a Will save to stop effect. An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. The spell has an effective Strength of 10. MAGE’S DISJUNCTION Abjuration Level Arcane 9 (Complex Uncommon) Casting Time 1 standard action Components V Range close (25 ft. + 5 ft./2 levels) Area all magical effects and magic items within a 40-ft.-radius burst, or one magic item (see text) Duration permanent Saving Throw Will negates (object) Spell Resistance no Heighten Effect for DISPEL MAGIC All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher. You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined. Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.) Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device. MAGE’S FAITHFUL HOUND Conjuration (calling) Level Arcane 5 (Complex Uncommon) Casting Time 1 standard action Components V, S, M (a tiny silver whistle, a piece of bone, and a thread) Range close (25 ft. + 5 ft./2 levels) Effect phantom watchdog Duration 1 hour/caster level or until discharged, then 1 round/ caster level; see text Saving Throw none Spell Resistance no You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow Illusions. If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round. The dog also gets the bonuses appropriate to an invisible creature. The dog is considered ready to bite intruders, so it delivers its first bite on the intruder’s turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. The hound cannot be attacked, but it can be dispelled. The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If you are ever more than 100 feet distant from the hound, the spell ends. MAGE’S LUCUBRATION Transmutation Level Arcane 6 (Exotic Common) Casting Time 1 standard action Components V, S Range personal Target you Duration instantaneous You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The recalled spell is stored in your mind as through prepared in the normal fashion. If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available. MAGE’S MAGNIFICENT MANSION Conjuration Level Arcane 7 (Complex Rare) Casting Time 1 standard action Components V, S, F (a miniature ivory door, a piece of polished marble, and a silver spoon, each worth 5 gp) Range close (25 ft. + 5 ft./2 levels) Effect extradimensional mansion, up to three 10-ft. Cubes/level (S) Duration 2 hours/level (D) Saving Throw Will negates Spell Resistance no Heighten Effect for SECURE SHELTER You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Those you designate may enter the mansion, but anyone that is not designated must make a Will save to enter. They can try once an hour to enter. The portal is made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you desire to the limit of the spell’s effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion. Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. MAGE’S PRIVATE SANCTUM Abjuration Level Arcane 5 (Simple Common) Casting Time 10 minutes Components V, S, M (a sheet of lead, a piece of glass, a wad of cotton, and powdered chrysolite) Range close (25 ft. + 5 ft./2 levels) Area 30-ft. cube/level (S) Duration 24 hours (D) Saving Throw none Spell Resistance no Heighten Effect for SECURE SHELTER This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally. Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar. The spell does not prevent creatures or objects from moving into and out of the area. Mage’s private sanctum can be made permanent with a permanency spell. MAGE’S SWORD Evocation [force] Level Arcane 7 (Simple Uncommon) Casting Time 1 standard action Components V, S, F (a miniature platinum sword worth 250 gp) Range close (25 ft. + 5 ft./2 levels) Effect one sword Duration 1 round/level (D) Saving Throw none Spell Resistance yes This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Charisma bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19–20 and a critical multiplier of x2. The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, goes out of your sight, or you are not directing it, it returns to you and hovers. Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round’s target. The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword’s AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus). If an attacked creature has spell resistance, the resistance is checked the first time Mage’s sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell. MAGIC AURA Illusion (glamer) Level Arcane 1 (Simple Common) Casting Time 1 standard action Components V, S, F (a small square of silk that must be passed over the object that receives the aura) Range touch Target one touched object weighing up to 5 lb./level Duration one day/level (D) Saving Throw none; see text Spell Resistance no You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is. If the targeted item’s own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn’t work. Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura. MAGIC CIRCLE AGAINST LAW/CHAOS Abjuration [Law or Chaos] Level Divine 3, Arcane 3 (Complex Common) Casting Time 1 round action. Components V, S, M/DF (a 3-foot diameter circle of powdered silver) Range touch Area 10-ft.-radius emanation from touched creature Duration 10 min./level Saving Throw Will negates (harmless); Spell Resistance no; see text Heighten Effect for PROTECTION AGAINST LAW/CHAOS You choose which this spell will affect at time of casting Law or Chaos. All creatures within the area gain the effects of a protection from Law/Chaos spell, and no summoned creatures can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from Law/Chaos), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance. This spell has an alternative version that you may choose when casting it. A magic circle against Law/Chaos can be focused inward rather than outward. When focused inward, the spell binds a called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from Law/Chaos spell for that creature only. See Conjuration school Calling for more info on this. MAGIC CIRCLE AGAINST TAINTED/NON TAINTED Abjuration [good] Level Divine 3, Arcane 3 (Complex Common) Casting Time 1 round action Components V, S, M/DF (a 3-ft diam circle of powdered silver) Range touch Area 10-ft.-radius emanation from touched creature Duration 10 min./level Saving Throw Will negates (harmless); Spell Resistance no; see text Heighten Effect for PROTECTION AGAINST TAINTED All creatures within the area gain the effects of a protection from tainted spell, and no tainted summoned creatures can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from tainted), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance. This spell has an alternative version that you may choose when casting it. A magic circle against tainted can be focused inward rather than outward. When focused inward, the spell binds a tainted called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from tainted spell for that creature only. See Conjuration calling MAGIC FANG Transmutation [Nature, Ranger, Dragon, Shaman] Level Divine 1 (Exotic Common) Casting Time 1 standard action Components V, S, DF Range touch Target living creature touched Duration 10 min./level Saving Throw Will negates (harmless) Spell Resistance yes (harmless) Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike’s damage from nonlethal damage to lethal damage. Magic fang can be made permanent with a permanency spell. Heighten Effects: Level 3 MAGIC FANG, GREATER Level 4 MAGIC FANG, SUPERIOR MAGIC FANG, GREATER Transmutation [Nature, Ranger, Dragon, Shaman, Buff] Level Divine 3(Exotic Common) Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration 1 hour/level This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5). This bonus does not allow a natural weapon to bypass damage reduction aside from magic. Alternatively, you may imbue all of the creature’s natural weapons with a +1 enhancement bonus (regardless of your caster level). Greater magic fang can be made permanent with a permanency spell. MAGIC FANG, SUPERIOR Transmutation [Nature, Ranger, Dragon] Level: Divine 4 (Exotic Common) MAGIC JAR Necromancy Level Arcane 5 (Complex Rare) Casting Time 1 standard action Components V, S, F (a gem or crystal worth at least 100 gp) Range medium (100 ft. + 10 ft./level) Target one creature Duration 1 hour/level or until you return to your body Saving Throw Will negates; see text Spell Resistance yes By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead. While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.) You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly. Attempting to possess a body is a full-round action. It is blocked by protection from tainted or a similar ward. You possess the body and force the creature’s soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again. If you are successful, your life force occupies the host body, and the host’s life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body. As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body. If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain. If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host’s location. MAGIC MIASMA Abjuration [Air] Level: Arcane 8 (Complex Rare) Edit: Even after leave cloud creatures effected for 1d4 rounds MAGIC MISSILE Evocation [force] Level Arcane 1 (Complex Uncommon) Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Targets up to five creatures, no two of which can be more than 15 ft. apart Duration instantaneous Saving Throw none Spell Resistance yes A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. Heighten Effect: Level 2 As CHAIN MISSILE but does not ricochet Level 3 CHAIN MISSILE Level 4 FORCE MISSILE Level 5 CHAIN MISSILE but secondary targets can be hit more than once with ricochets but no more than 6 times. MAGIC MOUTH Illusion (glamer) Level Arcane 2 (Simple Uncommon) Casting Time 1 standard action Components V, S, M (a small bit of honeycomb and jade dust worth 10 gp) Range close (25 ft. + 5 ft./2 levels) Target one creature or object Duration permanent until discharged Saving Throw Will negates (object) Spell Resistance yes (object) This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be 25 or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, magic mouth can be placed upon a tree, rock, or any other object or creature. The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and Illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish alignment, level, Hit Dice, or class except by external garb. The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a magic mouth to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance. Magic mouth can be made permanent with a permanency spell. MAGIC STONE Transmutation [Earth] Level Divine 1 (Simple Uncommon) Casting Time 1 standard action Components V, S, DF Range touch Targets up to three pebbles touched Duration 30 minutes or until discharged Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object) You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell’s enhancement bonus), or 2d6+2 points against undead. MAGIC VESTMENT Transmutation Level Divine 3 (Simple Common) Casting Time 1 standard action Components V, S, DF Range touch Target armor or shield touched Duration 1 hour/level Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object) You imbue a suit of armor or a shield with an enhancement bonus to Passive Defence of +1 per four caster levels (maximum +5 at 20th level). An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell. MAGIC WEAPON Transmutation Level Divine 1, Arcane 1 (Simple Common) Casting Time 1 standard action Components V, S, DF Range touch Target weapon touched Duration 1 min./level Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object) Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls. You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). Heighten Effects: Level 4 MAGIC WEAPON, GREATER MAGIC WEAPON, GREATER Transmutation Level Divine 4, Arcane 3 (Simple Common) Casting Time 1 standard action Components V, S, M/DF (powdered lime and carbon) Range close (25 ft. + 5 ft./2 levels) Target one weapon or fifty projectiles (all of which must be in contact with each other at the time of casting) Duration 1 hour/level Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object) This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside against magic(so if you make a +1 a +2 it won’t bypass special materials as a +2, just +1 weapon). Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their Transmutation when used. Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell. MAJOR CREATION Conjuration (creation) Level Arcane 5 (Complex Uncommon) Casting Time: 10 minutes Range close (25 ft. + 5 ft./2 levels) Duration see text Heighten Effect for MINOR CREATION This spell functions like minor creation, except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table. Hardness and Rarity Examples Duration Vegetable matter 2 hr./level Stone, crystal, base metals 1 hr./level Precious metals 20 min./level Gems 10 min./level Rare metal1 1 round/level 1 Includes adamantine, alchemical silver, and mithral. You can’t use major creation to create a cold iron item. MAJOR IMAGE Illusion (figment) Level Arcane 3 (Simple Uncommon) Duration Concentration + 3 rounds Heighten Effect for SILENT IMAGE This spell functions like silent image, except that sound, smell, and thermal Illusions are included in the spell effect. While concentrating, you can move the image within the range. The image disappears when struck by an opponent unless you cause the Illusion to react appropriately. MAKE MANIFEST Abjuration Level: Divine 4 (Complex Uncommon), Arcane 6 (Simple Rare) Heighten Effects: Level 6 MAKE MANIFEST, MASS MAKE MANIFEST, MASS Abjuration Level: Divine 6 (Complex Uncommon), Arcane 8 (Simple Rare) MAKE WHOLE Transmutation Level Divine 5, Arcane 5 (Complex Rare) Range close (25 ft. + 5 ft./2 levels) Target one object of up to 10 cu. ft./level or one construct creature This spell functions as mending, except that it repairs 1d6 points of damage per level. In addition, make whole can be used on broken magic items (at 0 hit points or less) and it restores the magic abilities of the item if your caster level is at least twice that of the item. Items with charges (such as wands) and single use items (such as potions and scrolls) cannot be repaired in this way. This spell repairs damage done to construct creatures, bypassing their immunity to magic as if it did not allow spell resistance. When used in this way, make whole can restore no more than 5d6 points of damage. MANTLE OF ALIGNMENT Abjuration[as spell] Level: Divine 3 (Complex Common) Only a specialist of Abjuration can cast this spell. You can chose any of the follow spells to cast when cast this spell: MANTLE OF CHAOS, EVIL, GOOD, LAW. MANTLE OF CHAOS Abjuration [Chaos] Level: Divine 3 (Complex Common) MANTLE OF EVIL Abjuration [Taint] Level: Divine 3 (Complex Common) MANTLE OF GOOD Abjuration [Positive] Level: Divine 3 (Complex Common) MANTLE OF LAW Abjuration [Law] Level: Divine 3 (Complex Common) MANTLE OF THE ICY SOUL Transmutation [Cold] Level: Divine 6 (Complex Rare) Edit: Grants it resistance 10/2 levels to cold (Max 100) MANYJAWS Evocation [Force] Level: Arcane 3 (Complex Rare) MARK OF JUSTICE Necromancy [Curse, Giant] Level Divine 5 (Complex Uncommon) MARK OF THE OUTCAST Necromancy [Curse] Level: Divine 2 (Complex Rare) MARKED OBJECT Divination [Ranger] Level: Divine 1(Exotic Rare), Arcane 2 (Complex Rare) MASTER AIR Transmutation [Air, Nature] Level: Divine 2 (Exotic Common) Heighten Effects: Level 7 MASTER EARTH MASTER EARTH Transmutation [Earth, Nature] Level: Divine 7 (Exotic Common) MAW OF CHAOS Evocation [Chaotic] Level: Arcane 9 (Complex Rare) Components: V, S, M MAW OF STONE Transmutation [Earth] Level: Cavern 7 Components: V, S, DF MAZE Conjuration (teleportation) [Fey] Level Arcane 8 (Complex Uncommon) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature Duration see text Saving Throw none Spell Resistance yes You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn’t escape, the maze disappears after 10 minutes, forcing the subject to leave. On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaur’s are not affected by this spell. MECHANUS MIND Enchantment (Compulsion) [Lawful, Mind-Affecting] Level: Arcane 2 (Simple Uncommon) MELD INTO STONE Transmutation [Earth, Nature] Level Divine 3 (Complex Common) Casting Time 1 standard action Components V, S, DF Range personal Target you Duration 10 min./level Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted. While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone’s complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save. Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell’s duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage. The following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals you 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage. MEMORY ROT Evocation [Nature] Level: Divine 5 (Exotic Uncommon) MENDING Transmutation Level Arcane 0, Divine 0 Casting Time 1 standard action Components V, S Range 10 ft. Target one object of up to 1 lb./level Duration instantaneous Saving Throw: Will negates (harmless, object); Spell Resistance: yes(harmless, object) This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to full hit points. All of the pieces of an object must be present for this spell to function. Magic items can’t be repaired by this spell. Magic items that are broken (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. MESMERIZING GLARE Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 3 (Simple Rare) MESSAGE Transmutation [language-dependent] Level Arcane 0 Casting Time 1 standard action Components V, S, F (a piece of copper wire) Range medium (100 ft. + 10 ft./level) Targets one creature/level Duration 10 min./level Saving Throw none Spell Resistance no You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers. To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips. Heighted Effect: Recipients don’t have to mouth the words or whisper, which means that those skilled in reading lips have no opportunity to learn the messages. Effects 1 creature/lvl that all have to be within 30 feet of each when spell is cast. METAL MELT Transmutation [Fire] Level: Arcane 4 (Complex Rare) METEOR SWARM Evocation [fire] Level Arcane 9 (Complex Common) Casting Time 1 standard action Components V, S Range long (400 ft. + 40 ft./level) Area four 40-ft.-radius spreads, see text Duration instantaneous Saving Throw none or Reflex half, see text Spell Resistance yes Heighten Effect for FIREBALL Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks. If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one meteor at the same target. Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. Despite stemming from separate spheres, all of the fire damage is added together after the saves have been made, and fire resistance is applied only once. MIASMA Evocation [Air] Level: Divine 6 (Exotic Common) MIASMA OF ENTROPY Necromancy Level: Divine 4, Arcane 5 (Simple Uncommon) MIND BLANK Abjuration [Psionic] Level: Protection 8, Arcane 8 (Complex Common) Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell gives +10 against all mind-affecting spells and effects as well as information gathering by Divination spells or effects. Mind blank even gives bonus against limited wish, miracle, and wish spells when they are used in such a way as to affect the subject's mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all. If the subject fails a save of a spell that detect, influence, or read emotions or thoughts he gets to make another save immediately. MIND FOG Enchantment (compulsion) [mind-affecting, air, Psionic] Level Arcane 5 (Simple Uncommon) MIND POISON Necromancy [Psionic] Level: Arcane 3 (Simple Uncommon) MINOR CREATION Conjuration (creation) Level Arcane 4 (Complex Uncommon) Casting Time 1 minute Components V, S, M (a tiny piece of matter of the same sort of item you plan to create with minor creation) Range 0 ft. Effect unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level Duration 1 hour/level (D) Saving Throw none Spell Resistance no You create a nonmagical, unattended object of nonliving vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item. Attempting to use any created object as a material component causes the spell to fail. Attempting to use this spell to create food to eat only cures hunger for duration of spell then it is like you never ate. If use this spell to create poisonous plant matter that quality of the plant is inert. Heighten Effects: Level 6 MAJOR CREATION Level 8 TRUE CREATION MIRACLE Evocation Level Divine 9 (Complex Common) Casting Time 1 standard action Components V, S; see text Range see text Target, Effect, or Area see text Duration see text Saving Throw see text Spell Resistance yes You don’t so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede. A miracle can do any of the following things. – Duplicate any cleric spell of 8th level or lower. – Duplicate any other spell of 7th level or lower. – Undo the harmful effects of certain spells, such as feeblemind or insanity. – Have any effect whose power level is in line with the above effects. Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 25,000 gp in powdered diamond because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following: – Swinging the tide of a battle in your favour by raising fallen allies to continue fighting. – Moving you and your allies, with all your and their gear, from one plane to a specific locale through planar barriers with no chance of error. – Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster. In any event, a request that is out of line with the deity’s (or alignment’s) nature is refused. A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component. MIRAGE ARCANA Illusion (glamer) Level Arcane 5 (Complex Common) Casting Time 1 standard action Components V, S Area one 20-ft. cube/level (S) Duration Concentration +1 hour/ level (D) Heighten Effect for HALLUCINATORY TERRAIN This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is. The Illusion includes audible, visual, tactile, and olfactory elements. Unlike hallucinatory terrain, the spell can alter the appearance of structures (or add them where none are present). Still, it can’t disguise, conceal, or add creatures (though creatures within the area might hide themselves within the Illusion just as they can hide themselves within a real location). MIRROR IMAGE Illusion (figment) Level Arcane 2 (Complex Common) Casting Time 1 standard action Components V, S Range personal Target you Duration 1 min + 2 rounds/level This spell creates a number of Illusionary doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you. When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack targets you and misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply). Heighten Effect: With a Standard action can create a new image up to max of 8. MISDIRECTION Illusion (glamer) Level Arcane 2 (Simple Uncommon) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature or object, up to a 10-ft. cube in size Duration 1 hour/level Saving Throw none or Will negates; see text Spell Resistance no By means of this spell, you misdirect the information from Divination spells that reveal auras (detect tainted, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object gets a saving throw against this effect. Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not tainted, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of Divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like). MISER’S ENVY Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 3 (Simple Rare) MISLEAD Illusion (figment, glamer) [Fey] Level Arcane 6 (Complex Common) Casting Time 1 standard action Components S Range close (25 ft. + 5 ft./2 levels) Target/Effect you/one illusory double Duration 1 round/level (D) and concentration + 3 rounds; see text Saving Throw none or Will disbelief (if interacted with); see text Spell Resistance no You become invisible (as improved invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don’t notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so. The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The improved invisibility lasts for 1 round per level, regardless of concentration. MODIFY MEMORY Enchantment (compulsion) [mind-affecting, Song, Psionic] Level Arcane 4 (Exotic Common) MOMENT OF CLARITY Abjuration Level: Divine 1 (Simple Rare) MOMENT OF PRESCIENCE Divination Level Arcane 8 (Simple Uncommon) Casting Time 1 standard action Components V, S Range personal Target you Duration 1 hour/level or until discharged This spell grants you a powerful sixth sense in relation to yourself. Once during the spell’s duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn’t take an action; you can even activate it on another character’s turn if needed. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the spell ends. You can’t have more than one moment of prescience active on you at the same time. MONSTROUS THRALL Enchantment (Compulsion)[Mind-Affecting, Truename] Level: Domination 9 Components: V, S Casting Time: 1 standard action Range: Medium (50 ft. + 10 ft./level) Target: One creature Duration: 24 hours/level Saving Throw: Will negates Spell Resistance: Yes This spell functions like true domination except that the subject can be any creature and is permanently dominated if it fails its initial Will save and use its truename correctly. A subject ordered to take an action against its nature receives a saving throw with a –4 penalty to resist taking that particular action. If the save succeeds, the subject still remains your thrall despite its minor mutiny. Once a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty. MOON BLADE Necromancy Level: Moon 3 MOON BOLT Evocation Level: Divine 4 (Simple Rare) Components: V, S MOON LUST Illusion (Pattern) [Mind-Affecting] Level: Divine 1 (Exotic Common) MOON PATH Evocation [Force] Level: Moon 5 MOONBEAM Evocation [Light] Level: Moon 2 MOONBOW Evocation [Lightning] Level: Arcane 5 (Complex Uncommon) MOONFIRE Evocation [Light, Cold] Level: Moon 9 MOUNT Conjuration (summoning) Level Arcane 1 (Simple Common) Casting Time 1 round Components V, S, M (a bit of horse hair) Range close (25 ft. + 5 ft./2 levels) Effect one mount Duration 2 hours/level (D) Saving Throw none Spell Resistance no You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle. Heighten Effect: Level 3 PHANTOM STEED or REGAL PROCESSION Level 5 PHANTOM STAG MOVE EARTH Transmutation [Earth] Level Divine 6, Arcane 6 (Simple Common) Casting Time see text Components V, S, M (clay, loam, and sand and an iron blade) Range long (400 ft. + 40 ft./level) Area dirt in an area up to 750 ft. square and up to 10 ft. deep (S) Duration instantaneous Saving Throw none Spell Resistance no Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. In no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move. This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography. The spell cannot be used for tunnelling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle. This spell has no effect on earth creatures. MURDEROUS MIST Conjuration (Calling) [Air, Fire, Nature] Level: Divine 4 (Exotic Uncommon) NATURE’S AVATAR Transmutation [Nature] Level: Divine 9 ( Exotic Rare) NATURE’S RAMPART Transmutation [Plant, Earth] Level: Divine 3 (Exotic Uncommon) NAUSEATING BREATH Conjuration (Calling) Level: Divine 3, Arcane 3 (Complex Rare) Heighten Effect for BREATH FLARE NEGATIVE ENERGY AURA Necromancy Level: Divine 4 (Complex Uncommon) NERVESKITTER Transmutation Level: Arcane 1 (Exotic Uncommon) NET OF SHADOWS Illusion (Shadow) [Darkness] Level: Arcane 1 (Simple Rare) NEUTRALIZE POISON Necromancy Level Divine 4 (Complex Common) Casting Time 1 standard action Components V, S, M/DF (charcoal) Range touch Target creature or object of up to 1 cu. ft./level touched Duration 10 min/level or Instant Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object) You detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized and the spell ends. A cured 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. If a creature is not poisoned it gains +10 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. This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option. If cast on a creature, the creature receives a Will save to negate the effect. NIGHT’S CARESS Necromancy Level: Arcane 5 (Complex Rare) NIGHTMARE Illusion (phantasm) [Mind-Affecting, Tainted] Level Arcane 5 (Simple Rare) Casting Time 10 minutes Components V, S Range unlimited Target one living creature Duration instantaneous Saving Throw Will negates; see text Spell Resistance yes You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate. The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Knowledge Will Save Modifier None1 +10 Secondhand (you have heard of the subject) +5 Firsthand (you have met the subject) +0 Familiar (you know the subject well) –5 1 You must have some sort of connection to a creature you have no knowledge of. Connection Will Save Modifier Likeness or picture –2 Possession or garment –4 Body part, lock of hair, bit of nail, etc. –10 Dispel tainted 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 tainted. If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Spellcraft check as if you were in the midst of casting a spell or the spell ends. If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance. You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.) Creatures that don’t sleep (such as elves, but not half-elves) or dream are immune to this spell. NIGHTMARE LULLABY Enchantment (Compulsion) [Mind-Affecting, Sonic, Song] Level: Divine 2 (Complex Uncommon) NIGHTSHIELD Abjuration Level: Divine 1, Arcane 1 (Simple Rare) NIMBUS OF LIGHT Evocation [Light] Level: Divine 1, Purification 1 (Simple Uncommon) NONDETECTION Abjuration Level Arcane 3 (Simple Uncommon) Casting Time 1 standard action Components V, S, M (diamond dust worth 50 gp) Range touch Target creature or object touched Duration 1 hour/level Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object) The warded creature or object becomes difficult to detect by Divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a Divination is attempted against the warded creature or item, the caster of the Divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level. If cast on a creature, nondetection wards the creature’s gear as well as the creature itself. OBEDIENT AVALANCHE Conjuration (calling) [Cold] Level: Cold 9, Arcane 9 (Complex Uncommon) OBSCURE OBJECT Abjuration Level Divine 3, Arcane 2 (Simple Rare) OBSCURING MIST Conjuration (Calling) Level Divine 1, Arcane 1 (Simple Uncommon) Casting Time 1 standard action Components V, S Range 20 ft. Effect cloud spreads in 20-ft. radius from you, 20 ft. high Duration 1 min +2 rounds/level Saving Throw none Spell Resistance no A misty vapour arises around you. It is stationary. The vapour obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater. Heighten Effects: Level 2 FOG CLOUD Level 3 CONTAGIOUS FOG Level 4 SOLID FOG Level 5 CLOUDKILL or DANCE OF THE UNICORN Level 6 ACID FOG or FREEZING FOG Level 8 INCENDIARY CLOUD Level 9 MAGIC MIASMA ONE MIND Divination [Holy] Level: Divine 2 (Exotic Common) Heighten Effect: In addition you and your mount gain a +2 bonus on melee damage rolls as long as you are mounted. Diminished Effect: Don’t get +2 to attack rolls when mounted ONE WITH THE LAND Transmutation [Plant] Level: Divine 2 (Simple Uncommon) OOZE PUPPET Transmutation Level: Arcane 6 (Complex Uncommon) OPALESCENT GLARE Necromancy [Positive] Level: Divine 6, Arcane 6 (Complex Rare) Edit: Your gaze does 2d6 + ˝ caster level in Con damage unless it succeeds on a Will save. Heighten Effect: Can add one HD every 3 levels after caster level 11. OPEN /CLOSE Transmutation Level Arcane 0 Casting Time 1 standard action Components V, S, F (a brass key) Range close (25 ft. + 5 ft./2 levels) Target object weighing up to 30 lb. or portal that can be opened or closed Duration instantaneous Saving Throw Will negates (object) Spell Resistance yes (object) You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect. ORB OF ENERGY Conjuration (calling) [see text] Level: Arcane 2 Only Conjuration specialist can cast this spell. Use any LESSER ORB OF ACID, COLD, FIRE, LIGHTNING, SOUND Heighten Effects: Level 4: Use any ORB OF ACID, COLD, FIRE, LIGHTNING, SOUND, FORCE ORB OF ACID Conjuration (calling) [Acid] Level: Arcane 4 (Complex Rare) Heighten Effects for ORB OF ENERGY ORB OF ACID, LESSER Conjuration (calling) [Acid] Level: Arcane 2 (Complex Rare) Used in ORB OF ENERGY ORB OF COLD Conjuration (calling) [Cold] Level: Arcane 4 (Complex Rare) Heighten Effects for ORB OF ENERGY ORB OF COLD, LESSER Conjuration (calling) [Cold] Level: Arcane 2(Complex Rare) Used in ORB OF ENERGY ORB OF FIRE Conjuration (Creation) [Fire] Level: Arcane 4 (Complex Rare) Heighten Effects for ORB OF ENERGY ORB OF FIRE, LESSER Conjuration (Creation) [Fire] Level: Arcane 2 (Complex Rare) Used in ORB OF ENERGY ORB OF FORCE Conjuration (calling) [Force] Level: Arcane 4 (Complex Rare) Heighten Effects for ORB OF ENERGY ORB OF LIGHTNING Conjuration (calling) [Lightning] Level: Arcane 4 (Complex Rare) Heighten Effects for ORB OF ENERGY ORB OF LIGHTNING, LESSER Conjuration (calling) [Lightning] Level: Arcane 2 (Complex Rare) Used in ORB OF ENERGY ORB OF SOUND Conjuration (calling) [Sonic] Level: Arcane 4 (Complex Rare) Heighten Effects for ORB OF ENERGY ORB OF SOUND, LESSER Conjuration (calling) [Sonic] Level: Arcane 2 (Complex Rare) Used in ORB OF ENERGY ORDER’S WRATH Evocation [lawful] Level Divine 4 (Simple Common) Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Area nonlawful creatures within a burst that fills a 30-ft. cube Duration instantaneous (1 round); see text Saving Throw Will partial; see text Spell Resistance yes Used in ALIGNMENT SMITE You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect. The spell deals only half damage to creatures that are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save. OTYUGH SWARM Conjuration (calling) Level: Pestilence 9 OVERLAND FLIGHT Transmutation Level Arcane 5 (Complex Uncommon) Components: V, S Range personal Target you Duration 1 hour/ 2 levels Heighten Effect for FLY 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). When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). PANACEA Necromancy Level: Divine 4 (Complex Uncommon) Components: V, S PASS WITHOUT TRACE Transmutation [Plant] Level Divine 1 (Exotic Common) Casting Time 1 standard action Components V, S, DF Range touch Targets one creature/level touched Duration 1 hour/level (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means. PASSWALL Transmutation [Earth] Level Arcane 5 (Simple Common) Casting Time 1 standard action Components V, S, M (sesame seeds) Range touch Effect 5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels Duration 1 hour/level (D) Saving Throw none Spell Resistance no You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level). If the wall’s thickness is more than the depth of the passage created, then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit. If someone dispels the passwall or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one. Heighten Effects: Level 7 PHASE DOOR Level 8 EXCAVATE PAVILION OF GRANDEUR Conjuration(Creation) Level: Creation 9 PERMANENCY Universal Level Arcane 5 Casting Time 2 rounds Components V, S, M (see tables below) Range see text Target, Effect, or Area see text Duration permanent; see text Saving Throw none Spell Resistance no This spell makes certain other spells permanent. Depending on the spell, you must be of a minimum caster level and must expend a specific amount of XP. You can make the following spells permanent in regard to yourself. TMB Spells cast on other creatures, objects, or locations (not on you) are vulnerable to dispel magic as normal. Spell cast on you becoming inert for 1 round/lvl if dispel magic is cast on you as a targeted effect. PERSISTENT BLADE Evocation [Force] Level: Arcane 1 (Simple Uncommon) PERSISTENT IMAGE Illusion (figment) [Song] Level Arcane 5 (Complex Uncommon) Duration 10 mins/level (D) Heighten Effect for SILENT IMAGE This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The Illusion can include intelligible speech if you wish. PHANTASMAL ASSAILANTS Illusion (Phantasm) [Fear, Mind-Affecting] Level: Arcane 2 (Exotic Uncommon) Heighten Effect for PHANTOM THREAT PHANTASMAL DECOY Illusion (Phantasm) [Mind-Affecting] Level: Divine 3 (Simple Uncommon) Heighten Effect for PHANTOM THREAT PHANTASMAL KILLER Illusion (phantasm) [fear, mind-affecting] Level Arcane 4 (Simple Uncommon) Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Target one living creature Duration 1 round/level Saving Throw Will disbelief; see text Spell Resistance yes Heighten Effect for PHANTOM THREAT 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 does non-lethal damage to him when it hits. The subject takes 3d6 points of damage each round as the creature hits him. PHANTASMAL THIEF Conjuration Level: Greed 8, Arcane 5 (Simple Uncommon) PHANTOM FOE Illusion (Phantasm) [Mind-Affecting] Level: Arcane 2 (Simple Uncommon) Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Will disbelief Spell Resistance: No Heighten Effect for PHANTOM THREAT If the target creature fails its saving throw, this spell creates in the subject’s mind an illusory double of whichever creature currently threatens it that it deems most dangerous. The form of this phantom foe changes as appropriate whenever the target perceives a different threatening creature more dangerous than the last. This illusory double provides two effects. First, the subject believes it is being flanked by the phantom foe and the real creature the foe duplicates. Thus, the duplicated creature is always considered to be flanking the subject in melee. A creature that can’t be flanked is immune to this aspect of the spell. Second, the subject of the spell is unable to determine that the phantom foe is not a real threat, and whenever the subject attempts to attack the creature duplicated by the phantom foe, that creature benefits from a 50% miss chance against attacks from the subject of the spell. Because this miss chance comes from the subject’s inability to tell the phantom foe from the original, it is rolled separately from any miss chance that applies due to displacement or concealment. Creatures other than the subject cannot see the phantom foe, although they can attempt to guess its location by how the target acts. If the subject is not threatened by any creature at the start of its turn, the spell ends. Focus: A tiny pewter figure of a warrior that is worth 10 gp. PHANTOM STAG Conjuration [Nature] Level: Divine 5 (Exotic Uncommon) Components: V, S Casting Time: 1 standard action Range: 0 ft. Effect: One quasi-real, staglike creature Duration: 1 hour/level (D) Saving Throw: None; see text Spell Resistance: No Heighten Effect for MOUNT You conjure a Large, corporeal staglike creature that bears you or a person you designate into combat or overland at great speed. A phantom stag has a black body and head with sharp, silvery antlers, and smoke-colored, insubstantial hooves that make no sound. It has no saddle, bridle, or bit, but it is exceptionally alert to the nudges and balance changes of its rider. The phantom stag has an AC of 20 (–1 size, +6 passive defence, +5 Dexterity) and 40 hit points +5 hit points per caster level. It attacks with its antlers at a +10 bonus, dealing 1d8+9 points of damage (doubled on a successful charge). It can also trample Medium or smaller foes, who must succeed on a Reflex save (18 + 1/2 your caster level) or take 1d6+9 points of damage as the stag moves through their space. A phantom stag has a speed of 10 feet per caster level, to a maximum of 200 feet. It can bear its rider’s weight plus up to 10 pounds per caster level in other gear. It ignores terrain elements such as undergrowth, rubble, or mud that would slow its movement. Phantom stags gain certain powers according to caster level. A mount’s abilities include those associated with any lower caster levels. 12th Level: The phantom stag 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. The phantom stag gains a +2 deflection bonus to AC. 14th Level: The phantom stag can fly at its speed (average maneuverability). The phantom stag gains a +4 deflection bonus to AC. 16th Level: The phantom stag’s antlers have the ghost touch (DMG 224) and wounding (DMG 226) weapon special abilities. The phantom stag gains a +6 deflection bonus to AC. 18th Level: The phantom stag can use etherealness on behalf of its rider (as the spell, caster level 18th). The phantom stag gains a +8 deflection bonus to AC. PHANTOM STEED Conjuration (calling) Level Arcane 3 (Simple Uncommon) Casting Time 10 minutes Components V, S Range 0 ft. Effect one quasi-real, horse like creature Duration 1 hour/level (D) Saving Throw none Spell Resistance no Heighten Effect for MOUNT You call a Large, quasi-real, horse like creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colour, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it. The mount has an AC of 18 (–1 size, +4 passive defence, +5 Dexterity) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 10 feet per caster level, to a maximum of 100 feet. It can bear its rider’s weight plus up to 10 pounds per caster level. These mounts gain certain powers according to caster level. A mount’s abilities include those of mounts of lower caster levels. 8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed. 10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability). 12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground. 14th Level: The mount can fly at its speed with a bonus on Fly skill checks equal to your caster level. Diminished Effects: CT 1 round, Only gets 8th level ability, Duration 1h/2 levels. 1/2 Speed. PHANTOM THREAT Illusion (Phantasm) [Mind-Affecting, Song] Level: Arcane 1 (Exotic Uncommon) Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes You create the sensation in the subject’s mind that it is threatened by more foes than it actually faces. Though the subject doesn’t actually perceive any additional enemies (and thus doesn’t waste any attacks on the phantasm), a creature affected by this spell is considered flanked, even if not threatened by other creatures. No amount of convincing by others can help the subject of this spell avoid its effect—only a successful saving throw against the spell when initially cast can help the target. A creature that can’t be flanked is immune to this spell. Heighten Effects: Level 2 PHANTASMAL ASSAILANTS Level 3 PHANTASMAL DECOY Level 4 PHANTASMAL KILLER Level 9 WEIRD PHANTOM TRAP Illusion (glamer) Level Arcane 2 (Simple Uncommon) Casting Time 1 standard action Components V, S, M (special dust worth 50 gp) Range touch Target object touched Duration permanent (D) Saving Throw none Spell Resistance no This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is “sprung”; its primary purpose is to frighten away thieves or make them waste precious time. If another phantom trap is active within 50 feet when the spell is cast, the casting fails. PHASE DOOR Conjuration (teleportation) Level Arcane 7 (Simple Common) Casting Time 1 standard action Components V Range touch Effect ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels Duration one usage per two levels Saving Throw none Spell Resistance no Heighten Effect for PASSWALL This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar magic reveals the presence of a phase door but does not allow its use. A phase door is subject to dispel magic. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect. You can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify. Phase door can be made permanent with a permanency spell. PLAGUE OF RATS Conjuration (Summoning) Level: Pestilence 5 PLAGUE OF UNDEAD Necromancy [Taint] Level: Divine 9, Arcane 9 (Complex Rare) PLANAR ALLY Conjuration (calling) [see text for lesser planar ally] [Truename]; Level Divine 6 (Complex Common) Components V, S, DF, M (offerings worth 1,250 gp plus payment) Effect one or two called elementals or outsiders, totalling no more than 12 HD, which cannot be more than 30 ft. apart when they appear Heighten Effect for PLANAR ALLY, LESSER 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 who’s Hit Dice totals no more than 12. The creatures agree to help you and request your return payment together. PLANAR ALLY, GREATER Conjuration (calling) [see text for lesser planar ally] [Truename]; Level Divine 8 (Complex Common) Components V, S, DF, M (offerings worth 2,500 gp plus payment) Effect up to three called elementals or outsiders, totalling no more than 18 CR, no two of which can be more than 30 ft. apart when they appear. Heighten Effect for PLANAR ALLY, LESSER This spell functions like lesser planar ally, except that you may call a single creature of 18 CR or less, or up to three creatures of the same kind whose CR total no more than 18. The creatures agree to help you and request your return payment together. PLANAR ALLY, LESSER Conjuration (calling) [see text][Truename]; Level Divine 4 (Complex Common) Casting Time 10 minutes Components V, S, DF, M (offerings worth 500 gp plus payment, see text) Range close (25 ft. + 5 ft./2 levels) Effect one called elemental or outsider of 6 HD or less Duration instantaneous Saving Throw none Spell Resistance no By casting this spell, you request your deity to send you an elemental or outsider (of 6 HD or less) of the deity’s choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature’s name, you may request that individual by speaking the truename and using it correctly during the spell. (though you might get a different creature anyway). You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services. If you request a spell like ability that costs XP or gold to cast normally(even if it does not cost the creature it), you have to pay the creature this in objects worth the value as if you cast the spell yourself (So giving material worth XP to the creature or gold) on top of the value demanded. The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature’s alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives. A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to 1 day per caster level, requires a payment of 1,000 gp per HD. A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature’s ethos, it may halve or even waive the payment. At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible). Note: When you use a calling spell that calls an air, chaotic, earth, tainted, fire, good, lawful, or water creature, it is a spell of that type. Heighten Effects: Level 6 PLANAR ALLY Level 8 PLANAR ALLY, GREATER PLANAR BINDING Conjuration (calling) [see text for lesser planar binding] [Truename]; Level Arcane 6 (Complex Rare) Components: V, S Targets up to three elementals or outsiders, totalling no more than 12 HD, no two of which can be more than 30 ft. Apart when they appear Heighten Effect for PLANAR BINDING, LESSER This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you. PLANAR BINDING, GREATER Conjuration (calling) [see text for lesser planar binding] [Truename]; Level: Arcane 8 (Complex Rare) Components: V, S Targets up to three elementals or outsiders, totalling no more than 18 HD, no two of which can be more than 30 ft. Apart when they appear. Heighten Effect for PLANAR BINDING, LESSER This spell functions like lesser planar binding, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you. PLANAR BINDING, LESSER Conjuration (calling) [see text][Truename]; Level Arcane 5 (Complex Rare) Casting Time 10 minutes Components V, S Range close (25 ft. + 5 ft./2 levels); see text Target one elemental or outsider with 6 HD or less Duration instantaneous Saving Throw Will negate Spell Resistance no and yes; see text Casting this spell attempts a dangerous act: to lure a creature from another plane up to 6 HD or less to a specifically prepared trap, which must lie within the spell’s range. The called creature is held in the trap until it agrees to perform one service in return for its freedom. To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and Truename said correctly then it gets a save to resist the call. If you wish to call a specific individual, you must use that individual’s personal truename in casting the spell and it gets no save. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap 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 Charisma modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against tainted) to make the trap more secure. If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you ever roll a natural 1 on the Charisma check, the creature breaks free of the spell’s effect and can escape or attack you. Once the requested service is completed, the creature needs only to inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete through its own actions, the spell remains in effect for a maximum of 1 day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions. When you use a calling spell to call an air, chaotic, earth, tainted, fire, good, lawful, or water creature, it is a spell of that type. Heighten Effects: Level 6 PLANAR BINDING Level 8 PLANAR BINDING, GREATER PLANAR BUBBLE Abjuration Level: Divine 7, Arcane 7 (Exotic Uncommon) Duration: 1 minutes + 2 rounds/level PLANAR EXCHANGE Conjuration (Calling) [see text for lesser planar exchange] Level: Divine 6 (Complex Rare) PLANAR EXCHANGE, GREATER Conjuration (Calling) [see text for lesser planar exchange] Level: Divine 8 (Complex Rare) PLANAR EXCHANGE, LESSER Conjuration (Calling) Level: Divine 4 (Complex Rare) Heighten Effects: Level 6 PLANAR EXCHANGE Level 8 PLANAR EXCHANGE, GREATER PLANE SHIFT Conjuration (teleportation) Level Divine 5, Arcane 7 (Complex Uncommon) Casting Time 1 standard action Components V, S, F (a forked metal rod attuned to the plane of travel) Range touch Target creature touched, or up to eight willing creatures joining hands Duration instantaneous Saving Throw Will negates Spell Resistance yes You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination. Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back. Heighten Effects: Level 7/8 PLANE SHIFT, GREATER PLANE SHIFT, GREATER Conjuration (Teleportation) Level: Divine 7, Arcane 8 (Complex Uncommon) Heighten Effect for PLANE SHIFT PLANT GROWTH Transmutation [Plant] Level Divine 3 (Exotic Common) Casting Time 1 standard action Components V, S, DF Range see text Target or Area see text Duration instantaneous Saving Throw none Spell Resistance no Plant growth has different effects depending on the version chosen. Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines, and so on) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect. If this spell is cast on an area that is already affected by any spell or effect that enhances plants, such as entangle or wall of thorns, any DC involved with these spells is increased by +4. This bonus is granted for 1 day after the casting of plant growth. At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate places within the area that are not affected. Enrichment: This effect targets plants within a range of onehalf mile, raising their potential productivity over the course of the next year to one-third above normal. Plant growth counters diminish plants. This spell has no effect on plant creatures. PLANT SHAPE Transmutation (polymorph)[Plant] Level Arcane 5 (Complex Uncommon) Casting Time 1 standard action Components V, S, M (a piece of the creature whose form you plan to assume) Range personal Target you Duration 10 min/level (D) When you cast this spell you can assume the form of any Small Medium, or Large creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, constrict, improved grab, poison, and shriek. If the form you assume does not possess the ability to move, your speed is reduced to 5 feet and you lose all other forms of movement. If the creature has immunity or resistance, you gain resistance 20 to those elements. You are also immune to critical hits and sneak attacks while in plant shape, and if has vulnerability to one element, you gain that vulnerability. Small plant: If the form you take is that of a Small plant, you gain a +2 enhancement bonus to your Constitution and a +2 passive defence bonus. Medium plant: If the form you take is that of a Medium plant, you gain a +2 enhancement bonus to your Strength, a +2 enhancement bonus to your Constitution, and a +2 passive defence bonus. Large plant: If the form you take is that of a Large plant, you gain a +4 enhancement bonus to your Strength, a +2 enhancement bonus to your Constitution, and a +4 passive defence bonus. Heightened Effect: Can turn into Huge plant, can add DR regeneration 5 and trample to list of special abilities can have. Huge plant: If the form you take is that of a Huge plant, you gain a +8 enhancement bonus to your Strength, a –2 penalty to your Dexterity, a +4 enhancement bonus to your Constitution, and a +6 passive defence bonus. Diminished Effect: Cant turn into Large, get no resistances or immunity to critical and sneak attack POISON Conjuration (calling)[Taint] Level Divine 4 (Complex Common) Casting Time 1 standard action Components V, S, M Range touch Target living creature touched Duration instantaneous; see text Saving Throw Fortitude negates; see text; Spell Resistance no Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. Spell makes poison up to equal to the DC of the spell save(see poison list). You have to pay ˝ the gp cost of the poison you want to make in a expendable component. POISON VINES Evocation [Plant] Level: Divine 4 (Complex Uncommon) Saving Throw: Fortitude negates; see text Spell Resistance: Yes This spell functions like vine mine (page 230), except that the vines you create are poisonous (Terinav root). A successful Fortitude save is required only upon the first entry into the spell’s area (and again 1 minute later); creatures don’t have to save each time they enter (or each round they remain within). You are immune to the poison of the vines you create, and you can select a number of other targets equal to your caster level to share this immunity. POLAR RAY Evocation [cold] Level Arcane 8 (Complex Common) Casting Time 1 standard action Components V, S, F (a white ceramic cone or prism) Range close (25 ft. + 5 ft./2 levels) Effect one ray/level all targets must be within 30 feet of each other. Duration instantaneous Saving Throw none Spell Resistance yes Blue-white rays of freezing air and ice springs from your hands. You must succeed on a ranged touch attack with the rays to deal damage to a target. The rays deal 20d6 total and you can divide this up how you see fit. You can target up to one creature/level but all must be within the range of the spell. The damage is cold damage and ˝ of the rays also do 1d4 points of Dexterity drain to anything that it hits. POLYMORPH Transmutation (polymorph) Level Arcane 5 (Complex Common) Casting Time 1 standard action Components V, S, M (a piece of the creature whose form you choose) Range touch Target living creature touched Duration 10 min/level (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) This spell transforms a willing creature into an animal, humanoid or elemental of your choosing; the spell has no effect on unwilling creatures. If the form is that of a humanoid, the spell functions as alter self up to level 4 effects. The subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. POLYMORPH ANY OBJECT Transmutation (polymorph) Level Arcane 8 (Simple Common) Casting Time 1 standard action Components V, S, M/DF (mercury, gum arabic, and smoke) Range close (25 ft. + 5 ft./2 levels) Target one creature, or one nonmagical object of up to 100 cu. ft./level Duration see text Saving Throw Fortitude negates (object); see text; Spell Resistance yes (object) This spell functions like greater polymorph, except that it changes one object or creature into another. The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The duration is determined by using the following guidelines. Changed Subject Is: Increase to Duration Factor1 Same kingdom (animal, vegetable, mineral) +5 Same class (mammals, fungi, metals, etc.) +2 Same size +2 Related (twig is to tree, wolf fur is to wolf) +2 Same or lower Intelligence +2 1 Add all that apply. Look up the total on the next table. Duration Factor Duration Example 0 20 minutes Pebble to human 2 1 hour Marionette to human 4 3 hours Human to marionette 5 12 hours Lizard to manticore 6 2 days Sheep to wool coat 7 1 week Shrew to manticore 9+ Permanent Manticore to shrew If the target of the spell does not have physical ability scores (Strength, Dexterity, or Constitution), this spell grants a base score of 10 to each missing ability score. If the target of the spell does not have mental ability scores (Intelligence, Wisdom, or Charisma), polymorph any object grants a score of 5 to such scores. Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force. A nonmagical object cannot be made into a magic item with this spell. Magic items aren’t affected by this spell. This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures. This spell can also be used to duplicate the effects of baleful polymorph, polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud. POLYMORPH, GREATER Transmutation (polymorph) Level Arcane 7 (Complex Common) This spell functions as polymorph except that it allows the creature to take on the form of a dragon or plant creature. Can only use the any effect up to level 6 of Alter Self, Form of the Dragon or Plant Shape. The subject may choose to resume its normal form as a full-round action; doing so ends the spell. PORTAL ALARM Abjuration Level: Arcane 2 (Simple Rare) Heighten Effects: Level 4 PORTAL ALARM, IMPROVED PORTAL ALARM, IMPROVED Abjuration Level: Arcane 4 (Simple Rare) Components: V, S, F Duration: 8 hours/level (D) This spell functions like portal alarm, with the following additions. • You can designate the alarm set off by an improved portal alarm to be mental, audible, or both. • If a mental alarm is chosen, you receive a mental picture of all creatures that have passed through the portal and which direction they passed through. The mental image provides information as if you were standing 10 feet away from the portal. • You can enable another creature to receive the mental alarm instead of yourself. You must touch the creature, which receives a Will saving throw to negate the effect, if applicable. Focus: A small leather pouch containing three brass bells. PORTAL BEACON Transmutation Level: Divine 1, Arcane 1 (Simple Rare) Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One interplanar gate or portal Duration: 1 hour/level Saving Throw: None Spell Resistance: No You alter a magic gate or portal so it sends out a mental beacon for up to six creatures, including yourself if you choose. These individuals must be known to you but need not be present at the time of casting. Once you cast portal beacon, these creatures know the direction and distance to the targeted portal for the spell’s duration. Moving to a plane other than the two connected by the portal ends the spell for that creature but leaves it intact for others. You can have any number of portal beacons tuned to you without impairing other abilities or actions. POSITIVE/NEGATIVE ENERGY AURA Necromancy Level: Divine 4 (Complex Uncommon) Use POSITIVE ENERGY AURA or NEGATIVE ENERGY AURA when cast this spell. POWER WORD BLIND Enchantment (compulsion) [mind-affecting, Dragon]; Level Arcane 7 (Complex Common) Casting Time 1 standard action Components V Range close (25 ft. + 5 ft./2 levels) Target one creature with 200 hp or less Duration see text Saving Throw none Spell Resistance yes You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind. Hit Points Duration 50 or less Permanent 51–100 1d4+1 minutes 101–200 1d4+1 rounds Heighten Effects: Level 8 POWER WORD, BLIND Level 9 POWER WORD, KILL POWER WORD KILL Enchantment (compulsion) [death, mind-affecting, Dragon]; Level Arcane 9 (Complex Uncommon) Casting Time 1 standard action Components V Range close (25 ft. + 5 ft./2 levels) Target one living creature with 100 hp or less Duration instantaneous Saving Throw none Spell Resistance yes Heighten Effect for POWER WORD, BLIND You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill. POWER WORD STUN Enchantment (compulsion) [mind-affecting, Dragon]; Level Arcane 8 (Complex Uncommon) Casting Time 1 standard action Components V Range close (25 ft. + 5 ft./2 levels) Target one creature with 150 hp or less Duration See text Saving Throw none Spell Resistance yes Heighten Effect for POWER WORD, BLIND You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun. Hit Points Duration 50 or less 4d4 rounds 51–100 2d4 rounds 101–150 1d4 rounds PRAYER Enchantment (compulsion) [mind-affecting]; Level Divine 3 (Simple Common) Casting Time 1 standard action Components V, S, DF Range 40 ft. Area all allies and foes within a 40-ft.-radius burst centred on you Duration 1 round/level Saving Throw none Spell Resistance yes You bring special favour upon yourself and your allies while bringing disfavour to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls. PRESTIDIGITATION universal Level Arcane 0 Casting Time 1 standard action Components V, S Range 10 ft. Target, Effect, or Area see text Duration 1 round Saving Throw see text Spell Resistance no Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can colour, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavour 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. PRISMATIC EYE Evocation Level: Arcane 7 (Complex Rare) Components: V, S, F Casting Time: 1 standard action Range: Medium (50 ft. + 10 ft./level) Effect: Magical eye Duration: 1 round/level Saving Throw: See text Spell Resistance: Yes Heighten Effect for PRISMATIC RAY You create a visible orb that can produce ray effects duplicating the beams of a prismatic spray spell. You can move the eye up to your speed as a move action, but it cannot go beyond the spell’s range. Starting in the round the eye appears, you can command it to fire a ray (50-foot range) as a free action once per round. You must succeed on a ranged touch attack with a ray to strike a target, but each ray uses a +6 bonus on attack rolls instead of your ranged attack bonus. A target struck by a ray suffers the effect of one beam of a prismatic spray spell (roll 1d8 to determine the effect, rerolling any result of 8), except that the save DC (if applicable) is 19. After a particular colour of ray has been used, it is no longer available to the eye, and die rolls that indicate the same colour are rerolled. Once all seven rays have been fired, the eye remains until the spell’s duration expires. You can still move it, but it can fire no more rays. The eye is a Fine object with AC 18 (+8 size) and 9 hit points. It uses your save bonuses for saving throws. Focus: A polished, rainbow-hued abalone shell. PRISMATIC RAY Evocation Level: Arcane 5 (Complex Rare) Components: V, S Casting Time: 1 standard action Range: Medium (50 ft. + 10 ft./level) Effect: Ray Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes Heighten Effect for RAINBOW BEAM You must succeed on a ranged touch attack with the ray to strike a target. On a successful attack, a creature with 6 Hit Dice or fewer is blinded for 2d4 rounds by the prismatic ray in addition to suffering a randomly determined effect: 1d8 Color of Beam Effect 1 Red 20 points fire damage (Reflex half) 2 Orange 40 points acid damage (Reflex half) 3 Yellow 80 points electricity damage (Reflex half) 4 Green Poison (Choose one kind with Same DC as spell or lower) 5 Blue Turned to stone (Fortitude negates) 6 Indigo Insane, as insanity spell (Will negates) 7 Violet Sent to another plane (Will negates) 8 Struck by two rays; roll twice more, ignoring any "8" results. PRISMATIC SPHERE Abjuration Level: Arcane 9 Components: V Range: 10 ft. Effect: 10-ft.-radius sphere centered on you Heighten Effect for RAINBOW BEAM This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum. The sphere's blindness effect on creatures with less than 8 HD lasts 2d4x10 minutes. You can pass into and out of the prismatic sphere and remain near it without harm. However, when you're inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time. Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on. The colors of the sphere have the same effects as the colors of a prismatic wall. Prismatic sphere can be made permanent with a permanency spell. PRISMATIC SPRAY Evocation Level: Arcane 7 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes Heighten Effect for RAINBOW BEAM 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. Same as PRISMATIC RAY EFFECTS PRISMATIC WALL Abjuration Level Arcane 8 (Complex Common) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Effect wall 4 ft./level wide, 2 ft./level high Duration 10 min./level (D) Saving Throw see text Spell Resistance see text Heighten Effect for RAINBOW BEAM Colour Order Effect of Colour Negated By Effect of Colour Red 1st Stops nonmagical ranged weapons. Cone of cold Deals 20 points of fire damage Orange 2nd Stops magical ranged weapons. Gust of wind Deals 40 points of acid damage Yellow 3rd Stops poisons, gases, and petrify. Disintegrate Deals 80 points of Lightning damage Green 4th Stops breath weapons. Passwall Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). Blue 5th Stops Divination and mental attacks. Magic missile Turn to stone(Fort save) Indigo 6th Stops all spells. Daylight Will save or become insane. Violet 7th Energy field destroys all objects1 Dispel magic Sent to another plane (Will save)1 Any damage take can be saved for ˝ with Fort save 1 The violet effect makes the special effects of the other six colours redundant, but these six effects are included here because certain magic items can create prismatic effects one colour at a time, and spell resistance might render some colours ineffective (see above). 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 colours, 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. Any other creature with less than 8 HD that is within 20 feet of the wall is blinded by the colours for 2d4 rounds if it looks at the wall. The wall’s maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted. Each colour in the wall has a special effect. The accompanying table shows the seven colours 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 colour. The wall can be destroyed, colour by colour, in consecutive order, by various magical effects; however, the first colour must be brought down before the second can be affected, and so on. A rod of cancellation or a mage’s disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each colour present. Prismatic wall can be made permanent with a permanency spell. PROBE THOUGHTS Divination [Mind-Affecting] Level: Mind 6, Arcane 6 (Complex Rare) Heighten Effect for DETECT THOUGHTS PRODUCE FLAME Evocation [fire] Level Divine 1 (Simple Uncommon) Casting Time 1 standard action Components V, S Range 0 ft. Effect flame in your palm Duration 10 min./level (D) Saving Throw none Spell Resistance yes Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater. PROGRAMMED AMNESIA Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 9 (Simple Rare) PROGRAMMED IMAGE Illusion (figment) Level Arcane 6 (Simple Uncommon) Components V, S, M (fleece and jade dust worth 25 gp) Effect visual figment that cannot extend beyond a 20-ft. cube + one10-ft. cube/level (S) Duration permanent until triggered, then 1 round/level Heighten Effect for SILENT IMAGE This spell functions like silent image, except that this spell’s figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech. You set the triggering condition (which may be a special word) when casting the spell. The event that triggers the Illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as alignment. See magic mouth for more details about such triggers. PROJECT IMAGE Illusion (shadow) Level Arcane 7 (Simple Uncommon) Casting Time 1 standard action Components V, S, M (a small replica of you worth 5 gp) Range medium (100 ft. + 10 ft./level) Effect one shadow duplicate Duration 1 round/level (D) Saving Throw Will disbelief (if interacted with) Spell Resistance no Heighten Effect for SILENT IMAGE You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action). You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened. If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can’t cast any spells on itself except for Illusion spells. The spells affect other targets normally, despite originating from the projected image. Objects are affected by the projected image as if they had succeeded on their Will save. You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, teleport, plane shift, or a similar spell that breaks your line of effect, even momentarily, the spell ends. PROTECTION Abjuration Level Arcane 2 (Simple Uncommon) Can only be cast by a Abjuration specialist. Can choose from either spells when casting this spell: PROTECTION FROM LAW/CHAOS, PROTECTION FROM TAINT/NONTAINT Heighten Effects: Level 2 PROTECTION FROM ARROWS, PROTECTION FROM POSITIVE ENERGY, PROTECTION FROM NEGATIVE ENERGY Level 8 PROTECTION FROM SPELLS PROTECTION FROM ALL ENERGY Abjuration [Nature] Level Arcane 9 (Complex Rare), Divine 9 (Exotic Uncommon) Heighten Effect for ENDURE ELEMENTS This spell acts like energy immunity but protects against all 5 energy types. When the spell has absorbed a total of 12 points of damage per caster level dealt by any combi¬nation of the above energy types, it is discharged. PROTECTION FROM ARROWS Abjuration Level Arcane 2 (Simple Uncommon) Casting Time 1 standard action Components V, S, F (a piece of tortoise or turtle shell) Range touch Target creature touched Duration 1 hour/level or until discharged Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Heighten Effect for PROTECTION The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. This spell doesn’t grant you the ability to damage creatures with similar damage reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged. Heightened Effect: Gain 10/nonmagic against ranged weapon. Can only have 1 effect active at a time. PROTECTION FROM CHAOS/LAW Abjuration [Chaos] [Law]; Level Divine 1, Arcane 1 (Simple Uncommon) Casting Time 1 standard action Components V, S, M/DF Range touch Target creature touched Duration 10 min./level (D) Saving Throw Will negates (harmless); Spell Resistance no; see text Heighten Effect for PROTECTION This spell wards a creature from attacks by lawful or chaotic creatures(chosen when cast), from their mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by Chaos or Law creatures(whatever spell used). Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including Enchantment [charm] effects and Enchantment [compulsion] effects that grant the caster ongoing control over the subject, such as dominate person) by outsiders of said alignments(Law/Chaos). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from law/chaos effect. If the protection from chaos/law 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. Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. 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. PROTECTION FROM ENERGY Abjuration Level Divine 3, Arcane 3 (Simple Common) Casting Time 1 standard action Components V, S, DF Range touch Target creature touched Duration 10 min./level or until discharged Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) Heighten Effect for ENDURE ELEMENTS Protection from energy grants temporary resistance 100 to the type of energy you specify when you cast it (acid, cold, lightning, 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. Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resists energy, the protection spell absorbs damage until its power is exhausted.. PROTECTION FROM NEGATIVE ENERGY Abjuration Level: Divine 2 (Complex Common) Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Heighten Effect for PROTECTION The warded creature gains partial protection against negative energy effects. For as long as the spell lasts, it subtracts 10 + 1 per level from the hit point damage dealt by any negative energy effect (such as an inflict spell) that adversely affects it. Negative energy effects that don’t deal hit point damage to the subject, such as an energy drain spell, affect the subject normally. PROTECTION FROM POSITIVE ENERGY Abjuration Level: Divine 2 (Complex Common) Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: Will negates Spell Resistance: Yes Heighten Effect for PROTECTION The warded creature gains partial protection against positive energy effects. For as long as the spell lasts, it subtracts 10 + 1 per level from the hit point damage dealt by any positive energy effect (such as a cure spell) that adversely affects it. Positive energy effects that don’t deal hit point damage to the subject, such as turning attempts, affect the subject normally. PROTECTION FROM SPELLS Abjuration Level Arcane 8 (Simple Common) Casting Time 1 standard action Components V, S, M (diamond worth 500 gp), F (One 1,000 gp diamond per target. Each subject must carry the gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.) Range touch Targets up to one creature touched per four levels Duration 10 min./level Saving Throw Will negates (harmless) Spell Resistance yes (harmless) Heighten Effect for PROTECTION The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities). PROTECTION FROM TAINT/NONTAINT Abjuration [see text]; Level Divine 1, Arcane 1 (Simple Uncommon) Casting Time 1 standard action Components V, S, M/DF Range touch Target creature touched Duration 10 min./level (D) Saving Throw Will negates (harmless); Spell Resistance no; see text Heighten Effect for PROTECTION This spell wards a creature from attacks by tainted(13+ or non tainted( 7 or less) creatures(chosen when cast), from their mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by Tainted or non Tainted creatures(whatever spell used). Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including Enchantment [charm] effects and Enchantment [compulsion] effects that grant the caster ongoing control over the subject, such as dominate person) by outsiders of said alignments(Evil/Good). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from law/chaos effect. If the protection from chaos/law 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. Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. 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. PRYING EYES Divination Level Arcane 5 (Simple Uncommon) Casting Time 1 minute Components V, S, M (a handful of crystal marbles) Range 1 mile Effect 10 or more levitating eyes Duration 1 hour/level; see text (D) Saving Throw none Spell Resistance no You create a number of semi tangible, visible magical orbs (called “eyes”) equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions. While the individual eyes are quite fragile, they’re small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with a +20 bonus on Fly skill checks, 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 affect your ability to receive visual information about your surroundings. An eye travelling in darkness must find its way by touch. When you create the eyes, you specify instructions you want them to follow in a command of no more than 25 words. Any knowledge you possess is known by the eyes as well. In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears. If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won’t know if the eye was destroyed because it wandered out of range or because of some other event. The eyes exist for up to 1 hour per caster level or until they return to you. Dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself. Heighten Effects: Level 8 PRYING EYES, GREATER PRYING EYES, GREATER Divination Level Arcane 8 (Simple Uncommon) Heighten Effect for PRYING EYES This spell functions like prying eyes, except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120 feet. Thus, they can navigate darkened areas at full normal speed. Also, a greater prying eye’s maximum Perception modifier is +25 instead of +15. PUPPETEER Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 3 Components: V, S Casting Time: 1 standard action Range: Medium (50 ft. + 10 ft./level) Target: One creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes You force the subject to mimic your actions. The subject matches your motions exactly, though it takes a –4 penalty to Dexterity and Strength. Its movements look awkward, and its actions aren’t as effective as if it were actually doing them itself. You can try to make the subject commit a suicidal act, but it receives another Will save to break the spell. If that save is successful, the subject collapses, helpless and in a comatose state, for 1d4 rounds. Anyone observing the subject of this spell can determine that the subject’s actions are being controlled by making a DC 15 Sense Motive check (or DC 10 if the controlling bard is also visible). This spell doesn’t grant the subject extraordinary, supernatural, spell-like abilities, or spellcasting abilities, even if you have and use such abilities during the spell’s duration. PURIFY FOOD AND DRINK Transmutation Level Divine 0 Casting Time 1 standard action Components V, S Range 10 ft. Target 1 cu. ft./level of contaminated food and water Duration instantaneous Saving Throw Will negates (object) Spell Resistance yes (object) This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. PYROTECHNICS Transmutation [Fire] Level Arcane 2 (Complex Uncommon) Casting Time 1 standard action Components V, S, M (one fire source) Range long (400 ft. + 40 ft./level) Target one fire source, up to a 20-ft. cube Duration 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text Saving Throw Will negates or Fortitude negates; see text Spell Resistance yes or no; see text Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose. The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level. Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, coloured aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness. Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply. QUENCH Transmutation [Fire] Level Divine 3 (Complex Common) Casting Time 1 standard action Components V, S, DF Range medium (100 ft. + 10 ft./level) Area or Target one 20-ft. cube/level (S) or one fire-based magic item Duration instantaneous Saving Throw none or Will negates (object) Spell Resistance no or yes (object) Quench is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell. Each elemental (fire) creature within the area of a quench spell takes 1d6 points of damage per caster level (maximum 15d6, no save allowed). Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save. Artifacts are immune to this effect. Heighten Effects: Level 5 FIREWARD QUILL BLAST Conjuration (calling) [Nature] Level: Divine 5 (Complex Rare) Heighten Effect: quills impose cumulative -1 penalty for every 2 lodged. QUILLFIRE Transmutation [Nature] Level: Divine 3 (Complex Rare) Edit: The quills are poisonous (Chose any poison with same DC as spell). RADIANT ASSAULT Evocation [Light] Level: Divine 7 (Complex Common), Arcane 7 (Complex Uncommon) RAGE Enchantment (compulsion) [mind-affecting] Level Arcane 3 (Simple Rare) Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Targets one willing living creature per three levels, no two of which may be more than 30 ft. apart Duration Concentration + 1 round/level (D) Saving Throw none Spell Resistance yes Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian’s rage except that the subjects aren’t fatigued at the end of the rage. RAGING FLAME Transmutation [Fire] Level: Divine 1, Arcane 1 (Simple Common) RAINBOW BEAM Evocation [Light] Level: Arcane 2 (Complex Rare) Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You must succeed on a ranged touch attack with the ray to strike a target. If you hit, the subject is dazzled for 1 minute. The spell also deals 1d12 points of damage per three caster levels (maximum 5d12). A rainbow beam deals a random type of damage as determined by the following table. If two types of energy are indicated, rainbow beam deals half its damage from each type of energy indicated. Creatures apply energy resistance separately to each type of damage. 1d8 Colour Damage Type 1 red fire 2 orange acid 3 yellow Lightning 4 green poison 5 blue cold 6 indigo sonic 7 violet force 8 multihued roll twice (ignore further results of 8) Focus: A small clear gem or crystal prism worth at least 10 gp. Heighten Effects: Level 3 RAINBOW BLAST Level 5 PRISMANTIC RAY Level 7 PRISMANTIC SPRAY Level 8 PRISMANTIC WALL Level 9 PRISMANTIC SPHERE RAINBOW BLAST Evocation [Light] Level: Arcane 3 (Complex Rare) Components: V, S, M Casting Time: 1 standard action Range: 120 ft. Area: 120-ft. line Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes This spell is a wide-spectrum blast of radiant energy composed of all five energy types. Rainbow blast deals 1d6 points of damage from each of the five energy types (acid, cold, Lightning, fire, and sonic), for a total of 5d6 points of damage. Creatures apply resistance to energy separately for each type of damage. As you gain in levels, the damage die increases in size. At 7th level the spell deals 5d8 points of damage, at 9th level it deals 5d10 points of damage, and at 11th level it deals 5d12 points of damage—one die for each of the five energy types. Focus: A small clear gem or crystal prism worth at least 50 gp. RAINBOW PATTERN Illusion (pattern) [mind-affecting, Fey] Level Arcane 4 (Simple Uncommon) Casting Time 1 standard action Components V (bard only), S, M (a piece of phosphor), F (a crystal prism); see text Range medium (100 ft. + 10 ft./level) Effect colorful lights with a 20-ft.-radius spread Duration Concentration +1 round/level (D) Saving Throw Will negates Spell Resistance yes A glowing, rainbow-hued pattern of interweaving colours fascinates those within it. Rainbow pattern fascinates a maximum of 24 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern. With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within he effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area, each fascinated creature gets a second save. If the view of the lights is completely blocked, creatures that can’t see them are no longer affected. The spell does not affect sightless creatures. RAISE DEAD Necromancy Level Divine 5 (Complex Common) Casting Time 1 minute Components V, S, M, DF (diamond worth 5,000 gp) Range touch Target dead creature touched Duration instantaneous Saving Throw none, see text Spell Resistance yes (harmless) You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 1 day per caster level. If you cast this spell within 1 round of death it will bring them back to 0 HPs with no ill effects. In addition, the subject’s soul must be free and willing to return and you must know the truename. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. Coming back from the dead is an ordeal. The subject of the spell gains one permanent negative level when it is raised and takes one Constitution drain as well which it cannot be removed by any mortal means. When the raised character gains enough XP to advance they remove the negative level. If the subject is 1st level, it takes 2 point of Constitution drain instead, which cannot be gained back by any mortal means. (if this would reduce its Con to 0 or less, it can’t be raised). A character that died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell. A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions is affected in any way by this spell. A creature that has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age. Heighted Effect: Level 7 RESURRECTION Level 8 COCOON Level 9 RESURRECTION but can bring back those that have been turned into undead and destroyed. RAISE FROM THE DEEP Transmutation [Water] Level: Arcane 4 (Complex Common) RAPID BURROWING Transmutation [Earth] Level: Divine 1 (Simple Rare) RAY OF CLUMSINESS Transmutation Level: Arcane 1 (Simple Uncommon) RAY OF DEANIMATION Abjuration Level: Arcane 4 (Simple Rare) RAY OF DIZZINESS Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 3 (Simple Uncommon) RAY OF ENFEEBLEMENT Necromancy Level Arcane 1 (Simple Uncommon) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Effect ray Duration 1 round/2 level Saving Throw none Spell Resistance yes A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d4+1 per two caster levels (maximum 1d4+5). The subject’s Strength score cannot drop below 9. Heightened Effects: Does 1d6 + 1 point per two caster levels with a maximum of 1d6+6. Can drop Strength to a min of 1. RAY OF ENTROPY Necromancy Level: Arcane 6 (Simple Rare) RAY OF EXHAUSTION Necromancy Level Arcane 3 (Simple Uncommon) Casting Time 1 standard action Components V, S, M (a drop of sweat) Range close (25 ft. + 5 ft./2 levels) Effect ray Duration 1 min +1 round/level Saving Th1row Fortitude partial; see text Spell Resistance yes A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. The subject is immediately exhausted for the spell’s duration. A successful Fortitude save means the creature is only fatigued. A character that is already fatigued instead becomes exhausted. This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell’s duration expires. RAY OF FLAME Evocation [Flame] Level: Arcane 1 (Simple Uncommon) RAY OF FROST Evocation [cold] Level Arcane 0 Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Effect ray Duration instantaneous Saving Throw none Spell Resistance yes A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage. RAY OF ICE Evocation [Cold] Level: Arcane 2 (Simple Uncommon) RAY OF SICKNESS Necromancy Level: Arcane 2 (Simple Rare) RAY OF STUPIDITY Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 2 (Simple Rare) RAY OF WEAKNESS Necromancy Level: Arcane 2 (Simple Rare) Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes You must succeed on a ranged touch attack with the ray to strike a target. The target of this ray feels weaker and takes a –2 penalty on attack rolls. Its speed is reduced by 10 feet. RAYS OF LIGHT Conjuration (Calling) [Light] Level: Arcane 6 (Simple Rare) RAZORFANGS Transmutation [Dragon] Level: Arcane 2 (Complex Rare) READ MAGIC Divination Level Divine 0, Arcane 0 Casting Time 1 standard action Components V, S, F (a clear crystal or mineral prism) Range personal Target you Duration 10 min./level You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. REALITY MAELSTROM Conjuration (Calling) Level: Arcane 9 (Complex Rare) REAVING DISPEL Abjuration Level: Arcane 9 (Complex Rare) Heighten Effect for DISPEL MAGIC REBUKE Enchantment (Compulsion) [Fear, Mind-Affecting] Level: Arcane 2 (Simple Uncommon), Hades 2 Heighten Effect: REBUKE, FINAL REBUKE, FINAL Enchantment (Compulsion) [Fear, Mind-Affecting] Level: Arcane 7 (Complex Rare) Edit: except that the target takes 2d6 + ˝ caster level in Con damage if it fails its saving throw. REBUKING BREATH Necromancy [Dragon] Level: Arcane 4 (Complex Rare) Heighten Effect for BREATH FLARE RECIPROCAL GYRE Abjuration Level: Arcane 5 (Complex Rare) RECITATION Enchantment [Mind-Affecting] Level: Divine 4 (Complex Uncommon), Purification 3 RED TIDE Evocation [Water, Nature] Level: Divine 8 (Exotic Uncommon) REDUCE ANIMAL Transmutation [Fey] Level Divine 2 (Simple Uncommon) Casting Time 1 standard action Components V, S Range touch Target one willing animal of Small, Medium, Large, or Huge size Duration 1 hour/level (D) Saving Throw none Spell Resistance no This spell functions like reduce person, except that it affects a single willing animal. Reduce the damage dealt by the animal’s natural attacks as appropriate for its new size. REDUCE PERSON Transmutation [Fey] Level Arcane 1 (Simple Uncommon) Casting Time 1 round Components V, S, M (a pinch of powdered iron) Range close (25 ft. + 5 ft./2 levels) Target one humanoid creature Duration 1 round/level (D) Saving Throw Fortitude negates Spell Resistance yes This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size. A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the target’s speed. All equipment worn or carried by a creature is similarly reduced by the spell. Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person. Reduce person can be made permanent with a permanency spell. Heighten Effects: Level 4 REDUCE PERSON, MASS Level 5 REDUCE PERSON, GREATER REDUCE PERSON, GREATER Transmutation[Fey] Level: Arcane 5 (Complex Common) REDUCE PERSON, MASS Transmutation [Fey] Level Arcane 4 (Simple Uncommon) REFLECTIVE DISGUISE Illusion (Glamer) Level: Arcane 2 (Simple Rare) Components: V, S Heighten Effect for DISGUISE SELF REFLECTIVE DISGUISE, MASS Illusion (Glamer) Level: Arcane 6 (Complex Uncommon) Heighten Effect for DISGUISE SELF REFUGE Conjuration (teleportation) Level Divine 7 (Complex Common), Arcane 9 (Complex Uncommon) REFUSAL Abjuration Level: Arcane 5 (Complex Rare) Components: V, S, M Casting Time: 1 standard action Range: Medium (50 ft. + 10 ft./level) Effect and Area: Invisible ward that occupies two 10-ft. squares/level (S) Duration: 1 hour/level Saving Throw: Will negates; see text Spell Resistance: Yes You create a special ward that prevents unauthorized spellcasters or creatures with spell-like abilities from entering an area. Any creature that has spells prepared, spell slots available for casting without preparation, or innate spell-like abilities must succeed on a Will save or be halted by an invisible barrier that prevents passage. The DC of the Will save increases by a number equal to the spell level of the highest level spell the creature has prepared or is capable of casting (so that a 10th-level sorcerer who hasn’t yet depleted his 5th level spell slots for the day adds 5 to the save DC). You can choose to designate a password or special condition (such as character race, alignment, possession of a token, or any other observable or detectable characteristic) by which spellcasting characters and creatures can enter the refusal-warded area. Creatures that have no spellcasting capability or spell-like abilities (including spellcasters who have used up their spell slots and creatures with spell trigger or spell completion magic items) can pass through the barrier with no difficulty. Spellcasters and creatures that have spell-like abilities and that are already within the area you protect when you create the ward are not compelled to leave or restricted in their movement within it (and spells and spell-like abilities can pass through the barrier in either direction with no difficulty). However, if such creatures leave the area, they must succeed on saving throws as described above to return. Creatures attempting to use any teleportation spell or effect to enter the warded area make the normal saving throw. They are shunted harmlessly to the nearest safe space outside the warded area if they fail. Material Component: A pinch of dust from a wizard’s tomb. REGAL PROCESSION Conjuration (Summoning) Level: Divine 3, Arcane 3 (Simple Uncommon) Effect: One mount/level Heighten Effect for MOUNT This spell functions like mount, except you can summon several mounts. Each comes with a bit and bridle, riding saddle, saddle blanket, ribbons, adornments, and a banner. You select the colours of the horses and the livery, either or both of which can include a heraldic or personal symbol. REGENERATE Necromancy Level Divine 7 (Complex Common) Casting Time 3 full rounds Components V, S, DF Range touch Target living creature touched Duration instantaneous Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise. Regenerate also grants Fast Healing 5 for 2d10 rounds, rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead). REINCARNATE Transmutation Level Divine 4 (Complex Rare) Casting Time 10 minutes Components V, S, M, DF (oils worth 1,000 gp) Range touch Target dead creature touched Duration instantaneous Saving Throw none, see text Spell Resistance yes (harmless) With this spell, you bring back a dead creature in another body, provided that its death occurred no more than one week before the casting of the spell and the subject’s soul is free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature’s body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated. A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject’s racial adjustments (since it is no longer necessarily of his previous race) and then apply the adjustments found below to its remaining ability scores. The subject of the spell gains one permanent negative level when it is reincarnated. They cannot lose this negative level by any mortal means. This negative level is removed when they advance to next level. If the subject is 1st level, it takes 1 point of Constitution drain instead that can’t be restored by any mortal means. (If this would reduce its Con to 0 or less, it can’t be reincarnated). A character that died with spells prepared has a 50% chance of losing any given spell upon being reincarnated. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell. It’s possible for the change in the subject’s ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is advised to become a multiclass character. For a humanoid creature, the new incarnation is determined using the following table. For nonhumanoid creatures, a similar table of creatures of the same type should be created. A creature that has been turned into an undead creature or killed by a death effect can’t be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can’t be reincarnated. The spell cannot bring back a creature that has died of old age. d% Incarnation Str Dexterity Con 01 Bugbear 02–06 Mountain Dwarf 07-12 Deep Dwarf 13 Gray Dwarf 14–15 Aquatic Elf 16 Drow 17-20 Moon Elf 21-22 Grey Elf 23-24 Wild Elf 25 Wood Elf 26 Gnoll 27 Forest Gnome 28 Deep Gnome 29-31 Rock Gnome 32-39 Brown Bear 40-43 Tiger 44-47 Lion 48-50 Hawk 51 Other animal chosen by DM 52 Centaur 53–55 Goblin 56–61 Half-elf 62–65 Half-orc 66 Catfolk 67–70 Halfling 71 Native Outsider 72–89 Human 90–93 Kobold 94 Lizardfolk 95–98 Orc 99 Humanoid(not on list chosen or rolled by DM) 100 Other (outsider with Max HD equal to level of creature being raised chosen by DM) If the reincarnated creature gains a race with a Level Adjustment he starts at 1st lvl in that race and has to advance in the racial levels (using Savage Species as guideline) to their max before adding any more class levels. In time they gain all abilities associated with its new form, including forms of movement and speeds, passive defence, natural attacks, extraordinary abilities, and the like, but it doesn’t automatically speak the language of the new form. If they come back as an animal they can take on a quest to help or save nature, given to them by the nature gods. This allows them a reroll and after they come back must set off to complete this quest or be changed back into an animal. A wish or a miracle spell can restore a reincarnated character to his or her original form. REJECTION Abjuration Level: Divine 6 (Complex Uncommon) REJUVENATION COCOON Necromancy [Nature] Level: Divine 5 (Exotic Rare) Heighten Effect: If cast within 1 round of a creature dying the cocoon brings them back to life with no negative level or Con loss but no other effects. REJUVENATIVE CORPSE Necromancy [Taint] Level: Divine 3 (Complex Uncommon) REMOVE BLINDNESS/DEAFNESS Necromancy Level Divine 3 (Complex Common) Casting Time 1 standard action Components V, S Range touch Target creature touched Duration instantaneous Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged. Remove blindness/deafness counters and dispels blindness/deafness. REMOVE CURSE Abjuration Level Divine 3, Arcane 4 (Complex Common) Casting Time 1 standard action Components V, S Range touch Target creature or object touched Duration instantaneous Saving Throw Will negates (harmless) Spell Resistance yes (harmless) Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it. Remove curse counters and dispels bestow curse. REMOVE DISEASE Necromancy Level Divine 3 (Simple Uncommon) Casting Time 1 standard action Components V, S Range touch Target creature touched Duration instantaneous Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) Remove disease can cure all diseases that the subject is suffering from. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills parasites, including green slime and others. Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date. REMOVE FEAR Abjuration [Giant] Level Divine 1 (Simple Common) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Targets one creature plus 1 creature/4 lvls, max 30 ft. apart Duration 10 minutes; see text Saving Throw Will negates (harmless); Spell Resistance yes (harmless) You instil courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. Remove fear counters and dispels cause fear. REMOVE PARALYSIS Necromancy Level Divine 2 (Complex Common) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Targets up to four creatures, no two of which can be more than 30 ft. apart Duration instantaneous Saving Throw Will negates (harmless) Spell Resistance yes (harmless) You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a slow spell. If the spell is cast on one creature, the Dex damage from paralysis spell is negated. If cast on two creatures, each heals 1d4 + caster level. If cast on three or four creatures, each heals 1d4+ ˝ caster level. REMOVE SCENT Transmutation [Nature, Ranger] Level: Divine 1, Arcane 1 (Exotic Uncommon) RENEWAL PACT Necromancy Level: Divine 7, Pact 7 (Complex Common) REPAIR CRITICAL DAMAGE Transmutation Level: Arcane 4 (Complex Uncommon) REPAIR LIGHT DAMAGE Transmutation Level: Arcane 1 (Complex Uncommon) Heighten Effects: Level 2 REPAIR MODERATE DAMAGE Level 3 REPAIR SERIOUS DAMAGE Level 4 REPAIR CRITICAL DAMAGE REPAIR MODERATE DAMAGE Transmutation Level: Arcane 2 REPAIR SERIOUS DAMAGE Transmutation Level: Arcane 3 REPAIR CRITICAL DAMAGE Transmutation Level: Arcane 4 REPEL METAL OR STONE Abjuration [Earth, Nature] Level Divine 8 (Exotic Common) Heighten Effect for REPLEL WOOD REPEL VERMIN Abjuration Level Arcane 4, Divine 4 (Simple Uncommon) Casting Time 1 standard action Components V, S, DF Range 10 ft. Area 10-ft.-radius emanation centred on you Duration 10 min./level (D) Saving Throw none or Will negates; see text Spell Resistance yes An invisible barrier holds back vermin. A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier. A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin. REPEL WOOD Transmutation [Plant] Level Divine 6 (Exotic Uncommon) Casting Time 1 standard action Components V, S Range 60 ft. Area 60-ft. line-shaped emanation from you Duration 1 min + 1 round/level (D) Saving Throw none Spell Resistance no Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects are. Objects 3 inches in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round. Objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them along. A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can lose it as a move action and drop it as a free action. If a spear is planted (set) to prevent this forced movement, it splinters. Even magic items with wooden sections are repelled, although an antimagic field blocks the effects. The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell’s power. Heighten Effects: Level 8 REPEL METAL OR STONE REPLICATE CASTING Transmutation [see text] Level: Arcane 9 (Exotic Rare) REPULSION Abjuration Level Divine 7, Arcane 6 (Simple Common) Casting Time 1 standard action Components V, S, F/DF (a pair of canine statuettes worth 50 gp) Range up to 10 ft./level Area up to 10-ft.-radius/level emanation centred on you Duration 1 round/level (D) Saving Throw Will negates Spell Resistance yes An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures’ actions are not otherwise restricted. They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. The creature is not forced back. The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell’s area. RESILIENT SPHERE Evocation [force] Level Arcane 4 (Complex Common) Casting Time 1 standard action Components V, S, F (a crystal sphere) Range close (25 ft. + 5 ft./2 levels) Effect 1-ft.-diameter/level sphere, centred around a creature Duration 1 min./level (D) Saving Throw Reflex negates Spell Resistance yes A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. It has a break DC of 3 x caster level. These effects destroy the sphere without harm to the subject. Gas or Air attacks can pass through the sphere, inside or out, and the subject can breathe normally. The subject may resist, but the sphere can be physically moved either by people outside it or by the struggles of those within by 5 feet each round. Heighten Effects: Level 8 TELEKINETIC SPHERE RESIST ENERGY Abjuration [one of elements] Level Divine 2, Arcane 2 (Simple Common) Casting Time 1 standard action Components V, S, DF Range touch Target creature touched Duration 10 min./level Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) Heighten Effect for ENDURE ELEMENTS This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, Lightning, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient’s equipment as well. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects. Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted. This spell template is the same as the energy protected from. RESIST ENERGY, MASS Abjuration Level: Divine 3, Arcane 4 (Simple Uncommon) Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which are more than 30 ft. Apart Heighten Effect for ENDURE ELEMENTS This spell functions like resist energy, except that it affects all targeted creatures. RESIST PLANAR ALIGNMENT Abjuration Level: Divine 1, Arcane 1 (Simple Rare) Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) This Abjuration grants a creature limited protection from a plane’s alignment traits (DMG 149). When the subject visits a plane with an alignment trait, this spell grants it immunity to penalties on its Charisma-based checks that mildly aligned planes impose on visitors of opposed alignments. The Charisma-, Wisdom-, and Intelligence based check penalties associated with strongly aligned planes are halved while the spell’s duration lasts. RESISTANCE Abjuration Level Arcane 0, Divine 0 Casting Time 1 standard action Components V, S, M/DF (a miniature cloak) Range touch Target creature touched Duration 1 minute Saving Throw Will negates (harmless) Spell Resistance yes (harmless) You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell. Heighten Effects: Level 4 RESISTANCE, GREATER Level 6 RESISTANCE, SUPERIOR RESISTANCE, GREATER Abjuration Level: Divine 4, Arcane 4 (Simple Common) Duration: 24 hours This spell functions like resistance, except as noted here. You grant the subject a +3 resistance bonus on saves. RESISTANCE, SUPERIOR Abjuration Level: Divine 6 Arcane 6 (Simple Common) Duration: 24 hours This spell functions like resistance, except as noted here. You grant the subject a +6 resistance bonus on saves. RESONATING BOLT Evocation [Sonic, Song] Level: Arcane 3 (Complex Rare) RESTORATION Necromancy Level Divine 4 (Simple Uncommon) Casting Time 1 minute Components V, S, M Range touch Target creature touched Duration instantaneous Saving Throw Will negates (harmless) Spell Resistance yes (harmless) This spell functions like lesser restoration, except that it also dispels temporary negative levels .Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target. Restoration does not restore levels or Constitution points lost due to death. Material Component: Diamond dust worth 100 gp that is sprinkled over the target or 1000 gp worth if healing permanently drain ability score. RESTORATION, GREATER Necromancy Level Divine 7 (Simple Common) Components V, S, M This spell functions like lesser restoration, except that it dispels all temporary negative levels and one permanent negative level. This spell cannot be used to dispel more than one permanent negative level possessed by a target in a one-week period. Greater restoration also dispels all magical effects penalizing the creature’s abilities, cures all temporary ability damage, and restores 1 point permanently drained from an ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. RESTORATION, LESSER Necromancy Level Divine 2 (Simple Common) Casting Time 3 rounds Components V, S Range touch Target creature touched Duration instantaneous Saving Throw Will negates (harmless) Spell Resistance yes (harmless) This spell cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain. Heighten Effects: Level 4 RESTORATION Level 7 RESTORATION, GREATER or RESTORATION, MASS RESTORATION, MASS Necromancy Level: Divine 7 (Complex Common) RESURGENCE Abjuration Level: Divine 1 (Simple Rare) Heighten Effects: Level 3 RESURGENCE, MASS RESURGENCE, MASS Abjuration Level: Divine 3 (Simple Rare) RESURRECTION Necromancy Level Divine 7 (Complex Common) Components V, S, M, DF (diamond worth 10,000 gp) Heighten Effect for RASIE DEAD This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level. Upon completion of the spell, the creature is immediately restored to full hit points, vigour, and health, with no loss of prepared spells. The subject of the spell gains one permanent negative level when it is raised, just as if it had been hit by an energy-draining creature, but it cannot be removed by any mortal means. When the raised character gains enough XP to advance they remove the negative level. If the subject is 1st level, it takes 1 point of Constitution drain instead that cannot be restored by any mortal means. (If this would reduce its Con to 0 or less, it can’t be raised). You can resurrect someone killed by a death effect but not someone who has been turned into an undead creature and then destroyed. It can restore a undead creature to life if not destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can’t be resurrected. REVEILLE Necromancy [Language-Dependent, Song] Level: Arcane 2 (Exotic Uncommon) REVENANCE Necromancy Level: Arcane 6, Divine 4 (Simple Rare) REVERSE ARROWS Abjuration Level: Arcane 3 (Simple Rare) Heighten Effect: Gives DR 10/ Nonmagic projectile REVERSE GRAVITY Transmutation Level Arcane 7 (Simple Common) Casting Time 1 standard action Components V, S, M/DF (lodestone and iron filings) Range medium (100 ft. + 10 ft./level) Area up to one 10-ft. cube per level (S) Duration 1 round/level (D) Saving Throw none; see text Spell Resistance no This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward. Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling. REVIVE OUTSIDER Necromancy Level: Divine 6 (Exotic Rare) Components: V, S, M, DF REVIVE UNDEAD Necromancy [Taint] Level: Deathbound 5, Arcane 6 (Exotic Rare) RIGHTEOUS AURA Abjuration [Positive, Light, Holy] Level: Divine 4 (Exotic Uncommon) RIGHTEOUS FURY Transmutation [Holy] Level: Divine 3 (Exotic Uncommon) RIGHTEOUS MIGHT Transmutation [Gaint] Level Divine 5 (Complex Common) Casting Time 1 standard action Components V, S, DF Range personal Target you Duration 1 round/level (D) Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one to a max of Huge. You can increase max size every 5 levels after 10th. You gain a +4 size bonus to Strength and Constitution and take a –2 penalty to your Dexterity. You gain a +2 enhancement bonus to your passive defence. You gain damage reduction 5/tainted (if you normally channel positive energy) or damage reduction 5/good (if you normally channel negative energy). At 15th level this damage reduction becomes 10/tainted or 10/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn’t change your speed. Determine space and reach as appropriate to your new size. If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you—the spell cannot crush you by increasing your size. All equipment you wear or carry is similarly enlarged by the spell. Melee weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Multiple magical effects that increase size do not stack. RIGHTEOUS WRATH OF THE FAITHFUL Enchantment (Compulsion) [Mind-Affecting, Truename] Level: Divine 5, Purification 7 (Complex Uncommon) Edit: This spell only works on those that have same alignment as you or your god or if you say each personal truename correctly as you cast the spell. RING OF BLADES Conjuration (Calling) Level: Divine 3 (Complex Uncommon) ROPE TRICK Conjuration Level Arcane 2 (Exotic Common) Casting Time 1 standard action Components V, S, M (powdered corn and a twisted loop of parchment) Range touch Target one touched piece of rope from 5 ft. to 30 ft. long Duration 1 hour/2 levels (D) Saving Throw none Spell Resistance no When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is connected to the astral plane. Creatures in the extradimensional space are hidden, beyond the reach of spells(including Divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope cannot be hidden. The rope can support a rope’s normal weight. A weight greater than a normal rope can pull the rope free and ends the spell. Someone can also pull the rope and end the spell if can make a break DC of 30 (Strength check). Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by- 5-foot window were centred on the rope. The window is present on the Material Plane, but it’s invisible, and even creatures that can see the window can’t see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space. It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one. You cannot be half inside the rope trick, you are fully out or fully in. RUBY RAY OF REVERSAL Abjuration Level: Arcane 6 (Exotic Common) RUSHING WATERS Conjuration (Calling) [Water] Level: Divine 4 (Simple Uncommon) Edit: Roll 1d20 + caster level +10 for CMB. Use rules for Bull Rush to see how far move away. Any creature moved 5 or more feet by rushing waters must succeed on a Reflex save or fall prone. RUST RAY Transmutation Level: Arcane 3 (Simple Rare) RUSTING GRASP Transmutation [Nature] Level Divine 4 (Complex Rare) Casting Time 1 standard action Components V, S, DF Range touch Target one nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature Duration see text Saving Throw none Spell Resistance no Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell. You may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion. Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed. Striking at an opponent’s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around. Against a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.. SACRED HAVEN Abjuration [Positive, Holy] Level: Divine 4 (Exotic Common) SAFE CLEARING Abjuration [Plant] Level: Divine 3 (Exotic Uncommon) Components: V, S Casting Time: 10 minutes Range: 30 ft. Area: 30-ft.-radius emanation centred on you Duration: 1 hour/level Saving Throw: Will negates; see text Spell Resistance: Yes Heighten Effect for SANCTUARY You make an area safe from attacks. This spell’s benefit functions much like that of the sanctuary spell. The area of a safe clearing spell is immobile. Any creature attempting to strike or otherwise directly attack anyone within the safe clearing, or any creature attempting to enter the area, must make a Will save. Success means the creature can act normally and is not affected by this casting of the spell. Failure means it can’t attack anyone in the area or even enter the area for the duration of the spell. Those not attempting to attack creatures in the warded area remain unaffected. This spell does not prevent creatures in the warded area from being attacked or affected by area spells. A creature within the area that makes an attack is no longer protected by the spell, and can be targeted normally. SAFETY Divination Level: Divine 3 (Complex Rare) SALT RAY Evocation [Nature] Level: Divine 2 (Exotic Rare) SANCTUARY Abjuration Level Divine 1 (Complex Common) Casting Time 1 standard action Components V, S, DF Range touch Target creature touched Duration 1 round/level Saving Throw Will negates Spell Resistance no Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use non-attack spells or otherwise act. Heighten Effects: Level 3 SAFE CLEARING Level 5 SANCTUARY, MASS SANCTUARY, MASS Abjuration Level: Balance 5, Divine 5 (Complex Common) SCALE WEAKENING Transmutation Level: Arcane 2 (Simple Rare) Edit: The subject’s passive defence bonus is reduced by 1 point per three caster levels (maximum reduction 5 points at 15th level). SCATTERSPRAY Transmutation Level: Arcane 1 (Complex Common) SCINTILLATING PATTERN Illusion (pattern) [mind-affecting]; Level Arcane 8 (Complex Uncommon) Casting Time 1 standard action Components V, S, M (a crystal prism) Range close (25 ft. + 5 ft./2 levels) Effect colourful lights in a 20-ft.-radius spread Duration Concentration + 2 rounds Saving Throw none Spell Resistance yes A twisting pattern of discordant, coruscating colours weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. The spell affects each subject according to the difference to your caster level. Less or equal: Take 2d6+ ˝ caster level in Wisdom damage, if Wisdom reduced to 0, goes unconscious for 1d4 rounds, if not 0 no damage. Then they are stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.) More HD up to 5 higher: Stunned for 1d4 rounds, then confused for 1d4 rounds. More HD More than 5: Confused for 1d4 rounds. Sightless creatures are not affected by scintillating pattern. SCINTILLATING SCALES Abjuration [Dragon] Level: Arcane 2 (Complex Rare) SCORCH Evocation [Fire] Level: Arcane 2 (Complex Common) SCORCHING RAY Evocation [fire] Level Arcane 2 (Complex Uncommon) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Effect one or more rays Duration instantaneous Saving Throw none Spell Resistance yes You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 3d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. Diminished Effects: Ray does 2d6 a ray (max 3) Heightened Effects: Range is Medium, Duration is 2 rounds, can fire same amount of rays again next round as a standard action. SCOURGE Necromancy [Taint, Curse] Level: Pestilence 7 Edit: Chose a disease with Same DC or lower save. Once it has infected a creature, the disease immediately comes into effect. Successful saves do not allow the creature to recover, the symptoms persist until the creature finds some magical means to remove the disease. SCRAMBLE PORTAL Transmutation [Chaotic] Level: Arcane 4 (Complex Rare) SCREEN Illusion (glamer) Level Arcane 8 (Simple Uncommon) Casting Time 10 minutes Components V, S Range close (25 ft. + 5 ft./2 levels) Area 30-ft. cube/level (S) Duration 24 hours Saving Throw none or Will disbelief (if interacted with); see text; Spell Resistance no This spell combines several elements to create a powerful protection from scrying and direct observation. When casting the spell, you dictate what will and will not be observed in the spell’s area. The Illusion created must be stated in general terms. Once the conditions are set, they cannot be changed. Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the Illusion created. Direct observation may allow a save (as per a normal Illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the Illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the Illusion. SCRYING Divination (scrying) [Song] Level Divine 5, Arcane 4 (Complex Common) Casting Time 1 hour Components V, S, M/DF (a pool of water), F (a silver mirror worth 1,000 gp) Range see text Effect magical sensor Duration 10 min./level Saving Throw Will negates Spell Resistance yes You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save. Knowledge Will Save Modifier None1 +10 Second hand (you have heard of the subject) +5 Firsthand (you have met the subject) +0 Familiar (you know the subject well) –5 1 You must have some sort of connection to a creature of which you have no knowledge. Connection Will Save Modifier Likeness or picture –2 Possession or garment –4 Body part, lock of hair, bit of nail, etc. –10 If the save fails, you can see and hear the subject and the subject’s surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet. As with all Divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect Tainted, detect good, detect law, detect magic, and message. If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours. Heighten Effects: Level 7 SCRYING, GREATER SCRYING, GREATER Divination (scrying) Level Divine 7, Arcane 7 (Complex Common) Casting Time 1 standard action Components V, S Duration 1 hour/level This spell functions like scrying, except as noted above. Additionally, all of the following spells function reliably through the sensor: detect chaos, detect Tainted, detect good, detect law, detect magic, message, read magic, and tongues. SCULPT SOUND Transmutation [Song] Level Arcane 3 (Exotic Common) SEAL PORTAL Abjuration Level: Arcane 6 (Exotic Rare) SEARING LIGHT Evocation [Light] Level Divine 3 (Complex Common) SECOND WIND Transmutation [Holy] Level: Divine 1 (Exotic Common) SECRET CHEST Conjuration (summoning) Level Arcane 5 (Complex Common) Casting Time 10 minutes Components V, S, F (the chest and its replica) Range see text Target one chest and up to 1 cu. ft. of goods/caster level Duration 60 days or until discharged Saving Throw none Spell Resistance no You hide a chest on the Ethereal Plane for as long as 60 days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest’s actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you. The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail) so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) You can only have one pair of these chests at any given time—even a wish spell does not allow more. The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be. To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After 60 days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it. Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive. SECRET PAGE Transmutation Level Arcane 3 (Simple Common) Casting Time 10 minutes Components V, S, M (powdered herring scales and will-o’-wisp essence) Range touch Target page touched, up to 3 sq. ft. in size Duration permanent Saving Throw none Spell Resistance no Secret page alters the contents of a page so that it appears to be something entirely different. The text of a spell can be changed to show even another spell. Explosive runes or sepia snake sigil can be cast upon the secret page. A comprehend languages spell alone cannot reveal a secret page’s contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page and return it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell. SECURE SHELTER Evocation Level Arcane 4 (Complex Rare) Casting Time 10 minutes Components V, S, M (a chip of stone, sand, a drop of water, and a wood splinter) Range close (25 ft. + 5 ft./2 levels) Effect 20-ft.-square structure Duration 2 hours/level (D) Saving Throw none Spell Resistance no You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. The lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace. The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants). The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter. The secure shelter contains rude furnishings—eight bunks, a trestle table, eight stools, and a writing desk. Diminish Effect: TINY HUT Heighten Effects: Level 5 HIDDEN LODGE or MAGE’S PRIVATE SANCTUM Level 7 MAGE’s MAGNIFICENT MANSION SEE INVISIBILITY Divination [Song] Level Arcane 2 (Complex Common) Casting Time 1 standard action Components V, S, M (talc and powdered silver) Range personal Target you Duration 10 min./level (D) You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. The spell does not reveal the method used to obtain invisibility. It does not reveal Illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see. See invisibility can be made permanent with a permanency spell. SEEMING Illusion (glamer) Level Arcane 5 (Simple Common) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Targets one creature per two levels, no two of which can be more than 30 ft. apart Duration 12 hours (D) Saving Throw Will negates or Will disbelief (if interacted with) Spell Resistance yes or no; see text Heighten Effect for DISGUISE SELF This spell functions like disguise self, except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain. Unwilling targets can negate the spell’s effect on them by making Will saves or with spell resistance. SENDING Evocation Level Divine 4, Arcane 5 (Simple Common) Casting Time 10 minutes Components V, S, M/DF (fine copper wire) Range see text Target one creature Duration 1 round; see text Saving Throw none Spell Resistance no You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject’s ability to react is limited as normal by its Intelligence score. Even if the sending is received, the subject is not obligated to act upon it in any manner. If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably.) SENSORY DEPRIVATION Illusion (Phantasm) [Mind-Affecting] Level: Arcane 4 (Simple Rare) SEPIA SNAKE SIGIL Conjuration (creation) [force] Level Arcane 3 (Complex Common) Casting Time 10 minutes Components V, S, M (powdered amber worth 500 gp and a snake scale) Range touch Target one touched book or written work Duration permanent or until discharged; until released or 1d4 days + 1 day/level; see text Saving Throw Reflex negates Spell Resistance no When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least 25 words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader. Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snake’s strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed. While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends. The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical. A dispel magic can remove the sigil. An erase spell destroys the entire page of text. Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page. SEQUESTER Abjuration Level Arcane 7 (Simple Common) Casting Time 1 standard action Components V, S, M (a basilisk eyelash and gum arabic) Range touch Target one willing creature or object (up to a 2-ft. cube/level) touched Duration 1 day/level (D) Saving Throw none or Will negates (object) Spell Resistance no or yes (object) When cast, this spell not only prevents Divination spells from detecting or locating the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled. Note: The Will save prevents an attended or magical object from being sequestered. There is no save to see the sequestered creature or object or to detect it with a Divination spell. SERENE VISAGE Illusion (Glamer) Level: Arcane 1 (Simple Uncommon) SERVANT HORDE Conjuration (Summoning) Level: Arcane 3 (Simple Uncommon) SHADES Illusion (shadow) Level Arcane 9 (Simple Uncommon) Heighten Effect for SHADOW CONJURATION This spell functions like shadow conjuration, except that it mimics sorcerer and wizard Conjuration spells of 8th level or lower. The illusory Conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers. SHADOW BINDING Illusion (Shadow) Level: Arcane 3 (Complex Rare) SHADOW CACHE Illusion (Shadow) [Song] Level: Arcane 3 (Complex Rare) SHADOW CONJURATION Illusion (shadow) Level Arcane 4 (Simple Uncommon) Casting Time 1 standard action Components V, S Range see text Effect see text Duration see text Saving Throw Will disbelief (if interacted with); varies; see text; Spell Resistance yes; see text You use material from the Plane of Shadow to shape quasi-real Illusions of one or more creatures, objects, or forces. Shadow Conjuration can mimic any sorcerer or wizard Conjuration (summoning) or Conjuration (creation) spell of 3rd level or lower. Shadow Conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow Conjurations to be real are affected by them at full strength. Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature. Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow Conjuration’s level (4th) rather than the spell’s normal level. In addition, any effect created by shadow Conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are 20% likely to work. A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are just one-fifth as large. A creature that succeeds on its save sees the shadow Conjurations as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against this spell. Heighten Effects: Level 7 SHADOW CONJURATION, GREATER SHADOW CONJURATION, GREATER Illusion (shadow) Level Arcane 7 (Simple Uncommon) Heighten Effect for SHADOW CONJURATION This spell functions like shadow Conjuration, except that it can duplicate any sorcerer or wizard Conjuration (summoning) or Conjuration (creation) spell of 6th level or lower. The illusory Conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers. SHADOW EVOCATION Illusion (shadow) Level Arcane 5 (Simple Uncommon) Casting Time 1 standard action Components V, S Range see text Effect see text Duration see text Saving Throw Will disbelief (if interacted with) Spell Resistance yes You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard Evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.) Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow Evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow Evocation’s level (5th) rather than the spell’s normal level. Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect. Objects automatically succeed on their Will saves against this spell. Heighten Effects: Level 8 SHADOW EVOCATION, GREATER SHADOW EVOCATION, GREATER Illusion (shadow) Level Arcane 8 (Simple Uncommon) Heighten Effect for SHADOW EVOCATION This spell functions like shadow Evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard Evocation spells of 7th level or lower. If recognized as a greater shadow Evocation, a damaging spell deals only three fifths (60%) damage. SHADOW FORM Illusion (Shadow) Level: Arcane 5 (Complex Rare) SHADOW HAND Illusion (Shadow) Level: Arcane 5 (Complex Uncommon) SHADOW LANDSCAPE Illusion (Shadow) [Plant] Level: Divine 9 (Exotic Uncommon) SHADOW MASK Illusion (Shadow) Level: Arcane 2 (Simple Rare) SHADOW PHASE Transmutation Level: Arcane 3 (Exotic Uncommon) SHADOW RADIANCE Illusion (Shadow) Level: Arcane 2 (Simple Rare) SHADOW SPRAY Illusion (Shadow) Level: Arcane 2 (Simple Uncommon) SHADOW WALK Illusion (shadow) Level Arcane 6 (Complex Uncommon) Casting Time 1 standard action Components V, S Range touch Targets up to one touched creature/ level Duration 1 hour/level (D) Saving Throw Will negates Spell Resistance yes To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other. In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane. Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save). Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours. Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow. They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful. SHADOW WELL Illusion (Shadow) Level: Arcane 4 (Complex Rare) SHADOWBLAST Evocation [Light] Level: Divine 4 (Complex Rare) SHADOWFADE Illusion (Shadow) Level: Arcane 5 (Complex Rare) SHAMBLER Conjuration (calling)[Plant] Level Divine 9 (Exotic Uncommon) Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Effect three or more shambling mounds, no two of which can be more than 30 ft. apart; see text Duration seven days or seven months (D); see text Saving Throw none Spell Resistance no The shambler spell creates 1d4+2 shambling mounds with 11 HD each. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for seven days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is seven months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell’s range, which is measured from the point where each first appeared. The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp. SHAPE CHANGE Transmutation (polymorph) [Nature] Level Divine 9, Arcane 9 (Complex Uncommon) Casting Time 1 standard action Components V, S, F (jade circlet worth 1,500 gp) Range personal Target you Duration 10 min/level (D) This spell allows you to take the form of a wide variety of creatures. This spell can function as alter self, elemental body, form of the dragon, or plant shape depending on what form you take. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. SHARD STORM Evocation [Force] Level: Arcane 5 (Complex Rare) SHATTER Evocation [sonic, Song] Level Divine 2, Arcane 2 (Complex Uncommon) Casting Time 1 standard action Components V, S, M/DF (a chip of mica) Range close (25 ft. + 5 ft./2 levels) Area or Target 5-ft.-radius spread; or one solid object or one crystalline creature Duration instantaneous Saving Throw Will negates (object); Will negates (object) or Fortitude half; see text Spell Resistance yes (object) Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature. Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered. Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage. SHATTERFLOOR Evocation [Sonic] Level: Arcane 3 (Complex Rare) SHIELD Abjuration [force] Level Arcane 1 (Complex Uncommon) Casting Time 1 standard action Components V, S Range personal Target you Duration 1 min./level (D) Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover. SHIELD OF FAITH Abjuration Level Divine 1 (Complex Common) Casting Time 1 standard action Components V, S, M (parchment with a holy text written on it) Range touch Target creature touched Duration 1 min./level Saving Throw Will negates (harmless) Spell Resistance yes (harmless) This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level). Heighten Effects: Level 4 SHIELD OF FAITH, MASS SHIELD OF FAITH, MASS Abjuration Level: Divine 4 (Complex Common) SHIELD OF LAW Abjuration [lawful] Level Divine 8 (Complex Common) Casting Time 1 standard action Components V, S, F (a reliquary worth 500 gp.) Range 20 ft. Targets one creature/level in a 20-ft.-radius burst centred on you Duration 1 round/level (D) Saving Throw see text Spell Resistance yes (harmless) Used in ALIGNMENT AURA A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures. Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures. Third, the abjuration blocks possession and mental influence, just as protection from chaos does. Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of law’s save DC). SHIELD OTHER Abjuration [Giant] Level Divine 2, (Simple Uncommon) Casting Time 1 standard action Components V, S, F (a pair of platinum rings worth 50 gp worn by both you and the target) Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 hour/level (D) Saving Throw Will negates (harmless) Spell Resistance yes (harmless) This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject. If you and the subject of the spell move out of range of each other, the spell ends. SHIFTING PATHS Illusion (Glamer) Level: Divine 7, Arcane 8 (Simple Rare) SHILLELAGH Transmutation Level Divine 1 (Simple Uncommon) Casting Time 1 standard action Components V, S, DF Range touch Target one touched nonmagical oak club or quarterstaff Duration 1 min./level Saving Throw Will negates (object) Spell Resistance yes (object) Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell. SHOCKING GRASP Evocation [Lightning] Level Arcane 1 (Simple Uncommon) Casting Time 1 standard action Components V, S Range touch Target creature or object touched Duration instantaneous Saving Throw none Spell Resistance yes Your successful melee touch attack deals 1d6 points of Lightning damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like). SHOUT Evocation [sonic, Song] Level Arcane 4 (Complex Common) Casting Time 1 standard action Components V Range 30 ft. Area cone-shaped burst Duration instantaneous Saving Throw Fortitude partial or Reflex negates (object); see text Spell Resistance yes (object) You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. A shout spell cannot penetrate a silence spell. Heighten Effects: Level 7 SHOUT, GREATER SHOUT, GREATER Evocation [sonic, Song] Level Arcane 7 (Complex Common) Components: V, S, F (a metal or ivory horn) Range 60 ft. Saving Throw Fortitude partial or Reflex negates (object); see text This spell functions like shout, except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects. SHRINK ITEM Transmutation [Fey] Level Arcane 3 (Simple Uncommon) Casting Time 1 standard action Components V, S Range touch Target one touched object of up to 2 cu. ft./level Duration 1 day/level; see text Saving Throw Will negates (object); Spell Resistance yes (object) You are able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object’s size by four categories. Optionally, you can also change its now shrunken composition to a cloth like one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell. It takes a full round for the object to return to normal size. Shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster. SHROUD OF FLAME Evocation [Fire] Level: Arcane 5 (Complex Common) SHROUD OF UNDEATH Necromancy Level: Divine 2, Arcane 2 (Simple Uncommon) SIGN OF SEALING Abjuration Level: Arcane 3 (Complex Uncommon) Heighten Effects: Level 6 SIGN OF SEALING, GREATER SIGN OF SEALING, GREATER Abjuration Level: Arcane 6 (Complex Uncommon) Casting Time: 10 minutes Target: One door, chest, or other opening or open space up to 30 sq. ft./level Heighten Effect for SIGN OF SEALING This spell functions like sign of sealing, except that it can also be used to seal an open space (such as a corridor or an archway), creating a magical barrier of force that repels any creature attempting to pass. In addition, doors and objects protected by a greater sign of sealing are strengthened, increasing their hardness by 10 and granting them an extra 5 hit points per caster level. Any object protected by a greater sign of sealing is treated as a magic item for the purpose of making saving throws and gains a +4 resistance bonus on saving throws. If its seal is broken, a greater sign of sealing deals 1d6 points of damage per caster level (maximum 20d6) in a 40-foot radius (Reflex half). A greater sign of sealing cannot be passed with a knock spell, but it can be dispelled (DC 15 + the caster level of the sign’s creator). It can be disarmed with a DC 31 Disable Device check. Material Component: A crushed emerald worth at least 500 gp. SILENCE Abjuration [Sonic] Level Divine 2 (Simple Uncommon) Casting Time 1 round Components V, S Range long (400 ft. + 40 ft./level) Area 20-ft.-rad emanation centred on creature, object, or point in space Duration 1 min/level (D) Saving Throw: Will negates; see text or none (object); Spell Resistance: yes; see text or no (object) Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centred on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and spell resistance,. If a creature enters the area of the spell, it gets a Will save on first exposure, not every round. This spell provides a defence against sonic or language-based attacks. Lastly, note that this spell is an emanation and only work within line of sight. Diminished Effects: that allows a Will save for every creature within the area of effect on every round that they are exposed to it. A successful check means no further checks need be made. This applies whether the spell is targeting a creature or an object and the saves begin when the creature is first exposed to it (which may be when the spell is castor when the creature enters a Silenced area). Heightened Effects: No Will unless creature targeted, only creature saves no one else in area. SILENT IMAGE Illusion (figment) Level Arcane 1 (Simple Common) Casting Time 1 standard action Components V, S, F (a bit of fleece) Range long (400 ft. + 40 ft./level) Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S) Duration Concentration Saving Throw Will disbelief Spell Resistance no This spell creates the visual Illusion of an object, creature, or force, as visualized by you. The Illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect. If within 10 feet of image, gets a save. Heighten Effect: Level 2 MINOR IMAGE Level 3 MAJOR IMAGE Level 4 ILLUSIONY WALL Level 5 PERSISTENT IMAGE Level 6 PROGRAMMED IMAGE or PERMANENT IMAGE Level 7 PROJECT IMAGE SILENT PORTAL Illusion (Glamer) Level: Arcane 0 Components: S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One portal Duration: 1 minute/level (D) Saving Throw: Will negates (object) Spell Resistance: Yes (object) This simple cantrip negates the sound of opening and closing a single portal (door, window, gate, drawer, chest lid, or the like). Even the squeakiest door opens without a sound when under the effect of this spell. Silent portal covers only the normal means of opening and closing the targeted portal. Breaking a window or kicking in a door still makes noise, but opening a door that is loosely hanging by its hinges does not (since this is the normal way a door would be opened). Portals composed of magical energy are not affected by this spell. In the case of magic or even intelligent portals, spell resistance and a Will save (DC 10 + caster’s ability modifier + other modifiers as appropriate) apply. SIMULACRUM Illusion (shadow) Level Arcane 7 (Complex Rare) Casting Time 12 hours Components V, S, M (ice sculpture of the target plus powdered rubies worth 500 gp per HD of the simulacrum) Range 0 ft. Effect one duplicate creature Duration instantaneous Saving Throw none Spell Resistance no Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature’s levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can’t create a simulacrum of a creature who’s Hit Dice or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster’s Disguise check) or a DC 20 Sense Motive check. At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum. SINK Transmutation [Water] Level: Divine 3 (Simple Rare) Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/3 levels, no two of which are more than 30 ft. apart Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes When this spell is cast, it causes the targets, which must be currently in water or another liquid, to sink. Each subject descends 100 feet down into the liquid (or to the bottom, if the liquid is not deep enough). Affected creatures can then swim up normally. Once on the bottom, a creature must still make a Swim check to move, or else it can move along the bottom at one-quarter its land speed. SIRINE’S GRACE Transmutation [Nature, Water] Level: Divine 5 (Exotic Rare) SKELETAL GUARD Necromancy Level: Arcane 8 (Complex Rare) SKULL WATCH Necromancy Level: Divine 3, Arcane 3 (Complex Rare) SLAPPING HAND Evocation [Force] Level: Arcane 2 (Simple Rare) SLASHING DARKNESS Necromancy [Darkness] Level: Divine 3 (Complex Rare) SLAY LIVING Necromancy [death] Level Divine 5 (Simple Common) Casting Time 1 standard action Components V, S Range touch Target living creature touched Duration instantaneous Saving Throw Fortitude partial Spell Resistance yes You can attempt to slay anyone living creature. You must succeed on a melee touch attack to touch the target. The target takes 12d8 points of damage +1 point per caster level. If the target’s Fortitude saving throw succeeds, it instead takes 3d6 points of damage +1 point per caster level. The subject might die from damage even if it succeeds on its saving throw. SLEEP Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 1 Components: V, S, M Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Area: One or more living creatures within a 10-ft.-radius burst Duration: 1 round./level Saving Throw: Will negates Spell Resistance: Yes A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. The target gets a save every round to throw off the effect. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures. Material Component: A pinch of fine sand, rose petals, or a live cricket. SLEET STORM Conjuration (calling) [cold] Level Arcane 3 (Complex Uncommon) Casting Time 1 standard action Components V, S, M/DF (dust and water) Range long (400 ft. + 40 ft./level) Area cylinder (40-ft. radius, 20 ft. high) Duration 1 round/level Saving Throw none Spell Resistance no Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move in that round, while failure by 5 or more means it falls (see the Acrobatics skill for details). The sleet extinguishes torches and small fires. SLIDE Transmutation Level: Arcane 1 (Complex Rare) Heighten Effect: Range: Medium. You can slide the subject creature 20 feet in a straight line. This movement likewise does not provoke attacks of opportunity. SLIME WAVE Conjuration (Summoning) Level: Divine 7 (Simple Rare) SLOW Transmutation [Song] Level Arcane 3 (Complex Common) Casting Time 1 standard action Components V, S, M (a drop of molasses) Range close (25 ft. + 5 ft./2 levels) Targets 1 creature/lvl, no 2 can be more than 30 ft. apart Duration 1 round/level Saving Throw Will negates Spell Resistance yes An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. Multiple slow effects don’t stack. Slow counters and dispels haste. SNARE Transmutation [Plant] Level Divine 3 (Exotic Uncommon) SNOWSHOES Transmutation Level: Divine 1 (Simple Uncommon) Heighten Effects: Level 3 SNOWSHOES, MASS SNOWSHOES, MASS Transmutation Level: Divine 3 (Simple Uncommon) Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/level, no two of which are more than 30 ft. Apart This spell functions like snowshoes, except as noted above. SOFTEN EARTH AND STONE Transmutation [Earth, Nature] Level Divine 2 (Exotic Uncommon) Casting Time 1 standard action Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Area 10-ft. square/level; see text Duration instantaneous Saving Throw none Spell Resistance no When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily melded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected. A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before. While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls. A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed. SOLID FOG Evocation [Air] Level Arcane 4 (Complex Common) Components: V, S, M (powdered peas and an animal hoof ) Duration 10 min./level Spell Resistance yes Heighten Effect for OBSCURING MIST This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a –2 penalty on all melee attack and melee damage rolls. The vapours prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapour that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in solid fog. Unlike normal fog, only a severe wind (31+ mph) disperses these vapours, and it does so in 1 round. Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes. SONG OF DISCORD Enchantment (compulsion) [mind-Affecting, sonic, Song]; Level Arcane 5 (Exotic Common) Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Area creatures within a 20-ft.-radius spread Duration 1 round/level Saving Throw Will negates Spell Resistance yes This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature’s behaviour every round at the beginning of its turn.) A creature that does not attack its nearest neighbour is free to act normally for that round. Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious. Each round get a save to stop the effect. SONIC RUMBLE Evocation [Sonic] Level: Arcane 5 (Complex Uncommon) SONIC SNAP Evocation [Sonic] Level: Arcane 0 SONIC WHIP Evocation [Sonic, Mind-Affecting, Song] Level: Arcane 2 (Exotic Common) SONOROUS HUM Evocation [Sonic] SOUL BIND Necromancy [Truename] Level Divine 9, Arcane 9 (Complex Rare) Casting Time 1 standard action Components V, S, F (see text) Range close (25 ft. + 5 ft./2 levels) Target corpse Duration permanent Saving Throw none Spell Resistance no You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead). You must say the personal truename correctly for this spell to work; if you do there is no save. The focus for this spell is a black sapphire of at least 1,000 gp for every Hit Die possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted. While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. SOUND BURST Evocation [Sonic, Song] Level Arcane 2 (Exotic Common), Divine 2 (Complex Uncommon) Casting Time 1 standard action Components V, S, F/DF (a musical instrument) Range close (25 ft. + 5 ft./2 levels) Area 10-ft.-radius spread Duration instantaneous Saving Throw Fortitude partial Spell Resistance yes You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged. SOUND LANCE Evocation [Sonic] Level: Divine 4, Arcane 3 (Simple Rare) SPARK OF LIFE Necromancy Level: Divine 3 (Exotic Rare) SPAWN SCREEN Necromancy Level: Divine 2, Arcane 2 (Complex Uncommon) SPEAK WITH ANIMALS Divination [Nature, Ranger, Shaman] Level Divine 1 (Exotic Common) Casting Time 1 standard action Components V, S Range personal Target you Duration 1 min./level You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favour or service for you. SPEAK WITH DEAD Necromancy [language-dependent] Level Divine 3 (Complex Uncommon) Casting Time 10 minutes Components V, S, DF Range 10 ft. Target one dead creature Duration 10 mins/level Saving Throw Will negates; see text Spell Resistance no You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. This spell allows you to speak to the person whose soul has departed. If the creature’s alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive. If successful, the corpse can refuse to answer your questions or attempt to deceive you, using Bluff. The soul can only speak about what it knew in life. It cannot answer any questions that pertain to events that occurred after its death. If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an undead creature. SPEAK WITH PLANTS Divination [Plant] Level Divine 3 (Exotic Common) Casting Time 1 standard action Components V, S Range personal Target you Duration 10 min/level You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn’t make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly toward you, it may do some favour or service for you. SPECTRAL HAND Necromancy Level Arcane 2 (Complex Common) Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Effect one spectral hand Duration 1 min + 2 rounds/level (D) Saving Throw none Spell Resistance no A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range or goes out of your sight, the hand returns to you and hovers. The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22. Your Intelligence modifier applies to the hand’s AC as if it were the hand’s Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it. SPECTRAL TOUCH Necromancy Level: Arcane 6 (Complex Common) SPECTRAL WEAPON Illusion (Shadow) Level: Arcane 3 (Simple Rare) SPEECHLINK Divination [Song] Level: Arcane 3 (Exotic Common) SPELL ENGINE Abjuration Level: Arcane 8 (Complex Rare) SPELL IMMUNITY Abjuration Level Divine 4 (Complex Uncommon) Casting Time 1 standard action Components V, S, DF Range touch Target creature touched Duration 10 min./level Saving Throw Will negates (harmless); Spell Resistance yes (harmless) The warded creature gets +10 to saves against the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature gets a save even not normally allowed one, and if fail the save against a effect that is ongoing(like sleep or charm person), he can make a new save each round in addition to any normal save allowed each round( so would get two saves to resist a sleep spell after failure.) Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks. Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect. A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time. Heighten Effects: Level 8 SPELL IMMUNITY, GREATER SPELL IMMUNITY, GREATER Abjuration Level Divine 8 (Complex Uncommon) This spell functions like spell immunity, except the immunity applies to spells of 8th level or lower. A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time. SPELL RESISTANCE Abjuration Level Divine 5 (Simple Uncommon) Casting Time 1 standard action Components V, S, DF Range touch Target creature touched Duration 1 min./level Saving Throw Will negates (harmless) Spell Resistance yes (harmless) The creature gains spell resistance equal to 12 + your caster level. Heighten Effects: Level 7 SPELL RESISTANCE, MASS SPELL RESISTANCE, MASS Abjuration Level: Divine 7 (Complex Uncommon) Heighten Effect for SPELL RESISTANCE SPELL MATRIX Transmutation Level: Arcane 7 (Exotic Rare) Effect: Matrix that holds two of your spells Heighten Effect for SPELL MATRIX, LESSER This spell functions like lesser spell matrix, except that you can store up to two spells of up to 3rd level, and you take 2d6 points of damage instead of 1d6 upon casting. The matrix closes after 2 rounds and no more spells can be added, even if it is not full. In addition, you can decide to link the two spells stored in the matrix into a spell sequence if both are 2nd level or lower. You can then discharge the two linked spells as a single swift action, just as if you were casting the lone spell from a spell matrix. Focus: A sapphire with a minimum value of 1,000 gp. SPELL MATRIX, GREATER Transmutation Level: Arcane 9 (Exotic Rare) Effect: Matrix that holds three of your spells Heighten Effect for SPELL MATRIX, LESSER This spell functions like lesser spell matrix, except that you can store up to three spells of up to 3rd level, and you take 3d6 points of damage instead of 1d6 upon casting. The matrix closes after 3 rounds and no more spells can be added, even if it is not full. In addition, you can designate one spell or one spell sequence held in the matrix to come into effect under a condition you dictate when casting greater spell matrix. The spell (or sequence of spells) to be activated by the triggering condition must be of a type that affects your own person, such as levitate or feather fall. The conditions required to bring the desired spell or spells into effect must be clear, although they can be general. In all cases, greater spell matrix immediately brings into effect the designated spell or sequence of spells, which is cast instantaneously when the designated circumstances occur. You cannot choose to have the spell or spells not activate when the triggering event occurs. Focus: A diamond with a minimum value of 1,500 gp. SPELL MATRIX, LESSER Transmutation Level: Arcane 5 (Exotic Rare) Components: V, S, F Casting Time: 1 standard action Range: Personal Effect: Matrix that holds one of your spells Duration: 10 minutes/level (D) You prepare a magical matrix that allows you to store one of your spells and use it later as a swift action. In the round after you cast lesser spell matrix, you can cast one spell of up to 3rd level to be stored in it. The matrix closes after 1 round, whether or not you have stored a spell in it. Only a spell that can be altered by the Quicken Spell feat can be placed in the matrix, and any spell stored there is treated as a prepared spell. Casting lesser spell matrix deals 1d6 points of damage to you and this damage cannot be healed by any means while the matrix exists. While the matrix is active, you can cast the spell stored in it as a swift action. Once it is cast from the matrix, the spell is gone. A dispel magic spell that successfully dispels the matrix also dispels the spell held inside it. If you are affected by an antimagic field, the duration of the matrix is interrupted, but the spell does not activate. The matrix becomes active again when you emerge from the antimagic field. If you die while the spell is still held in the matrix, both the spell and the matrix dissipate harmlessly. Focus: A piece of amber with a minimum value of 500 gp. Heighten Effects: Level 7 SPELL MATRIX Level 9 SPELL MATRIX, GREATER SPELLSTAFF Transmutation [Plant] Level: Divine 6 Components: V, S, F Casting Time: 10 minutes Range: Touch Target: Wooden quarterstaff touched Duration: Permanent until discharged (D) Saving Throw: Will negates (object) Spell Resistance: Yes (object) You store one spell that you can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and you cannot have more than one spellstaff at any given time. You can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day. You use up any applicable material components required to cast the spell when you store it in the spellstaff. Focus: The staff that stores the spell. SPELL TURNING Abjuration Level Arcane 7 (Complex Uncommon) Casting Time 1 standard action Components V, S, M/DF (a small silver mirror) Range personal Target you Duration until expended or 10 min./level Spells and spell-like effects targeted on you are turned back upon the original caster. The Abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly. When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. Subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected. If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. Roll randomly to determine the result. d% Effect 01–70 Spell drains away without effect. 71–80 Spell affects both of you equally at full effect. 81–97 Both turning effects are rendered nonfunctional for 1d4 minutes. 98–100 Both of you go through a rift into another plane. SPELL VULNERABILITY Abjuration Level: Divine 4, Arcane 3 (Complex Uncommon) SPHERE OF ULTIMATE DESTRUCTION Evocation Level: Arcane 9 (Exotic Rare) SPIDER CLIMB Transmutation Level Arcane 2 (Simple Uncommon) Casting Time 1 standard action Components V, S, M (a live spider) Range touch Target creature touched Duration 10 min./level Saving Throw Will negates (harmless) Spell Resistance yes (harmless) The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. SPIDER PLAGUE Conjuration (Summoning) [see text] Level: Divine 6 (Complex Uncommon) SPIDER SHAPES Transmutation Level: Spider 9 SPIDERFORM Transmutation Level: Drow 5 SPIDERSKIN Transmutation (Nature) Level: Divine 3, Arcane 3 (Complex Uncommon) SPIKE GROWTH Transmutation [Plant] Level Divine 3 (Exotic Common) Casting Time 1 standard action Components V, S, DF Range medium (100 ft. + 10 ft./level) Area one 20-ft. square/level Duration 1 hour/level (D) Saving Throw Reflex partial Spell Resistance yes Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance. In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area. Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC. Magic traps such as spike growth are hard to detect. A rogue (only) can use the Perception skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger). Spike growth can’t be disabled with the Disable Device skill. Heighten Effect: Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background. Takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area. SPIKE STONES Transmutation [Earth, Nature] Level: Divine 4, Earth 4 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: One 20-ft. square/level Duration: 1 hour/level (D) Saving Throw: Reflex partial Spell Resistance: Yes Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background. Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell's area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area. Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature's speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC. Spike stones is a magic trap that can't be disabled with the Disable Device skill. Note: Magic traps such as spike stones are hard to detect. Can use the Search skill to find spike stones. SPIRITUAL CHARIOT Evocation [Force, Holy] Level: Divine 2 (Exotic Uncommon) SPIRITUAL WEAPON Evocation [force] Level Divine 2 (Complex Common) Casting Time 1 standard action Components V, S, DF Range medium (100 ft. + 10 ft./level) Effect magic weapon of force Duration 1 round/level (D) Saving Throw none Spell Resistance yes A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favoured by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell’s range, not the weapon’s normal range increment, and switching targets still is a move action. A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon’s AC against touch attacks is 12 (10 + size bonus for Tiny object). If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell. The weapon that you get is often a force replica of your deity’s own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows: chaos (battleaxe), Tainted (light flail), good (warhammer), law (long sword). SPIRITWALL Necromancy [Fear, Mind-Affecting] Level: Arcane 5 (Complex Rare) SPLINTERBOLT Conjuration (Calling) [Nature] Level: Divine 2 (Exotic Common) SPONTANEOUS SEARCH Divination Level: Arcane 1 (Simple Common) STABILIZE Necromancy Level: Divine 2 (Complex Uncommon) STALWART PACT Abjuration Level: Divine 5, Pact 5 (Complex Rare) STANDING WAVE Transmutation [Water, Nature] Level: Divine 3 (Exotic Common) STARVATION Transmutation Level: Divine 4 (Simple Rare) STATUE Transmutation [Earth] Level Arcane 7 (Simple Uncommon) Casting Time 1 round Components V, S, M (lime, sand, and a drop of water stirred by an iron spike) Range touch Target creature touched Duration 1 hour/level (D) Saving Throw Will negates (harmless) Spell Resistance yes (harmless) A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit points. The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual’s body. Chipping is equal to a mere scratch, but breaking off one of the statue’s arms constitutes serious damage. The subject of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires as long as the spell duration is in effect. STATUS Divination Level Divine 2 (Complex Rare) Casting Time 1 standard action Components V, S Range touch Targets one living creature touched per three levels Duration 1 hour/level Saving Throw Will negates (harmless) Spell Resistance yes (harmless) When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it. STEELDANCE Transmutation Level: Arcane 3 (Complex Uncommon) STICKY’S ADDLE Transmutation [Holy] Level: Divine 1 (Exotic Common) STING RAY Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 2 (Simple Uncommon) STINKING CLOUD Evocation Level Arcane 3 (Complex Common) Casting Time 1 standard action Components V, S, M (a rotten egg or cabbage leaves) Range medium (100 ft. + 10 ft./level) Effect cloud spreads in 20-ft. radius, 20 ft. high Duration 1 round/level Saving Throw Fortitude negates; see text Spell Resistance yes Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapours are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes. STOLEN BREATH Necromancy [Air] Level: Arcane 2 (Complex Common) STONE BODY Transmutation [Earth] Level: Divine 6, Arcane 6 (Complex Uncommon) Heighten Effects: Level 8 IRON BODY STONE BONES Transmutation Level: Divine 2 (Complex Uncommon), Arcane 2 (Complex Common) Heighten Effects: Level 4 IRON BONES STONE SHAPE Transmutation [Earth] Level Divine 3, Arcane 4 (Complex Uncommon) Casting Time 1 standard action Components V, S, M/DF (soft clay) Range touch Target stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level Duration instantaneous Saving Throw none Spell Resistance no You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work. If you try to shape stone around a creature, they do get a reflex save to get out of the way. Heighten Effect: Level 5/7 STONE SHAPE, GREATER STONE SHAPE, GREATER Transmutation [Earth, Nature] Level: Divine 5, Arcane 7 (Complex Common) STONE SHATTER Evocation [Sonic, Song, Earth] Level: Arcane 4 (Exotic Uncommon) STONE SPHERE Evocation [Earth] Level: Arcane 4 (Complex Rare) Heighten Effect for FLAMING SPHERE STONE SPIDERS Transmutation Level: Spider 7 STONE TELL Divination [Earth, Nature] Level Divine 6 Casting Time 10 minutes Components V, S, DF Range personal Target you Duration 1 min./level You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone. STONE TO FLESH Transmutation [Earth] Level Arcane 6 (Simple Common) Casting Time 1 standard action Components V, S, M (a drop of blood mixed with earth) Range medium (100 ft. + 10 ft./level) Target one petrified creature or a cylinder of stone from 1 ft. to 3 ft. In diameter and up to 10 ft. long Duration instantaneous Saving Throw Fortitude negates (object); see text Spell Resistance yes This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored. The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse. You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone. STONEHOLD Transmutation [Earth, Nature] Level: Divine 6 (Exotic Common) STONESKIN Abjuration [Nature] Level Divine 5, Arcane 4 (Complex Uncommon) Casting Time 1 standard action Components V, S, M (granite and diamond dust worth 250 gp) Range touch Target creature touched Duration 10 min./level or until discharged Saving Throw Will negates (harmless) Spell Resistance yes (harmless) The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged. STORM OF ELEMENTAL FURY Conjuration (Summoning) [Nature, air, fire, water] Level: Divine 7 (Exotic Uncommon) Heighten Effects: Level 9 STORM OF VENGANCE STORM OF VENGEANCE Conjuration (summoning) [Nature, water, air, acid, lightning] Level Divine 9 (Complex Rare) Casting Time 1 round Components V, S Range long (400 ft. + 40 ft./level) Effect 360-ft.-radius storm cloud Duration Concentration (maximum 10 rounds) (D) Saving Throw see text Spell Resistance yes Heighten Effect for STORM OF ELEMENTAL FURY This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4x10 minutes. If you do not maintain concentration on the spell after casting it, the spell ends. If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn. 2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save). 3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of Lightning damage. A creature struck can attempt a Reflex save for half damage. 4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save). 5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters. Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Spellcraft check against a DC equal to the storm of vengeance’s save DC + the level of the spell the caster is trying to cast. STORM TOWER Abjuration [Air, Nature] Level: Divine 7 (Exotic Uncommon) STORMRAGE Transmutation [Lightning] Level: Divine 8 (Complex Uncommon) STRENGTH OF STONE Transmutation [Earth, Holy] Level: Divine 2 (Exotic Uncommon) STUN RAY Evocation [Lightning] Level: Arcane 7 (Complex Rare) STUNNING BREATH Transmutation [Dragon] Level: Arcane 5 (Complex Rare) Heighten Effect for BREATH FLARE STUNNING BREATH, GREATER Transmutation Level: Arcane 8 (Complex Rare) Heighten Effect for BREATH FLARE SUBMERGE SHIP Evocation [Water] Level: Arcane 7 (Complex Rare) SUBVERT PLANAR ESSENCE Transmutation Level: Divine 5, Arcane 6 (Complex Rare) SUDDEN STALAGMITE Conjuration (Calling) [Earth, Nature] Level: Divine 4 (Exotic Uncommon) SUGGESTION Enchantment (compulsion) [language-dependent, mind affecting]; Level Arcane 3 (Simple Uncommon) Casting Time 1 standard action Components V, M (a snake’s tongue and a honeycomb) Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration 1 hour/level or until completed Saving Throw Will negates Spell Resistance yes You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2). Heighten Effect: Level 6 SUGGESTION, MASS SUGGESTION, MASS Enchantment (compulsion) [language-dependent, mind affecting]; Level Arcane 6 (Simple Uncommon) Range medium (100 ft. + 10 ft./level) Targets one creature/level, no two of which can be more than 30 ft. apart Heighten for SUGGESTION This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures. SUNBURST Evocation [light] [Nature] Level Divine 8 (Exotic Common), Arcane 8 (Complex Common) Casting Time 1 standard action Components V, S, M/DF (sunstone and fire source) Range long (400 ft. + 40 ft./level) Area 80-ft.-radius burst Duration instantaneous Saving Throw Fortitude partial; see text Spell Resistance yes Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 1d6 points of damage for every two level caster has. A creature to which sunlight is harmful or unnatural takes double damage. A successful Fortitude save negates the blindness and reduces the damage by half. An undead creature caught within the globe takes 1d8 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. Sunburst dispels any darkness spells of lower than 9th level within its area SUMMON BABAU DEMON Conjuration (Summoning) [Chaotic, Taint] Level: Divine 6 (Complex Rare) SUMMON BEARDED DEVIL Conjuration (Summoning) [Taint, Lawful] Level: Divine 5 (Complex Rare) SUMMON BRALANI ELADRIN Conjuration (Summoning) [Chaotic, Positive] Level: Divine 5 (Complex Rare) SUMMON ELEMENTITE SWARM Conjuration (Summoning) [see text, Nature] Level: Divine 4 (Exotic Uncommon) SUMMON ELYSIAN THRUSH Conjuration (Summoning) [Positive] Level: Divine 2 (Complex Rare) SUMMON GREATER ELEMENTAL Conjuration (Summoning) [see text, Nature] Level: Divine 6 (Exotic Common) SUMMON HOUND ARCHON Conjuration (Summoning) [Positive, Lawful] Level: Divine 4 (Complex Rare) SUMMON INSTRUMENT Conjuration (summoning) [Song] Level Arcane 0 SUMMON MONSTER I Conjuration (summoning) [see text] Level Divine 1, Arcane 1 (Complex Common) Casting Time 1 round Components V, S, F/DF (a tiny bag and a small candle) Range close (25 ft. + 5 ft./2 levels) Effect one summoned creature Duration 1 min + 1 round/level (D) Saving Throw none Spell Resistance no This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st-level list on Table 11–1. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. When you use a summoning spell to summon an air, chaotic, earth, Taint, fire, good, lawful, or water creature, it is a spell of that type. You can only summon and control one creature at a time, if you summon a second creature the 1st one is released and returns to where it came from. Heighten Effect: Level 2 Effect: you can summon one creature from the 2nd-level list. Level 3 SUMMON MONSTER III Level 4 SUMMON MONSTER IV Level 5 SUMMON MONSTER V Level 6 SUMMON MONSTER VI Level 7 SUMMON MONSTER VII Level 8 SUMMON MONSTER VIII Level 9 SUMMON MONSTER IX SUMMON MONSTER III Conjuration (summoning) Level Divine 3, Arcane 3 (Complex Uncommon) Heighten Effect for SUMMON MONSTER I This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list. Heighten Effect: You can summon one creature from the 4th-level list SUMMON MONSTER IX Conjuration (summoning) Level Divine 9, Arcane 9 (Complex Common) Heighten Effect for SUMMON MONSTER I This spell functions like summon monster I, except that you can summon one creature from the 9th-level list. SUMMON MONSTER V Conjuration (summoning) Level Divine 5, Arcane 5 (Complex Common) Heighten Effect for SUMMON MONSTER I This spell functions like summon monster I, except that you can summon one creature from the 5th-level list. Heighten Effect: you can summon one creature from the 6th-level list SUMMON MONSTER VII Conjuration (summoning) Level Divine 7, Arcane 7 (Complex Common) Heighten Effect for SUMMON MONSTER I 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. Heighten Effect: you can summon one creature from the 8th-level list SUMMON NATURE’S ALLY I Conjuration (summoning) [Nature] Level Divine 1 (Exotic Common) Casting Time 1 round Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Effect one summoned creature Duration 1 min + 1 round/level (D) Saving Throw none Spell Resistance no This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. The spell conjures one of the creatures from the 1st-level list on Table 11–2. When you use a summoning spell to summon an air, chaotic, earth, Taint, fire, good, lawful, or water creature, it is a spell of that type. 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. You can only summon and control one creature at a time, if you summon a second creature the 1st one is released and returns to where it came from. Heighten Effect: Level 2 Effect: you can summon one 2nd-level creature. Level 3 SUMMON NATURE’S ALLY III Level 4 SUMMON NATURE’S ALLY IV Level 5 SUMMON NATURE’S ALLY V Level 6 SUMMON NATURE’S ALLY VI Level 7 SUMMON NATURE’S ALLY VII Level 8 SUMMON NATURE’S ALLY VIII Level 9 SUMMON NATURE’S ALLY IX SUMMON NATURE’S ALLY III Conjuration (summoning) [see text] [Nature] Level Divine 3 (Exotic Common) Heighten Effect for SUMMON NATURE’s ALLY This spell functions like summon nature’s ally I, except that you can summon one 3rd-level creature. Heighten Effect: you can summon one 4th-level creature. SUMMON NATURE’S ALLY IX Conjuration (summoning) [see text] [Nature] Level Divine 9 (Exotic Common) Heighten Effect for SUMMON NATURE’s ALLY This spell functions like summon nature’s ally I, except that you can summon one 9th-level creature SUMMON NATURE’S ALLY V Conjuration (summoning) [Nature] Level Divine 5 (Exotic Common) Heighten Effect for SUMMON NATURE’s ALLY This spell functions like summon nature’s ally I, except that you can summon one 5th-level creature. Heighten Effect: you can summon one 6th-level creature. SUMMON NATURE’S ALLY VII Conjuration (summoning) [see text] [Nature] Level Divine 7 (Exotic Common) Heighten Effect for SUMMON NATURE’s ALLY This spell functions like summon nature’s ally I, except that you can summon one 7th-level creature. Heighten Effect: you can summon one 8th-level creature SUMMON SWARM Conjuration (summoning) [Nature] Level Divine 2, Arcane 2 (Complex Common) Casting Time 1 round Components V, S, M/DF (a square of red cloth) Range close (25 ft. + 5 ft./2 levels) Effect one swarm of bats, rats, or spiders Duration Concentration + 2 rounds Saving Throw none Spell Resistance no You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel. SUMMON UNDEAD I Conjuration (Summoning) [Taint] Level: Divine 1, Arcane 1 (Complex Uncommon) Duration: 1 min + 1 round/level Heighten Effect: Level 2 Effect: You can summon one undead from the 2nd-level list. Level 3 SUMMON UNDEAD III Level 4 SUMMON UNDEAD IV Level 5 SUMMON UNDEAD V SUMMON UNDEAD III Conjuration (Summoning) [Taint] Level: Divine 3, Arcane 3 (Complex Uncommon) Heighten Effect for SUMMON UNDEAD I SUMMON UNDEAD IV Conjuration (Summoning) [Taint] Level: Divine 5, Arcane 5 (Complex Uncommon) Heighten Effect for SUMMON UNDEAD I SUMMON UNDEAD V Conjuration (Summoning) [Taint] Level: Divine 5, Arcane 5 (Complex Uncommon) Heighten Effect for SUMMON NATURE’s ALLY SUNBEAM Evocation [Light, Nature] Level Divine 7 (Exotic Uncommon) Casting Time 1 standard action Components V, S, DF Range 60 ft. Area line from your hand Duration 1 round/level or until all beams are exhausted Saving Throw Fortitude negates and Fortitude half; see text Spell Resistance yes For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted. Each creature in the beam is blinded and takes 1d6 damage every 2 levels caster has. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Fortitude save negates the blindness and reduces the damage by half. An undead creature caught within the beam takes 1d8 points of damage per caster level (maximum 20d8), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures SUPPRESS BREATH WEAPON Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 3 (Complex Rare) SUPPRESS GLYPH Divination Level: Divine 3 (Complex Common) SUREFOOTED STRIDE Transmutation [Earth] Level: Divine 1, Arcane 2 (Simple Common) Heighten Effects: Level 4/5 SUREFOTTED STRIDE, MASS SUREFOOTED STRIDE, MASS Transmutation Level: Divine 4, Arcane 5 (Simple Common) Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/level, no two of which are more than 30 ft. Apart SWAMP LUNG Conjuration (Calling) [Nature, Water] Level: Divine 7 (Exotic Uncommon) SWAMP STRIDE Conjuration (Teleportation) [Water, Ranger, Nature] Level: Divine 4 (Exotic Common) SWIM Transmutation [Water, Nature] Level: Divine 2 (Exotic Uncommon), Arcane 2 (Simple Uncommon) Heighten Effects: Level 4 SWIM, MASS SWIM, MASS Transmutation [Water, Nature] Level: Divine 4, Arcane 4 (Exotic Uncommon) Heighten Effect for SWIM, MASS SWORD OF DARKNESS Necromancy Level: Arcane 7 (Complex Rare) Components: V, S, M Effect: Black blade of negative energy Heighten Effect for SWORD OF DECEPTION SWORD OF DECEPTION Evocation [Force] Level: Arcane 4 (Complex Common) Heighten Effects: Level 7 SWORD OF DARKNESS SYMBOL OF DEATH Necromancy [death] Level Divine 8 (Complex Uncommon), Arcane 8 (Complex Common) Casting Time 10 minutes Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth 5,000 gp each) Range 0 ft.; see text Effect one symbol Duration see text Saving Throw Fortitude negates Spell Resistance yes Heighten Effects for SYMBOL OF FEAR This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) who’s combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points’ worth of creatures, whichever comes first. Any creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally. As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death’s triggering conditions cannot be changed. In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch. You can’t use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify. When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the symbol’s effect. Anyone using the password remains immune to that particular rune’s effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as 10 creatures) extends the casting time to 1 hour. Attuning a large group (as many as 25 creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when it is triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of death with a DC 19 Knowledge (arcana) check. Of course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol. A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it. Symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled or has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal. Note: Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the search skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death. SYMBOL OF FEAR Necromancy [fear, mind-affecting] Level Divine 6 (Complex Uncommon) ,Arcane 6 (Complex Uncommon) Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp) Saving Throw Will negates This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level. Diminished Effect: SYMBOL OF PAIN Heighten Effect: Level 7 SYMBOL OF WEAKNESS Level 8 SYMBOL OF DEATH SYMBOL OF INSANITY Enchantment (compulsion) [mind-affecting] Level Divine 8(Complex Uncommon), Arcane 8 (Complex Common) Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp) Saving Throw Will negates Heighten Effect for SYMBOL OF PERSUASION This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane (as the insanity spell). Unlike symbol of death, symbol of insanity has no hit point limit; once triggered, a symbol of insanity simply remains active for 10 minutes per caster level. SYMBOL OF PAIN Necromancy [Taint] Level: Divine 5(Complex Uncommon) , Arcane 5 (Complex Common) Components: V, S, M Saving Throw: Fortitude negates Heighten Effect for SYMBOL OF FEAR This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol. Unlike symbol of death, symbol of pain has no hit point limit; once triggered, a symbol of pain simply remains active for 10 minutes per caster level. Note: Magic traps such as symbol of pain are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of pain and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of pain. Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp. SYMBOL OF PERSUASION Enchantment (charm) [mind-affecting] Level Divine 6(Complex Uncommon), Arcane 6 (Complex Common) Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp) Saving Throw Will negates Heighten Effect for SYMBOL OF SLEEP This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level. Unlike symbol of death, symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level. SYMBOL OF SLEEP Enchantment (Compulsion) [Mind-Affecting] Level: Divine 5(Complex Uncommon) , Arcane 5 (Complex Common) Components: V, S, M Saving Throw: Will negates Spell Resistance: Yes This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep who fail save takes 3d6+ ˝ caster level Wisdom damage, if Wisdom goes to 0 fall into a catatonic slumber for 3d6x10 minutes. If Wisdom is not 0 not affected. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires. Unlike symbol of death, symbol of sleep has no hit point limit; once triggered, a symbol of sleep simply remains active for 10 minutes per caster level. Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp. Heighten Effects: Level 6 SYMBOL OF PERSUASION Level 7 SYMBOL OF STUNNING Level 8 SYMBOL OF INSANITY SYMBOL OF SPELL LOSS Abjuration Level: Divine 5(Complex Uncommon) , Arcane 5 (Complex Common) Components: V, S Saving Throw: Will negates Spell Resistance: No This spell functions like symbol of death, except that when it is triggered, the symbol begins to attack the minds of spellcasters within 60 feet. Each must attempt a Will saving throw every round they are within range, at the beginning of their turn. Failure means that the highest-level spell prepared by the spellcaster (or highest-level spell slot, if the character casts spells spontaneously) is lost for the day. The symbol remains active for 10 minutes per level or until it has erased fifty levels of spells. The symbol attacks creatures with spell-like abilities as if they had spells, consuming a daily use of the highest-level ability the creature possesses, or suppressing an ability usable at will for 1 round. SYMBOL OF STUNNING Enchantment (Compulsion) [Mind-Affecting] Level: Divine 7(Complex Uncommon) , Arcane 7 (Complex Common) Components: V, S, M Saving Throw: Will negates Spell Resistance: Yes Heighten Effect for SYMBOL OF SLEEP 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. Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp. SYMBOL OF WEAKNESS Necromancy Level: Divine 7(Complex Uncommon) , Arcane 7 (Complex Common) Components: V, S, M Saving Throw: Fortitude negates Spell Resistance: Yes Heighten Effect for SYMBOL OF FEAR This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage. Unlike symbol of death, symbol of weakness has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes per caster level. Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp. SYMPATHETIC VIBRATION Evocation [sonic] Level Arcane 6 (Simple Rare) SYMPHONIC NIGHTMARE Enchantment (Compulsion) [Mind-Affecting] Level: Divine 7, Arcane 7 (Complex Rare) TACTICAL PRECISION Divination [Mind-Affecting, Song] Level: Arcane 2 (Complex Common) TARGETING RAY Divination [Song] Level: Arcane 1 (Exotic Common) TELEKINESIS Transmutation Level Arcane 5 (Complex Uncommon) Casting Time 1 standard action Components V, S Range long (400 ft. + 40 ft./level) Target or Targets see text Duration Concentration (up to 1 round/level) or instantaneous; see text Saving Throw Will negates (object) or none; see text; Spell Resistance yes (object); see text You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust. Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops. An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks. Combat Manoeuvre: 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 combat manoeuvre bonus, you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total (as in total of all creatures) of weight of 25 pounds per caster level (maximum 375 pounds at 15th level). You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesis creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). TELEKINETIC SPHERE Evocation [force] Level Arcane 8 (Complex Common) Casting Time 1 standard action Components V, S, M (a crystal sphere and a pair of small magnets) Range close (25 ft. + 5 ft./2 levels) Effect 1-ft.-diameter/level sphere, centred on creatures or objects Duration 1 min./level (D) Saving Throw Reflex negates (object) Spell Resistance yes (object) Heighten Effect for RESILIENT SPHERE This spell functions like resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless. Anything contained within a telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents. You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface. You can resume concentrating on your next turn or any later turn during the spell’s duration. The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere. You can move the sphere telekinetically even if you are in it. TELEPATHIC AURA Divination [Holy] Level: Divine 4 (Exotic Uncommon) Heighten Effect for AURA OF ALLIES. TELEPATHIC BOND Divination Level Arcane 5 Casting Time 1 standard action Components V, S, M (two eggshells from two different creatures) Range close (25 ft. + 5 ft./2 levels) Targets you plus one willing creature per three levels, no two of which can be more than 30 ft. apart Duration 10 min./level (D) Saving Throw none Spell Resistance no Heighten Effect for TELEPATHIC BOND, LESSER You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another). If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting. Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency. TELEPATHIC BOND, LESSER Divination [Mind-Affecting] Level: Mind 3, Arcane 3 (Complex Uncommon) Components: V, S Casting Time: 1 standard action Range: 30 ft. Targets: You and one willing creature within 30 ft. Duration: 10 minutes/level Saving Throw: None Spell Resistance: No You forge a telepathic bond with another creature with an Intelligence score of 6 or higher. You can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another). Heighten Effects: Level 5 TELEPATHIC BOND Level 6 INTERPLANAR TELEPATHIC BOND TELEPORT Conjuration (teleportation) Level Arcane 5 (Complex Uncommon) Casting Time 1 full action Components V Range personal and touch Target you and touched objects or other touched willing creatures Duration instantaneous Saving Throw none and Will negates (object) Spell Resistance no and yes (object) This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table. Familiarity: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least 1 hour. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic. “False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When travelling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from. On Target You appear where you want to be. Off Target You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be travelled. The direction off target is determined randomly. Similar Area You wind up in an area that’s visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead. Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll. Familiarity On Target Off Target Similar Area Mishap Very familiar 01–97 98–99 100 — Studied carefully 01–94 95–97 98–99 100 Seen casually 01–88 89–94 95–98 99–100 Viewed once 01–76 77–88 89–96 97–100 False destination(1d20+80) — 81–92 93–100 Heighten Effects: Level 7 TELEPORT OBJECT or TELEPORT, GREATER Level 9 TELEPORTATION CIRCLE TELEPORT OBJECT Conjuration (teleportation) Level Arcane 7 (Complex Uncommon) Range touch Target one touched object of up to 50 lb./level and 3 cu. ft./level Saving Throw Will negates (object); Spell Resistance yes (object) Heighten Effect for TELEPORT This spell functions like teleport, except that it teleports an object, not you. Creatures and magical forces cannot be teleported. If desired, the target object can be sent to a distant location on the Ethereal Plane. In this case, the point from which the object was teleported remains faintly magical until the item is retrieved. A successful targeted dispel magic spell cast on that point brings the vanished item back from the Ethereal Plane. TELEPORT, GREATER Conjuration (teleportation) Level Arcane 7 (Complex Uncommon) Heighten Effect for TELEPORT This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible. TELEPORTATION CIRCLE Conjuration (teleportation) Level Arcane 9 (Complex Uncommon) Casting Time 10 minutes Components V, M Range 0 ft. Effect 5-ft.-radius circle that teleports those who activate it Duration 10 min./level (D) Saving Throw none Spell Resistance yes Heighten Effect for TELEPORT You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can’t change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane. The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way. Teleportation circle can be made permanent with a permanency spell. A permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal. Magic traps such as teleportation circle are hard to detect and disable. A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle. Material Component: Amber dust to cover circle worth 1,000 gp TEMPORAL STASIS Transmutation Level Arcane 8 (Complex Common) Casting Time 1 standard action Components V, S, M Range touch Target creature touched Duration permanent Saving Throw Fortitude negates Spell Resistance yes You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell). Material Component: A powdered diamond, emerald, ruby, and sapphire dust worth 5,000 gp THORNSKIN Transmutation [Plant] Level: Divine 3 (Exotic Uncommon) THUNDERHEAD Evocation [Lightning] Level: Divine 1, Arcane 1 (Simple Uncommon) THUNDERLANCE Evocation [Force] Level: Arcane 4 (Complex Uncommon) THUNDEROUS ROAR Evocation [Sonic, Nature] Level: Divine 3 (Exotic Common) TIDAL SURGE Evocation [Water, Nature] Level: Divine 6 (Exotic Common) Components: V, S Casting Time: 1 standard action Range: Medium (50 ft. + 10 ft./level) Targets: One creature or all creatures in a 20-ft.-radius burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Edit: The water uses caster level as BAB, and a +5 bonus on CMB check or a +10 bonus if the spell is cast near a source of water. Creatures that lose the check are pushed back 5 feet, plus an additional 5 feet for every 5 points by which the wave beats their checks, in the chosen direction. TIME STOP Transmutation Level Arcane 9 (Complex Uncommon) Casting Time 1 standard action Components V Range personal Target you Duration 1d4+1 rounds (apparent time); see text This spell seems to make time cease to flow for everyone but you. You stop time for 1d4+1 rounds of apparent time. 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. You can only cast spells with personal or range 0 while Time Stop is in effect. Most spellcasters use the additional time to improve their defences, or flee from combat. You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession. You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop or any force effects like walls of force.. TINY HUT Evocation [force] Level Arcane 3 (Complex Rare) Casting Time 1 standard action Components V, S, M Range 20 ft. Effect 20-ft.-radius sphere centred on your location Duration 2 hours/level (D) Saving Throw none Spell Resistance no Diminish Effect for SECURE SHELTER You create an unmoving, opaque sphere of force of any colour you desire around yourself. Half the sphere projects above the ground and the lower hemisphere pass through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends. The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it; although the occupants cannot be seen from outside the hut (they have total concealment). Material Component: A small crystal bead TONGUES Divination Level Divine 4, Arcane 3 (Complex Common) Casting Time 1 standard action Components V, M/DF (a clay model of a ziggurat) Range touch Target creature touched Duration 10 min./level Saving Throw Will negates (harmless) Spell Resistance no Heighten Effect for COMPREHEND LANGUAGES This spell grants the creature touched the ability to speak and understand many extra languages, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time at fluent level, although it may be able to understand (and speak) up to their caster stat modifier in new languages. Tongues does not enable the subject to speak with creatures who don’t speak and does not give the subject the ability to read said language. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. Tongues can be made permanent with a permanency spell. TORTOISE SHELL Transmutation [Nature] Level: Divine 6 (Exotic Uncommon) TOUCH OF FATIGUE Necromancy Level Arcane 0 Casting Time 1 standard action Components V, S, M (a drop of sweat) Range touch Target creature touched Duration 1 round/level Saving Throw Fortitude negates Spell Resistance yes You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell’s duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires. TOUCH OF IDIOCY (compulsion) [mind-affecting]; Level Arcane 2 (Complex Uncommon) Casting Time 1 standard action Components V, S Range touch Target living creature touched Duration 1 min + 1 round/level Saving Throw no Spell Resistance yes With a touch, you reduce the target’s mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target’s Intelligence, Wisdom, and Charisma scores. This penalty can’t reduce any of these scores below 1. This spell’s effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level. TOUCH OF MADNESS Enchantment [Mind-Affecting] Level: Madness 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes Edit: Make a save every round to clear their mind. TRAIN ANIMAL Enchantment (Charm) [Mind-Affecting] Level: Divine 2 (Simple Uncommon) TRANSCRIBE SYMBOL Abjuration Level: Arcane 6 (Complex Rare) TRANSFIX Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 7 (Exotic Uncommon) Edit: When casting the spell, all living creatures in area take 2d6 + 1/2 caster level in Dex damage that lasts either the duration or a until the condition that will end it (“Wait here until the dragon arrives”) TRANSFORMATION Transmutation Level Arcane 6 (Simple Uncommon) Casting Time 1 standard action Components V, S, M Range personal Target you Duration 1 round/level You become a virtual fighting machine—stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can’t cast spells, even from magic items. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 passive defence 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) up to a max of +20. You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list. Material Component: a potion of bull’s strength, which you drink and whose effects are subsumed by the spell effects TRANSLOCATION TRICK Conjuration [Teleportation] Level: Arcane 4 (Complex Rare) TRANSMUTE METAL TO WOOD Transmutation [Plant] Level Divine 7 (Exotic Uncommon) Casting Time 1 standard action Components V, S, DF Range long (400 ft. + 40 ft./level) Area all metal objects within a 40-ft.-radius burst Duration instantaneous Saving Throw none Spell Resistance yes (object; see text) This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. A magic object made of metal effectively has spell resistance equal to 20 + its caster level against this spell. Artifacts cannot be transmuted. Weapons converted from metal to wood take a –2 penalty on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20. Only limited wish, miracle, wish, or similar magic can restore a transmuted object to its metallic state. TRANSMUTE MUD TO ROCK Transmutation [Earth, Nature] Level Divine 5, Arcane 5 (Simple Common) Casting Time 1 standard action Components V, S, M/DF (sand, lime, and water) Range medium (100 ft. + 10 ft./level) Area up to two 10-ft. cubes/level (S) Duration permanent Saving Throw see text Spell Resistance no This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently. Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone. Transmute mud to rock counters and dispels transmute rock to mud. Heighten Effects: Level 7 TRANSMUTE METAL TO WOOD Level 9 TRANSMUTE ROCK TO LAVA TRANSMUTE ROCK TO LAVA Transmutation [Earth, Fire] Level: Divine 9, Arcane 9 (Complex Rare) TRANSMUTE ROCK TO MUD Transmutation [Earth] Level Divine 5, Arcane 5 (Simple Common) Casting Time 1 standard action Components V, S, M/DF (clay and water) Range medium (100 ft. + 10 ft./level) Area up to two 10-ft. cubes/level (S) Duration permanent; see text Saving Throw see text Spell Resistance no This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a –2 penalty on attack rolls and AC. Brush or similar material thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet. If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the targeted area or half damage to those who succeed on Reflex saves. Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can’t affect worked stone and doesn’t reach deep enough to undermine such buildings’ foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell. The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance—but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage. TRANSPORT VIA PLANTS Conjuration (teleportation) [Plant] Level Divine 6 Casting Time 1 standard action Components V, S Range unlimited Target you and touched objects or other touched willing creatures Duration 1 round Saving Throw none Spell Resistance no You can enter any normal plant (Medium or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two. The entry plant must be alive. The destination plant need not be familiar to you, but it also must be alive. If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance and the transport via plants spell moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry plant. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. Use the following equivalents to determine the maximum number of larger creatures you can bring along: A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported by this spell must be in physical contact with one another, and at least one of those creatures must be in contact with you. You can’t use this spell to travel through plant creatures. The destruction of an occupied plant slays you and any creatures you have brought along, and ejects the bodies and all carried objects from the tree. TRAP THE SOUL Conjuration (summoning) [Truename] Level Arcane 8 (Complex Rare) Casting Time 1 standard action or see text Components V, S, M (gem worth 1,000 gp per HD of the trapped creature) Range close (25 ft. + 5 ft./2 levels) Target one creature Duration permanent; see text Saving Throw see text Spell Resistance yes; see text Trap the soul forces a creature’s life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane, it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken. Depending on the version selected, the spell can be triggered in one of two ways. Spell Completion: First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect. If the creature’s truename is spoken correctly as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, the gem shatters. Trigger Object: The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature’s soul in the trap. To use this method, both the creature’s name and the trigger word must be inscribed on the trigger object when the gem is enspelled. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save. TRAVELER’S MOUNT Transmutation Level: Divine 1 (Simple Common) TREASURE SCENT Divination Level: Arcane 4 (Simple Rare) TREE STRIDE Conjuration (teleportation) [Plant] Level Divine 4 (Exotic Uncommon) Casting Time 1 standard action Components V, S, DF Range personal Target you Duration 10 min/level or until expended; see text You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table. Type of Tree Transport Range Oak, ash, yew 3,000 feet Elm, linden 2,000 feet Other deciduous 1,500 feet Any coniferous 1,000 feet All other trees 500 feet You may move into a tree up to one time per caster level (passing from one tree to other counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action. You can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete. TREMOR Evocation [Earth, Nature] Level: Divine 3 (Complex Uncommon) Components: V, S, DF Casting Time: 1 standard action Range: Medium (50 ft. + 10 ft./level) Area: 40-ft.-radius spread Duration: 1 round/3 levels Saving Throw: See text Spell Resistance: No This minor quake is not strong enough to damage structures. The effect lasts for 1 round per three caster levels, during which time any spellcaster on the ground in the area must succeed on a Concentration check (DC 20 + spell level) or lose any spell she is casting. A creature attempting to use a skill that would provoke attacks of opportunity (such as Disable Device, Heal, Open Lock, and Use Rope, among others) must succeed on a DC 20 Concentration check, or the action automatically fails and is wasted. Each creature in the area must make a Reflex save each round or be knocked prone. Heighten Effects: Level 8 EARTHQUAKE TRIADSPELL Transmutation Level: Divine 5 (Exotic Rare) Heighten Effects: Level 8 TRIADSPELL, GREATER TRIADSPELL, GREATER Transmutation Level: Divine 8 (Exotic Rare) Heighten effect for TRIADSPELL Can ready up to 5th level spell but costs 100 gp in gems for 4th or 5th level spells. TRUE CREATION Conjuration (Creation) Level: Creation 8 Heighten Effect for MINOR CREATION TRUE DOMINATION Enchantment (Compulsion) [Mind-Affecting] Level: Domination 8 TRUE SEEING Divination Level Divine 5(Simple Uncommon), Arcane 6 (Complex Uncommon) Casting Time 1 standard action Components V, S, M (an eye ointment that costs 250 gp) Range touch Target creature touched Duration 1 min./level Saving Throw Will negates (harmless) Spell Resistance yes (harmless) You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, and sees the true form of polymorphed, changed, or transmuted things. To be able to see through Illusions you must beat the caster’s level with a caster power check. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet. True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures that 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. TRUE STRIKE Divination Level Arcane 1 (Simple Rare) Casting Time 1 standard action Components V, F (small wooden replica of an archery target) Range personal Target you Duration see text You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target. TSUNAMI Conjuration (Calling) [Water, Nature] Level: Divine 9 (Exotic Rare) TUNNEL SWALLOW Transmutation [Earth] Level: Arcane 6 (Exotic Common) UNBINDING Abjuration Level: Liberation 9, Arcane 9 (Complex Rare) UNDEAD LIEUTENANT Necromancy Level: Arcane 3 (Complex Rare) Edit: The number of HD of undead you can control is increased by an amount equal to your caster level/2 as long as the undead lieutenant is active. Those extra HD become free willed if subject is destroyed or spell ends. UNDEAD TORCH Necromancy Level: Arcane 3 (Complex Uncommon) UNDEATH TO DEATH Necromancy Level Divine 6, Arcane 6 (Simple Uncommon) Components: V, S, M/DF (diamond powder worth 500 gp) Area several undead creatures within a 40-ft.-radius burst Saving Throw Will negates This spell functions like circle of death, except that it does charisma damage instead and destroys undead creatures if brought to 0. UNDETECTABLE ALIGNMENT Abjuration Level Arcane 1, Divine 2 (Simple Uncommon) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target one creature or object Duration 24 hours Saving Throw Will negates (object) Spell Resistance yes (object) An undetectable alignment spell conceals the alignment of an object or a creature from all forms of Divination. UNDEATH’S ETERNAL FOE Abjuration [Positive] Level: Divine 9 (Complex Common) UNHALLOW Evocation [Taint] Level Divine 5 (Simple Common) Casting Time 24 hours Components V, S, M Range touch Area 40-ft. radius emanating from the touched point Duration instantaneous Saving Throw see text Spell Resistance see text Unhallow makes a particular site, building, or structure an unholy site. This has three major effects. First, the site or structure is guarded by a magic circle against good effect. Second, the DC to resist negative channeled energy within this area gains a +4 sacred bonus and the DC to resist positive energy is reduced by –4. Spell resistance does not apply to this effect. This provision does not apply to the druid version of the spell. Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for 1 year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again. Spell effects that may be tied to an unhallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect magic, detect good, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.) An area can receive only one unhallow spell (and its associated spell effect) at a time. Unhallow counters but does not dispel hallow. Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the unhallowed area UNHOLY AURA Abjuration [Taint] Level Divine 8 (Complex Common) Casting Time 1 standard action Components V, S, F (A tiny reliquary worth 500 gp) Range 20 ft. Targets one creature/level in a 20-ft.-radius burst centred on you Duration 1 round/level (D) Saving Throw see text Spell Resistance yes (harmless) Used in ALIGNMENT AURA A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This Abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures. Second, a warded creature gains spell resistance 25 against good spells and spells cast by good creatures. Third, the Abjuration blocks possession and mental influence, just as protection from good does. Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates). UNHOLY BLIGHT Evocation [Taint] Level Divine 4 (Complex Common) Casting Time 1 standard action Components V, S Range medium (100 ft. + 10 ft./level) Area 20-ft.-radius spread Duration instantaneous (1d4 rounds); see text Saving Throw Will partial Spell Resistance yes Used in ALIGNMENT SMITE You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not tainted) creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective. The spell deals only half damage to creatures that are neither tainted nor good, and they are not sickened. Such a creature can reduce the damage in half again (down to one-quarter) with a successful Will save. UNHOLY STORM Conjuration (Calling) [Taint, Water] Level: Divine 3 (Complex Common) Components: V, S, M, DF Casting Time: 1 standard action Area: Cylinder (20-ft. radius, 20 ft. high) Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No Used in ALIGNMENT STORM A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a –4 penalty on Listen, Spot, and Search checks. It also applies a –4 penalty on ranged attacks made into, out of, or through the storm. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns). The rain damages good creatures, dealing 2d6 points of damage per round (good outsiders take double damage). Material Component: A flask of unholy water (25 gp). UNLUCK Divination Level: Arcane 3 (Simple Rare) UNSEEN SERVANT Conjuration Level Arcane 1 (Simple Uncommon) Casting Time 1 standard action Components V, S, M (a piece of string and a bit of wood) Range close (25 ft. + 5 ft./2 levels) Effect one invisible, mindless, shapeless servant Duration 1 hour/level Saving Throw none Spell Resistance no An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. Its speed is 15 feet. The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist. UNYIELDING ROOTS Transmutation [Plant] Level: Divine 8 (Exotic Uncommon) Edit: The rooted creature automatically wins the CMB check to stop the overrun and can make a CMB check to knock the overrunning creature prone. UPDRAFT Conjuration (Calling) [Air] Level: Divine 1 (Complex Common) VALIANT FURY Transmutation Level: Courage 5 VAMPIRIC TOUCH Necromancy [Negative] Level Arcane 3 (Complex Uncommon) Casting Time 1 standard action Components V, S Range touch Target living creature touched Duration instantaneous/1 hour; see text Saving Throw none Spell Resistance yes You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can’t gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later. VEIL Illusion (glamer) Level Arcane 6 (Simple Uncommon) Casting Time 1 standard action Components V, S Range long (400 ft. + 40 ft./level) Targets one or more creatures, no two of which can be more than 30 ft. apart Duration concentration + 1 hour/level (D) Saving Throw Will negates; see text Spell Resistance yes; see text You instantly change the appearance of the subjects and then maintain that appearance for the spell’s duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances if slain. You must make a successful Disguise check to accurately duplicate the appearance of a specific individual. This spell gives you a +10 bonus on the check. Unwilling targets can negate the spell’s effect on them by making Will saves or with spell resistance. Those who interact with the subjects can attempt Will disbelief saves to see through the glamer, but spell resistance doesn’t help. VEIL OF SHADOW Evocation [Darkness] Level: Divine 2 (Simple Rare), Arcane 2 (Simple Uncommon) VEIL OF UNDEATH Necromancy [Taint] Level: Divine 8, Arcane 8 (Exotic Uncommon) You gain many of the traits common to undead creatures. TBD You need not breathe, eat, or sleep. Like an undead creature, you are damaged by cure spells and healed by inflict spells. You don’t actually gain the undead type from casting this spell. Material Component: A finger from a zombie. VENTRILOQUISM Illusion (figment) Level Arcane 1 (Simple Common) Casting Time 1 standard action Components V, F (parchment rolled into cone) Range close (25 ft. + 5 ft./2 levels) Effect intelligible sound, usually speech Duration 1 min./level (D) Saving Throw Will disbelief (if interacted with); Spell Resistance no You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it). VIGOR Necromancy Level: Divine 3 (Simple Rare) Heighten Effect for VIGOR, LESSER VIGOR, GREATER Necromancy Level: Divine 5 (Simple Rare) Heighten Effect for VIGOR, LESSER VIGOR, LESSER Necromancy Level: Divine 1 (Simple Rare) Heighten Effects: Level 3 VIGOR or VIGOR, MASS LESSER Level 5 VIGOR, GREATER Level 6 VIGOROUS CIRCLE VIGOR, MASS LESSER Necromancy Level: Divine 3 (Simple Rare) Heighten Effect for VIGOR, LESSER VIGOROUS CIRCLE Necromancy Level: Divine 6 (Simple Rare) Heighten Effect for VIGOR, LESSER VILE DEATH Conjuration (Calling) [Taint] Level: Divine 9, Arcane 9 (Complex Rare) VINE MINE Evocation [Plant] Level: Divine 3 (Exotic Uncommon) VIPERGOUT Conjuration (Summoning) [see text] Level: Arcane 3 (Complex Uncommon) VIRTUE Transmutation Level Divine 0 Casting Time 1 standard action Components V, S, DF Range touch Target creature touched Duration 1 min. Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) The subject gains 1 temporary hit point per level (Max 10). VISAGE OF THE DEITY Transmutation [Taint or Positive] Level: Divine 6, Mysticism 6 (Complex Rare) VISAGE OF THE DEITY, GREATER Transmutation [Taint or Positive] Level: Divine 9, Competition 9, Mysticism 9, Purification 9 (Complex Rare) VISAGE OF THE DEITY, LESSER Transmutation [Taint or Positive] Level: Divine 3, Mysticism 3 (Complex Rare) Heighten Effects: Level 6 VISAGE OF THE DEITY Level 9 VISAGE OF THE DEITY, GREATER VISCID GLOB Conjuration (Calling) Level: Arcane 5 (Complex Rare) VISION Divination Level Arcane 7 (Complex Common) Casting Time 1 standard action This spell functions like legend lore, except that it works more quickly and produces some strain on you. You pose a question about some person, place, or object, and then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 +1 per caster level; maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumours are known, the DC is 30, and the information gained is vague. VITRIOLIC SPHERE Conjuration (Calling) [Acid] Level: Arcane 5 (Complex Rare) VOICE OF THE DRAGON Transmutation [Dragon] Level: Dragon 4, Arcane 4 (Complex Rare) VORTEX OF TEETH Evocation [Force, Nature] Level: Divine 4, Arcane 4 (Complex Rare) VULNERABILITY Transmutation Level: Divine 5, Arcane 5 (Simple Common) Edit: can apply this to NA instead of DR. This only effects the absorption, not the AC. WAIL OF DOOM Necromancy [Fear, Mind-Affecting, Sonic, Song] Level: Arcane 5 (Exotic Uncommon) WAIL OF THE BANSHEE Necromancy [Death, Sonic] Level Arcane 9 (Complex Rare) Casting Time 1 standard action Components V Range close (25 ft. + 5 ft./2 levels) Target one living creature/level within a 40-ft.-radius spread Duration instantaneous Saving Throw Fortitude Partial Spell Resistance yes You emit a terrible scream that possibly kills creatures that hear it (except for yourself ). The spell affects up to one creature per caster level, inflicting 3d6 + ˝ caster level on a failed save, half damage if save. Creatures closest to the point of origin are affected first. WALL OF CHAOS Abjuration [Chaotic] Level: Divine 4, Arcane 4 (Complex Common) This spell functions like wall of Law (see below), except that lawful creatures are blocked. WALL OF DISPEL MAGIC Abjuration Level: Divine 5 (Complex Uncommon), Arcane 5 (Complex Common) Heighten Effect for DISPEL WARD WALL OF FIRE Evocation [fire] Level Arcane 4 (Complex Common) Casting Time 1 standard action Components V, S, M/DF (a piece of phosphorus) Range medium (100 ft. + 10 ft./level) Effect opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft. per two levels; either form 20 ft. high Duration Concentration + 1 round/level Saving Throw none Spell Resistance yes An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.) Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength. WALL OF FORCE Evocation [force] Level Arcane 5 (Complex Uncommon) Casting Time 1 standard action Components V, S, M (powdered quartz) Range close (25 ft. + 5 ft./2 levels) Effect wall whose area is up to one 10-ft. square/level Duration 1 round /level (D) Saving Throw none Spell Resistance no A wall of force spell creates an invisible wall of force. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. It has a break DC of 3 x caster level. Disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage’s disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force. The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails. Wall of force can be made permanent with a permanency spell. WALL OF GEARS Evocation Level: Arcane 6 (Complex Common) WALL OF GLOOM Illusion (Shadow) [Darkness, Fear, Mind-Affecting] Level: Arcane 2 (Complex Common) WALL OF GOOD Abjuration [Positive] Level: Divine 4 (Complex Uncommon), Arcane 4 (Complex Common) WALL OF GREATER DISPEL MAGIC Abjuration Level: Divine 8(Complex Uncommon), Arcane 8 (Complex Common) WALL OF ICE Evocation [cold] Level Arcane 4 (Complex Common) Casting Time 1 standard action Components V, S, M (a piece of quartz or rock crystal) Range medium (100 ft. + 10 ft./level) Effect anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level Duration 1 min./level Saving Throw Reflex negates; see text Spell Resistance yes This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes. Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or any other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides. Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level. Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level (no save). Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach. WALL OF IRON Evocation Level Arcane 6 (Complex Common) Casting Time 1 standard action Components V, S, M (a small iron sheet + gold dust worth 50 gp) Range medium (100 ft. + 10 ft./level) Effect iron wall whose area is up to one 5-ft. square/level; Duration instantaneous Saving Throw see text Spell Resistance no You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space. A wall of iron is 1 inch thick per four caster levels. You can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness. If the wall is breached that 5x5 area turns to dust over the next hour. If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage. The wall cannot crush Huge and larger creatures. Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena. WALL OF LAW Abjuration [Lawful] Level: Divine 4 (Complex Uncommon), Arcane 4 (Complex Common) WALL OF LIGHT Evocation [Light] Level: Divine 3 (Complex Uncommon), Arcane 3 (Complex Common) WALL OF LIMBS Evocation Level: Arcane 5 (Complex Rare) WALL OF SAND Conjuration (calling) [Earth, Nature] Level: Divine 4 (Complex Uncommon), Arcane 4 (Complex Common) WALL OF SMOKE Conjuration (Calling) [Nature] Level: Divine 1 (Exotic Common), Arcane 1 (Complex Common) WALL OF STONE Evocation [Earth] Level Divine 5(Complex Uncommon), Arcane 5 (Complex Common) Casting Time 1 standard action Components V, S, M/DF (a small block of granite) Range medium (100 ft. + 10 ft./level) Effect stone wall whose area is up to one 5-ft. square/level (S) Duration instantaneous Saving Throw see text Spell Resistance no This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object. The stone is the same type as the adjoining rock surfaces. Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell’s area by half. The wall can be crudely shaped to allow crenulations, battlements, and so forth by likewise reducing the area. Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness. If the wall is breached that 5x5 area turns to dust over the next hour. It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves. WALL OF THORNS Conjuration (Calling) [Plant] Level Divine 5 (Exotic Uncommon) WALL OF WATER Conjuration (calling) [Water] Level: Divine 4 (Exotic Common), Arcane 4 (Complex Common) WAR CRY Enchantment (Compulsion) [Mind-Affecting, Sonic, Song] Level: Arcane 2 (Exotic Common) WARNING SHOUT Transmutation [Sonic, Holy] Level: Divine 1 (Exotic Uncommon) WARP WOOD Transmutation [Plant] Level Divine 2 (Complex Rare) Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Target 1 Small wooden object/level, all within a 20-ft. radius Duration instantaneous Saving Throw Will negates (object) Spell Resistance yes (object) You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option) boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a –4 penalty on attack rolls. You may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell. Make whole, on the other hand, does no good in repairing a warped item. You can combine multiple consecutive warp wood spells to warp (or unwarp) an object that is too large for you to warp with a single spell. Until the object is completely warped, it suffers no ill effects. WATER BREATHING Transmutation [Water] Level Divine 3, Arcane 3 (Simple Uncommon) Casting Time 1 standard action Components V, S, M/DF (short reed or piece of straw) Range touch Target living creatures touched Duration 2 hours/level; see text Saving Throw Will negates (harmless) Spell Resistance yes (harmless) The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air. WATER WALK Transmutation [Water] Level Divine 3 (Simple Uncommon) Casting Time 1 standard action Components V, S, DF Range touch Targets one touched creature/level Duration 10 min./level (D) Saving Throw Will negates (harmless) Spell Resistance yes (harmless) The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subject’s feet hover an inch or two above the surface. Creatures crossing molten lava still take damage from the heat because they are near it. The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground. If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it. WATERSPOUT Conjuration (Calling) [Water] Level: Divine 7, Ocean 7 (Exotic Uncommon) WAVE OF GRIEF Enchantment [Taint, Mind-Affecting] Level: Arcane 2, Divine 2 (Simple Rare) WAVES OF EXHAUSTION Necromancy Level Arcane 7 (Complex Uncommon) Casting Time 1 standard action Components V, S Range 60 ft. Area cone-shaped burst Duration instantaneous Saving Throw no Spell Resistance yes Waves of negative energy cause all living creatures in the spell’s area to become exhausted. This spell has no effect on a creature that is already exhausted. WAVES OF FATIGUE Necromancy Level Arcane 5 (Complex Uncommon) Casting Time 1 standard action Components V, S Range 30 ft. Area cone-shaped burst Duration instantaneous Saving Throw no Spell Resistance yes Waves of negative energy render all living creatures in the spell’s area fatigued. This spell has no effect on a creature that is already fatigued. WEAPON OF THE DEITY Transmutation Level: Divine 3 (Simple Rare) Alignments Neutral: +1 defending Law: +1 flaming Chaos: +1 shock WEAPON SHIFT Transmutation Level: Arcane 1 (Simple Rare) WEATHER EYE Divination [Nature] Level: Divine 3 (Exotic Common) WEB Conjuration (Calling) Level Arcane 2 (Simple Uncommon) Casting Time 1 standard action Components V, S, M (spider web) Range medium (100 ft. + 10 ft./level) Effect webs in a 20-ft.-radius spread Duration 10 min./level (D) Saving Throw Reflex negates; see text Spell Resistance no Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibres. Attacking a creature in a web doesn’t cause you to become grappled. Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the webs, but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat manoeuvre check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover. The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes. WEIRD Illusion (phantasm) [fear, mind-affecting] Level Arcane 9 (Complex Uncommon) Targets any number of creatures, no two of which can be more than 30 ft. apart Heighten Effect for PHANTOM THREAT This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes. The subject also takes 1d4 points of temporary Strength damage. WHIRLING BLADE Transmutation Level: Arcane 2 (Simple Rare) WHIRLWIND Evocation [Air, Nature] Level Divine 8 (Exotic Uncommon) Heighten Effects: Level 9 WHIRLWIND, GREATER WHIRLWIND, GREATER Evocation [Air, Nature] Level: Divine 9, Windstorm 9 (Exotic Rare) WHISPERING WIND Transmutation [Air] Level Arcane 2 (Simple Uncommon) Casting Time 1 standard action Components V, S Range 1 mile/level Area 10-ft.-radius spread Duration no more than 1 hour/level or until discharged (destination is reached) Saving Throw none Spell Resistance no You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. You can prepare the spell to bear a message of no more than twenty five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes. When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects. WIND AT BACK Transmutation [Nature] Level: Divine 4 (Exotic Rare) WIND TUNNEL Evocation [Air, Nature] Level: Divine 5 (Exotic Common) WIND WALK Transmutation [Air] Level Divine 6 (Simple Uncommon) Casting Time 1 standard action Components V, S, DF Range touch Targets you and one touched creature per three levels Duration 1 hour/level (D); see text Saving Throw no and Will negates (harmless); Spell Resistance no and yes (harmless) You alter the substance of your body to a cloudlike vapour (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently. Normally, a wind walker flies at a speed of 10 feet with perfect manoeuvrability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor manoeuvrability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, watchers are likely to mistaken them for clouds, fog, vapours, or the like. With a Spot check DC = DC of spell they can tell they are not clouds. A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others. For the last minute of the spell’s duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end. WIND WALL Evocation [Air] Level Divine 3, Arcane 3 (Simple Uncommon) Casting Time 1 standard action Components V, S, M/DF (a tiny fan and an exotic feather) Range medium (100 ft. + 10 ft./level) Effect wall up to 10 ft./level long and 5 ft./level high (S) Duration 1 round/level Saving Throw none; see text Spell Resistance yes An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points. WINGBIND Evocation [Force] Level: Arcane 4 (Complex Rare) WINGS OF AIR Transmutation [Air] Level: Divine 2, Arcane 2 (Simple Rare) Heighten Effect: the creature’s manoeuvrability improves by two grades—from clumsy to average, poor to good, or average to perfect. WINGS OF THE SEA Transmutation [Water] Level: Divine 1, Arcane 1 (Simple Rare) WINTER’S EMBRACE Evocation [Cold, Nature] Level: Divine 2 (Exotic Rare) WISH Universal Level Arcane 9 (Complex Rare) Casting Time 1 standard action Components V, S, M Range see text Target, Effect, Area see text Duration see text Saving Throw none, see text Spell Resistance yes Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you. Even wish, however, has its limits. A wish can produce any one of the following effects. • Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you. • Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you. • Duplicate any wizard or sorcerer spell of 7th level or lower even if it's of a prohibited school. • Duplicate any other spell of 5th level or lower even if it's of a prohibited school. • Undo the harmful effects of many other spells, such as geas/quest or insanity. • Create a nonmagical item of up to 25,000 gp in value. • Create a magic item, or add to the powers of an existing magic item. • Grant a creature a +1 inherent bonus to an ability score. You can use wishes up to five times to increase each ability and they don’t have to be in succession. • Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead. • Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level. • Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. • Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent's successful save, a foe's successful critical hit (either the attack roll or the critical roll), a friend's failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.) Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells). Material Component: When a wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component. XP Cost: The minimum XP cost for casting wish is 5,000 XP. When a wish duplicates a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a wish creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP. WITHER LIMB Necromancy [Taint] Level: Deathbound 4 WOOD SHAPE Transmutation [Plant] Level Divine 2 (Exotic Common) Casting Time 1 standard action Components V, S, DF Range touch Target one touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level Duration instantaneous Saving Throw Will negates (object) Spell Resistance yes (object) Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work. WORD OF BINDING Conjuration (Calling) [Holy] Level: Divine 3 (Exotic Common) WORD OF CHAOS Evocation [Chaotic, Sonic, Truename] Level Divine 7 (Complex Common) Casting Time 1 standard action Components V Range 40 ft. Area nonchaotic creatures in a 40-ft.-radius spread centred on you Duration instantaneous Saving Throw none or Will negates; see text Spell Resistance yes Used in ALIGNMENT WORD Any nonchaotic creature within the area of a word of chaos spell suffers the following ill effects. HD Effect Equal to caster level Deafened Up to caster level –1 Stunned, deafened Up to caster level –5 Confused, stunned, deafened Up to caster level –10 Killed, confused, stunned, deafened The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects. If a truename is added into spell the DC is 4 higher for those of the used truename if the Spellcraft is passed to say it correctly. Deafened: The creature is deafened for 1d4 rounds. Save negates. Stunned: The creature is stunned for 1 round. Save negates. Confused: The creature is confused for 1d10 minutes. This is a mind-affectingEnchantment effect. Save reduces the confused effect to 1 round. Killed: Creatures take 3d6+ ˝ CL in Con damage if fail save. Living creatures die. Undead creatures take Cha damage instead. ˝ damage if save is made. Furthermore, if you are on your home plane when you cast this spell, nonchaotic extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. If a truename is added into spell the DC is 4 higher for those of the used truename if the Spellcraft is passed to say it correctly. This effect takes place regardless of whether the creatures hear the word of chaos or not. The banishment effect allows a Will save (at a –4 penalty) to negate. Creatures whose Hit Dice exceed your caster level are unaffected by word of chaos. WORD OF RECALL Conjuration (teleportation) [Nature] Level Divine 6 (Complex Common) Casting Time 1 standard action Components V Range unlimited Target you and touched objects or other willing creatures Duration instantaneous Saving Throw none or Will negates (harmless, object); Spell Resistance no or yes (harmless, object) Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail. An unwilling creature can’t be teleported by word of recall. Likewise, a creature’s Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw. WRACK Necromancy [Taint] Level: Divine 4, Arcane 5 (Complex Rare) Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid Duration: 1 round/level + 3d10 minutes; see text Saving Throw: Fortitude negates Spell Resistance: Yes Edit: He gets to new save each round to be able to not be helpless. WRACKING TOUCH Necromancy [Nature] Level: Divine 2 (Exotic Rare), Arcane 2 (Complex Uncommon) WRAITHSTRIKE Transmutation Level: Arcane 2 (Complex Rare) Edit: While this spell is in effect, your next single melee attack WRATHFUL CASTIGATION Enchantment (Compulsion) [Mind-Affecting] Level: Arcane 8 (Complex Rare) Edit: before it takes 2d6 + ˝ caster level in Con damage 1 round later at the start of your turn. XORN MOVEMENT Transmutation [Earth] Level: Arcane 5 (Complex Rare) ZEAL Abjuration Level: Competition 2, Divine 2 (Simple Rare) ZONE OF RESPITE Abjuration Level: Divine 5, Arcane 5 (Complex Uncommon) ZONE OF REVELATION Divination Level: Divine 5 (Complex Uncommon) ZONE OF SILENCE Abjuration Level Arcane 4 (Exotic Uncommon) ZONE OF TRUTH Enchantment (compulsion) [mind-affecting, Giant]; Level Divine 2 (Complex Uncommon) Casting Time 1 standard action Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Area 20-ft.-radius emanation Duration 1 min./level Saving Throw Will negates Spell Resistance yes Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this Enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures that leave the area are free to speak as they choose.