Level
1 Spells
Alarm
Abjuration
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 25-ft.-radius emanation centered 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 who 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 a 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 up to 180 feet away. The
ringing lasts for 1 round. Creatures within a silence
spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm
unless the intruder becomes material while in the warded
area.
Animal Friendship
Enchantment (Charm) [Mind-Affecting]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One animal
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You win the loyalty of an animal, provided that your
heart is true. The spell functions only if you actually
wish to be the animals friend. If you are not
willing to treat the animal as a friend (for example, you
intend to eat it, or to use it to set off traps), the
spell fails. An animals loyalty, once gained, is
natural (not magical) and lasting.
You can teach the befriended animal three specific tricks
or tasks for each point of Intelligence it possesses.
Typical tasks are coming when called, rolling over on
command, fetching, or shaking hands. They cannot be
complex (complex tricks, such as accepting a rider,
require the Handle Animal skill; see page 68).
At any one time, you can have only a certain number of
animals befriended to you. You can have animal friends
whose Hit Dice total no more than twice your caster
level. For example, a 3rd-level druid could use the spell
to win the friendship of an animal of 6 HD or less, and a
5th-level ranger could use it to win the friendship of an
animal of 4 HD or less. You may dismiss animal friends to
enable you to befriend new ones.
Animate Rope
Transmutation
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One ropelike object, length up to 50 ft. + 5
ft./level
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You can animate a nonliving ropelike object, including
string, yarn, cord, line, rope, or even a cable. The
maximum length assumes a rope with a 1-inch diameter.
Reduce the total length by 50% for every additional inch
of thickness, and increase the length by 50% for each
reduction of the ropes width 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,
etc.). One command can be given each round as a standard
action.
The rope can enwrap only a creature or an object within 1
foot of itit does not snake outwardso it must
be thrown near the intended target. Doing so requires a
successful ranged touch attack roll. The rope has a range
increment of 10 feet. A typical rope has 2 hit points, AC
10, and can be burst with a Strength check (DC 23). The
rope does not deal damage of any type, but it can be used
as a trip line or to entangle a single opponent who fails
a Reflex saving throw. An entangled creature suffers a
2 penalty to attack rolls and a 4 penalty to
effective Dexterity. If the rope can anchor itself to an
immobile object, the entangled creature cannot move.
Otherwise, it can move at half speed but cant run
or charge. A creature capable of spellcasting that is
bound by this spell must make a Concentration check (DC
15) to cast a spell. An entangled creature can slip free
with an Escape Artist check (DC 20).
The rope itself, and any knots tied in it, are not
magical.
This spell grants a +2 bonus to any Use Rope checks you
make when using the transmuted rope.
Bane
Enchantment (Compulsion)
[Mind-Affecting]
Casting Time: 1 action
Range: 50 ft.
Area: All enemies within 50 ft.
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Bane fills your enemies with fear and doubt. They suffer
a 1 morale penalty on their attack rolls and a
1 morale penalty on saving throws against fear
effects.
Bane counters and dispels bless.
Bless
Enchantment (Compulsion)
[Mind-Affecting]
Casting Time: 1 action
Range: 50 ft.
Area: All allies within 50 ft.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
Bless fills your allies with courage. They gain a morale
bonus of +1 on their attack rolls and a morale bonus of
+1 on saving throws against fear effects.
Bless counters and dispels bane.
Bless Water
Transmutation [Good]
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This transmutation imbues a flask (1 pint) of water with
positive energy, turning it into holy water (page 113).
Holy water is considered blessed, which means it has
special effects on certain creatures.
Bless Weapon
Transmutation
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
This transmutation makes a weapon strike true against
evil foes. All critical rolls against evil foes are
automatically successful (so every threat is a critical
hit). The weapon negates the damage reduction of evil
creatures and is capable of striking evil incorporeal
creatures as if it had a +1 enhancement bonus. Also, the
weapon is considered blessed, which means it has special
effects on certain creatures. Individual arrows or bolts
can be transmuted, but affected projectile weapons (such
as bows) dont confer the benefit to the projectiles
they shoot.
This transmutation cant affect any weapon that
already has a magical effect related to critical hits,
such as a keen weapon or a vorpal sword.
Burning Hands
Transmutation [Fire]
Casting Time: 1 action
Range: 10 ft.
Area: Semicircular burst of flames 10 ft. long, centered
on your hands
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A thin sheet of searing flame shoots from your outspread
fingertips. You must hold your hands with your thumbs
touching and your fingers spread. The sheet of flame is
about as thick as your thumbs. Any creature in the area
of the flames takes 1d4 points of fire damage per your
caster level (maximum 5d4). Flammable materials such as
cloth, paper, parchment, and thin wood burn if the flames
touch them. A character can extinguish burning items as a
full-round action.
Calm Animals
Enchantment (Compulsion)
[Mind-Affecting]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals, beasts, or magical beasts with
Intelligence 1 or 2 within 30 ft. of each other
Duration: 1 minute/level
Saving Throw: Will negates (see text)
Spell Resistance: Yes
This spell soothes and quiets animals, beasts, and
magical beasts, rendering them docile and harmless. Only
creatures with Intelligence scores of 1 or 2 can be
affected by this spell. All the subjects must be of the
same species and within a 30-foot sphere. Roll 2d4 +
caster level to determine the total number of HD
affected. Animals trained to attack or guard, dire
animals, beasts, and magical beasts are allowed saving
throws. Animals not trained to attack or guard are not.
(A druid could calm a normal bear or wolf with little
trouble, but its more difficult to affect a winter
wolf, a bulette, or a trained guard dog.) 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 (fire, a hungry
predator, an imminent attack) breaks the spell on the
threatened creatures.
Cause Fear
Necromancy [Fear, Mind-Affecting]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes
The affected creature becomes frightened. It suffers a
2 morale penalty on attack rolls, weapon damage
rolls, and saving throws. It flees from you as well as it
can. If unable to flee, the creature may fight. Creatures
with 6 or more Hit Dice are immune. Cause fear counters
remove fear.
Note: Mind-affecting spells do not affect nonintelligent
creatures, and fear spells do not affect undead.
Change Self
Illusion (Glamer)
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
You make yourselfincluding clothing, armor,
weapons, and equipmentlook different. You can seem
1 foot shorter or taller, thin, fat, or in between. You
cannot change your body type. For example, a human caster
could look human, humanoid, or like any other generally
human-shaped bipedal creature. Otherwise, the extent of
the apparent change is up to you. You could add or
obscure a minor feature, such as a mole or a beard, or
look like an entirely different person.
The spell does not provide the abilities or mannerisms of
the chosen form. It does not alter the perceived tactile
(touch) or audible (sound) properties of you or your
equipment. A battleaxe made to look like a dagger still
functions as a battleaxe.
If you use this spell to create a disguise, you get a +10
bonus on the Disguise check.
Note: Creatures get Will saves to recognize the glamer as
an illusion if they interact with it (such as by touching
you and having that not match what they see, in this case
of this spell).
Charm Person
Enchantment (Charm) [Mind-Affecting]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes a humanoid of Medium-size or smaller
regard you as his trusted friend and ally. If the
creature is currently being threatened or attacked by you
or your allies, however, he receives a +5 bonus on his
saving throw.
The spell does not enable you to control the charmed
person as if he were an automaton, but he perceives your
words and actions in the most favorable way. You can try
to give the subject orders, but you must win an opposed
Charisma check to convince him to do anything he
wouldnt ordinarily do. (Retries not allowed.) A
charmed person never obeys suicidal or obviously harmful
orders, but he might believe you if you assured him that
the only chance to save your life is for him to hold back
an onrushing monster for just a few seconds.
Any act by you or your apparent allies that threatens the
charmed person breaks the spell. Note also that you must
speak the persons language to communicate your
commands, or else be good at pantomiming.
Chill Touch
Necromancy
Casting Time: 1 action
Range: Touch
Targets: Creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial
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
and possibly also 1 point of temporary Strength damage.
(A successful Fortitude saving throw negates the Strength
damage.) You can use this melee touch attack up to one
time per level.
The spell has a special effect on undead creatures.
Undead touched by you suffer no damage or Strength loss,
but they must make successful Will saving throws or flee
as if panicked for 1d4 rounds +1 round per caster level.
Color Spray
Illusion (Pattern) [Mind-Affecting]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous (see text)
Saving Throw: Will negates
Spell Resistance: Yes
A vivid cone of intertwined, clashing colors springs
forth from your hand, stunning creatures, blinding them,
or even knocking them unconscious. The closest 1d6
creatures in the cone are affected. The spell affects
each subject according to its HD:
Up to 2: Unconscious for 2d4 rounds, then blinded for 1d4
rounds, and then stunned for 1 round. (Only living
creatures are knocked unconscious.)
3 or 4: Blinded for 1d4 rounds, then stunned for 1 round.
5 or more: Stunned for 1 round.
In addition to the obvious effects, a blinded creature
suffers a 50% miss chance in combat (all opponents have
full concealment), loses any Dexterity bonus to AC,
grants a +2 bonus to attackers attack rolls (they
are effectively invisible), moves at half speed, and
suffers a 4 penalty on most Strength- and
Dexterity-based skills.
A stunned creature cant act and loses any Dexterity
bonus to AC. Attackers gain +2 bonuses to attack it.
Sightless creatures are not affected by color spray.
Command
Enchantment (Compulsion) [Language-Dependent,
Mind-Affecting]
Casting Time: 1 action
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 one-word command, which she obeys
to the best of her ability. A very reasonable command
causes the subject to suffer a penalty on the saving
throw (from 1 to 4, at the DMs
discretion). Typical commands are Flee,
Die (which causes the subject to feign
death), Halt, Run,
Stop, Fall, Go,
Leave, Surrender, and
Rest. (A command of Suicide fails
because suicide is generally used as a noun,
not as a command.)
Comprehend Languages
Divination
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
You can understand the spoken words of creatures or read
otherwise incomprehensible written messages (such as
writing in another language). In either case, you must
touch the creature or the writing. Note that the ability
to read does not necessarily impart insight into the
material, merely its literal meaning. Note also that the
spell enables you to understand or read an unknown
language, not speak or write it.
Written material can be read at the rate of one page (250
words) per minute. Magical writing cannot be read, other
than to know it is magical, but the spell is often useful
when deciphering treasure maps. 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.
Cure Light Wounds
Conjuration (Healing)
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless) (see text)
Spell Resistance: Yes (harmless)
When laying your hand upon a living creature, you channel
positive energy that cures 1d8 points of damage +1 point
per caster level (up to +5).
Since undead are powered by negative energy, this spell
deals damage to them instead of curing their wounds. An
undead creature can attempt a Will save to take half
damage.
Curse Water
Transmutation [Evil]
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This transmutation imbues a flask (1 pint) of water with
negative energy, turning it into unholy water. Unholy
water damages good outsiders the way holy water damages
undead.
Deathwatch
Necromancy
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Quarter circle emanating from you to the extreme of
the range
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
Using the foul sight granted by the powers of unlife, you
can determine the condition of creatures near death
within the spells 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 (as a construct). This spell foils
any spell or ability that allows creatures to feign
death.
Detect Animals or Plants
Divination
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Quarter circle emanating from you to the extreme of
the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You can detect a particular type of animal or plant in a
quarter circle emanating out from you in whatever
direction you face. You must think of a species of animal
or plant when using the spell. Each round you can change
the animal or plant type. The amount of information
revealed depends on how long you search a particular area
or focus on a specific type of animal or plant:
1st Round: Presence or absence of the animal or plant
type in that quarter.
2nd Round: Number of individuals of the specified type in
the area, and the condition of the healthiest specimen.
3rd Round: The condition and location of each individual
present. If an animal or 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 original hit points, free of
disease.
Fair: 30% to 90% of original hit points remaining.
Poor: Up to 30% of original 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.
Note: Each round you can turn to detect things 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.
The DM decides if a specific type of animal or plant is
present.
Detect Chaos
Divination
As detect evil, except that the spell detects chaotic
creatures, spells, and magic items, and you are
vulnerable to an overwhelming chaotic aura if you are
lawful. It does not detect undead.
Detect Evil
Divination
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of
the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You can sense the presence of evil. The amount of
information revealed depends on how long you study a
particular area or subject:
1st Round: Presence or absence of evil.
2nd Round: Number of evil auras (creatures, objects, or
spells) in the area and the strength of the strongest
evil aura present. If you are of good alignment, the
strongest evil auras strength is
"overwhelming" (see below), and the strength is
at least twice your character level, you are stunned for
1 round and the spell ends. While you are stunned, you
cant act, you lose any Dexterity bonus to AC, and
attackers gain +2 bonuses to attack you.
3rd Round: The strength 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 Strength: An auras evil power and strength
depend on the type of evil creature or object that
youre detecting and its HD, caster level, or (in
the case of a cleric) class level.
Creature/Object Evil Power
Evil creature HD + 5
Undead creature HD + 2
Evil elemental HD + 2
Evil magic item or spell Caster level + 2
Evil outsider HD
Cleric of an evil deity Level
Evil Power Aura Strength
Lingering Dim
1 or less Faint
24 Moderate
510 Strong
11+ Overwhelming
If an aura falls into more than
one strength category, the spell indicates the stronger
of the two.
Length Aura Lingers: How long the aura lingers depends on
its original strength:
Original Strength Duration
Faint 1d6 minutes
Moderate 1d6 x 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days
Remember that animals, traps,
poisons, and other potential perils are not evil; this
spell does not detect them.
Note: Each round, you can turn to detect things 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 Good
Divination
As detect evil, except that the spell detects good
creatures, spells, and magic items, and you are
vulnerable to an overwhelming good aura if you are evil.
It does not detect undead. Also, remember that healing
potions, antidotes, and similar beneficial items are not
good.
Detect Law
Divination
As detect evil, except that the spell detects lawful
creatures, spells, and magic items, and you are
vulnerable to an overwhelming lawful aura if you are
chaotic. It does not detect undead.
Detect Secret Doors
Divination
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of
the range
Duration: Concentration, up to 1 minute/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 spellan ordinary trapdoor underneath a pile
of crates would not be detected. 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.
Note: Each round, you can turn to detect things 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
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of
the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You can detect simple pits, deadfalls, snares of
wilderness creatures (trapdoor spiders, giant sundews,
ant lions, etc.), and primitive traps constructed of
natural materials (mantraps, missile traps, hunting
snares, etc.). The spell does not detect complex traps,
including trapdoor traps.
The spell does detect certain natural
hazardsquicksand (registers as a snare), a sinkhole
(pit), or unsafe walls of natural rock (deadfall).
However, it does not reveal other potentially dangerous
conditions, such as a cavern that floods during rain, an
unsafe construction, or a naturally poisonous plant. 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.
Note: Each round, you can turn to detect things 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.
Divine Favor
Evocation
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute
Calling upon the strength and wisdom of a deity, you gain
a +1 luck bonus to attack and weapon damage rolls for
every three caster levels you have (at least +1, maximum
+6). The bonus doesnt apply to spell damage.
Doom
Enchantment (Compulsion)
[Fear, Mind-Affecting]
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This curse fills a single subject with a feeling of
horrible dread and causes her to weaken and lose
confidence. The subject suffers a 2 morale penalty
to attack rolls, weapon damage rolls, ability checks,
skill checks, and saving throws.
Endure Elements
Abjuration
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes
This abjuration grants a creature limited protection to
damage from whichever one of five energy types you
select: acid, cold, fire, electricity, or sonic. Each
round, the spell absorbs the first 5 points of damage the
creature would otherwise take from the specified energy
type, regardless of whether the source of damage is
natural or magical. The spell protects the
recipients equipment as well.
Endure elements absorbs only damage. The character could
still suffer unfortunate side effects, such as drowning
in acid (since drowning damage comes from lack of oxygen)
or becoming encased in ice.
Note: Endure elements overlaps (and does not stack with)
resist elements and protection from elements. If a
character is warded by protection from elements and one
or both of the other spells, the protection spell absorbs
damage until it is exhausted. If a character is warded by
resist elements and endure elements at the same time, the
resist spell absorbs damage but the endure spell does
not.
Enlarge
Transmutation
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature, or one object of up to 10 cu. ft.
per level in volume
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell causes instant growth of a creature or object,
increasing both size and weight. The subject grows by up
to 10% per caster level, increasing by this amount in
height, width, and depth (to a maximum of 50%). Weight
increases by approximately the cube of the size increase,
as follows:
Height Increase Weight Increase
+10% (x1.1) +30% (x1.3)
+20% (x1.2) +70% (x1.7)
+30% (x1.3) +120%(x2.2)
+40% (x1.4) +170% (x2.7)
+50% (x1.5) +240% (x3.4)
All equipment worn or carried by
a creature is enlarged by the spell. If insufficient room
is available for the desired growth, the creature or
object attains the maximum possible size, bursting weak
enclosures in the process. However, it is constrained
without harm by stronger materialsthe spell cannot
be used to crush a creature by growth.
Magical properties are not increased by this
spellan enlarged +1 sword is still only +1, a
staff-sized wand is still only capable of its normal
functions, a giant-sized potion merely requires a greater
fluid intake to make its magical effects operate, and so
on. Weight, mass, and strength are affected, though.
Thus, a table blocking a door would be heavier and more
effective, a hurled stone would have more mass (and cause
more damage), chains would be more massive, doors
thicker, a thin line turned to a sizable, longer rope,
and so on. A creatures hit points, Armor Class, and
base attack bonus do not change, but Strength increases
along with size. For every 20% of enlargement, the
creature gains a +1 enlargement bonus to Strength.
Multiple magical effects that increase size do not stack.
Enlarge counters and dispels reduce.
Entangle
Transmutation
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 40-ft.-radius spread
Duration: 1 minute/level
Saving Throw: Reflex (see text)
Spell Resistance: No
Grasses, weeds, bushes, and even trees wrap, twist, and
entwine about creatures in the area or those who enter
the area, holding them fast. An entangled creature
suffers a 2 penalty to attack rolls, suffers a
4 penalty to effective Dexterity, and cant
move. An entangled character who attempts to cast a spell
must make a Concentration check (DC 15) or lose the
spell. She can break free and move half her normal speed
by using a full-round action to make a Strength check or
an Escape Artist check (DC 20). A creature who succeeds
at a Reflex saving throw is not entangled but can still
move at only half speed through the area. Each round, the
plants once again attempt to entangle all creatures who
have avoided or escaped entanglement.
Note: The DM may alter the effects of the spell somewhat,
based on the nature of the entangling plants.
Entropic Shield
Abjuration
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
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 suffers a 20% miss chance
(similar to the effects of concealment). This miss chance
affects all ranged attacks for which the attackers make
attack rolls, including arrows, magic arrows, Melfs
acid arrow, ray of enfeeblement, and so forth. It does
not affect other attacks that simply work at a distance.
Erase
Transmutation
Casting Time: 1 action
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 up to two pages of paper,
parchment, or similar surfaces. It removes explosive
runes, glyphs of warding, sepia snake sigils, and arcane
marks, but it does not remove illusory script or symbols.
Nonmagical writings are automatically erased if you touch
them and no one else is holding them. Otherwise, the
chance is 90%. Magic writings must be touched, and you
must roll 15+ on a caster level check (1d20 + caster
level) to succeed. (A natural 1 or 2 is always a miss on
this roll.) If you fail to erase explosive runes, a glyph
of warding, or a sepia snake sigil, you accidentally
activate the runes, glyph, or sigil instead.
Expeditious Retreat
Transmutation
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Expeditious retreat provides you with amazing fleetness
of foot, enabling you to run in great leaps and bounds.
Your speed and maximum jumping distances both double (see
the Jump skill, page 70). These benefits count as
enhancement bonuses.
This spell can be used for attack as well as for flight;
the name of the spell hints at the typical wizards
attitude toward combat.
Faerie Fire
Evocation
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Creature and objects within a
5-ft.-radius burst
Duration: 1 minute/level
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 caused by darkness,
blur, displacement, invisibility, or similar effects. The
light is too dim to have any special effect on undead or
dark-dwelling creatures. The faerie fire can be blue,
green, or violet, according to your word at the time of
casting. The faerie fire does not cause any harm to the
objects or creatures thus outlined.
Feather Fall
Transmutation
Casting Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Any free-falling objects or creatures in a
10-ft. radius whose weight does not total more than 300
lb./level
Duration: Until landing or 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The creatures or objects affected fall slowly (though
faster than feathers typically do). The rate of falling
is instantly changed to a mere 60 feet a round
(equivalent to the end of a fall from a few feet), with
no damage incurred upon landing while the spell is in
effect. However, when the spell duration ceases, a normal
rate of fall resumes.
The character can cast this spell with an instant
utterance, quickly enough to save herself if she
unexpectedly falls. Casting the spell is a free action,
like casting a quickened spell, and it counts toward the
normal limit of one quickened spell per round.
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, such as a boulder dropped from the top
of a castle wall, the item does half normal damage based
on weight with no bonus for the height of the drop. (See
the DUNGEON MASTERs Guide for information on
falling objects.)
The spell works only upon free-falling objects. It does
not affect a sword blow or a charging or flying creature.
Goodberry
Transmutation
Casting Time: 1 action
Range: Touch
Targets: 2d4 fresh berries touched
Duration: 1 day/level
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 caster of the same faith and 3rd or higher level)
can immediately discern which berries are affected. Each
enchanted berry nourishes a creature as if it were a
normal meal for a Medium-size 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.
Grease
Conjuration (Creation)
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One object or a 10-ft. x 10-ft. square
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No
A grease spell covers a solid surface with a layer of
slippery grease. Any creature entering the area or caught
in it when the spell is cast must make a successful
Reflex save or slip, skid, and fall. Those that
successfully save can move at half speed across the
surface. However, those that remain in the area must each
make a new saving throw every round to avoid falling and
to be able to move. The DM should adjust saving throws by
circumstance. For example, a creature charging down an
incline that is suddenly greased has little chance to
avoid the effect, but its ability to exit the affected
area is almost assured (whether it wants to or not).
The spell can also be used to create a greasy coating on
an itema rope, ladder rungs, or a weapon handle,
for instance.
Material objects not in use are always affected by this
spell, while objects wielded or employed by creatures
receive 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 each round
the creature attempts to pick up or use the greased item.
Hold Portal
Abjuration
Component: V
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One portal, up to 20 sq. ft./level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
This spell magically bars a door, gate, window, or
shutter of wood, metal, or stone. The magic holds the
portal fast, just as if it were securely closed and
normally locked. A knock spell or a successful dispel
magic spell can negate the hold portal.
For a portal affected by this spell, add 5 to the normal
DC for forcing the portal.
Hypnotism
Enchantment (Compulsion)
[Mind-Affecting]
Casting Time: 1 action
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 cause creatures
nearby to stop and stare blankly at you, hypnotized. You
can use their rapt attention to make your suggestions and
requests seem more plausible. Roll 2d4 to see how many
total HD you affect. Creatures with fewer HD are affected
before creatures with more HD. Only creatures who can see
or hear you are affected, but they do not need to
understand you to be hypnotized.
If you use this spell in combat, the targets gain a +2
bonus to their saving throws. If the spell affects only a
single creature not in combat at the time, the saving
throw has a penalty of 2. While hypnotized, a
creatures Spot and Listen checks suffer a 4
penalty. Any potential threat (such as an armed party
member moving behind the hypnotized creature) allows the
creature a second saving throw. Any obvious threat, such
as casting a spell, drawing a sword, or aiming an arrow,
automatically breaks the hypnotism, as does shaking or
slapping the creature. A hypnotized creatures ally
may shake it free of the spell as a standard action.
While the subject is hypnotized, you can make a
suggestion or request (provided you can communicate with
it). The suggestion must be brief and reasonable. An
affected creature reacts as though it were two steps more
friendly in attitude. (The DUNGEON MASTERs Guide
has rules for creatures attitudes.) Even once the
spell ends, it retains its new attitude toward you, but
only with respect to that particular suggestion.
A creature who fails its saving throw does not remember
that you enspelled it.
Identify
Divination
Casting Time: 8 hours
Range: Touch
Targets: Up to 1 touched object per level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The spell determines the single most basic function of
each magic item, including how to activate that function
(if appropriate), and how many charges are left (if any).
For example, a +2 vorpal sword, a +2 dancing sword, and a
+2 sword would all register as +2 to attack and
damage rolls.
If a magic item has multiple different functions that are
equally basic, identify determines the lowest-level
function. If these functions are also of equal level, the
DM decides randomly which is identified.
Inflict Light Wounds
Necromancy
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (see text)
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 (up to +5).
Since undead are powered by negative energy, this spell
cures them of a like amount of damage, rather than
harming them.
Invisibility to Animals
Abjuration
Casting Time: 1 action
Range: Touch
Targets: One creature touched/level
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes
Animals cannot perceive the warded creatures. They act as
though the warded creatures are not there. Warded
creatures could stand before the hungriest of lions and
not be molested or even noticed. If a warded character
touches an animal or attacks any creature, even with a
spell, the spell ends for all recipients.
Note: Beasts (such as owlbears), magical beasts (such as
blink dogs), and vermin (such as giant scorpions) are not
animals as defined by the spell; see the
Monster Manual.
Invisibility to Undead
Abjuration
Casting Time: 1 action
Range: Touch
Targets: One touched creature/level
Duration: 10 minutes/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Undead cannot perceive the warded creatures.
Nonintelligent undead are automatically affected and act
as though the warded creatures are not there. Intelligent
undead get saving throws. If they fail, they cant
see the warded creatures. However, if they have reason to
believe unseen opponents are present, they can attempt to
find or strike them. If a warded character attempts to
turn or command undead, touches an undead, or attacks any
creature (even with a spell), the spell ends for all
recipients.
Note: An intelligent undead creature gets one saving
throw against the spell. It either sees all the warded
creatures or none of them.
Jump
Transmutation
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes
The subject gets a +30 bonus on Jump checks and does not
have the usual maximums for jumping distance. For leaps
of maximum horizontal distance, the jump reaches its peak
(one-fourth the horizontal distance) at the halfway
point.
Mage Armor
Conjuration (Creation) [Force]
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
An invisible but tangible field of force surrounds the
subject of mage armor, 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
cant bypass it the way they do normal armor.
Magic Fang
Transmutation
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Magic fang gives one natural weapon of the subject a +1
enhancement bonus to attack and damage rolls. The spell
can affect a slam attack, fist, bite, or other natural
weapon. (The spell does not change an unarmed
strikes damage from subdual damage to normal
damage.) If youre a good druid, the natural weapon
is considered blessed, which means it has special effects
on certain creatures.
Magic Missile
Evocation [Force]
Casting Time: 1 action
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 unerringly strikes its target. The missile
deals 1d4+1 points of damage.
The missile strikes unerringly, even if the target is in
melee or has anything less than total cover or
concealment. Specific parts of a creature cannot be
singled out. Inanimate objects (locks, etc.) cannot be
damaged by the spell.
For every two levels of experience past 1st, you gain an
additional missile. You have two at 3rd level, three at
5th level, four at 7th level, 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 roll for
SR or roll damage.
Magic Stone
Transmutation
Casting Time: 1 action
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 up to 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 to attack and damage rolls. The
creature using the stones makes a normal ranged attack to
use a magic stone. Each magic stone that hits deals 1d6+1
points of damage (including the enhancement bonus).
Against undead creatures, this damage is doubled (2d6+2
points).
Magic Weapon
Transmutation
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Magic weapon gives a weapon a +1 enhancement bonus to
attack and damage rolls. If youre a good cleric,
the cleric of a good deity, or a paladin, the weapon is
considered blessed, which means it has special effects on
certain creatures.
Message
Transmutation [Language-Dependent]
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 minutes/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 to be included in the spell
effect. When you whisper, the whispered message is
audible to all of the targeted creatures who are 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, however, 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 paths entire length lies within
the spells range. The creatures who receive the
message can whisper a reply that you hear. The spell
transmits sound, not meaning. It doesnt transcend
language barriers.
Note: To speak a message, you must mouth the words and
whisper, possibly allowing trained rogues the opportunity
to read your lips.
Mount
Conjuration (Summoning)
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One mount
Duration: 2 hours/level
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.
Nystuls Magic Aura
Illusion (Glamer)
Casting Time: 1 action
Range: Touch
Target: One touched object weighing up to 5 lb./level
Duration: 1 day/level
Saving Throw: None (see text)
Spell Resistance: No
You make an items aura register to detection spells
(and similar spells) as though it were either a magic
item of the type that you specify or the subject of a
spell that you specify. You could make an ordinary sword
register as a +2 vorpal sword as far as magical detection
is concerned or make a +2 vorpal sword register as if it
were a +1 sword.
If the object bearing Nystuls magic aura has
identify cast on it or is similarly examined, the
examiner recognizes that the aura is false and detects
the objects actual qualities if he succeeds at a
Will save. Otherwise, he believes the aura and no amount
of testing reveals what the true magic is.
If the targeted items own aura is exceptionally
powerful (if it is an artifact, for instance),
Nystuls magic aura doesnt 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.
Nystuls
Undetectable Aura
Illusion (Glamer)
Casting Time: 1 action
Range: Touch
Target: Object touched weighing up to 5 lb./level
Duration: 1 day/level
Saving Throw: None (see text)
Spell Resistance: No
This spell allows you to mask a magic items aura
from detection. If the object bearing Nystuls
undetectable aura has identify cast on it or is similarly
examined, the examiner recognizes that the aura is false
and detects the objects actual qualities if he
succeeds at a Will save.
Obscuring Mist
Conjuration (Creation)
Casting Time: 1 action
Range: 30 ft.
Effect: Cloud centered on you spreads 30 ft. and is 20
ft. high
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
A misty vapor arises around you. It is stationary once
created. The vapor obscures all sight, including
darkvision, beyond 5 feet. A creature 5 feet away has
one-half 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 the 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 spells area. A wall of fire
burns away the fog in the area into which it deals
damage.
This spell does not function underwater.
Pass without Trace
Transmutation
Casting Time: 1 action
Range: Touch
Targets: One creature/level touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subjects can move through any type of
terrainmud, snow, dust, etc.and leave neither
footprints nor scent.
Tracking the subject is impossible by nonmagical means.
Protection from Chaos
Abjuration [Lawful]
As protection from evil, except that the deflection and
resistance bonuses apply to attacks from chaotic
creatures, and chaotic summoned or conjured creatures
cannot touch the subject.
Protection from Evil
Abjuration [Good]
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No (see text)
This spell wards a creature from attacks by evil
creatures, from mental control, and from summoned or
conjured 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 gets a +2 deflection bonus to AC and a
+2 resistance bonus on saves. Both these bonuses apply
against attacks made by evil creatures.
Second, the barrier blocks any attempt to possess the
warded creature (as by a magic jar attack) or to exercise
mental control over the creature.
Third, the spell prevents bodily contact by summoned or
conjured creatures (see the Monster Manual). This causes
the natural weapon attacks of such creatures to fail and
the creatures to recoil if such attacks require touching
the warded creature. Good elementals and outsiders are
immune to this effect. The protection against contact by
summoned or conjured 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 Good
Abjuration [Evil]
As protection from evil, except that the deflection and
resistance bonuses apply to attacks from good creatures,
and good summoned or conjured creatures cannot touch the
subject.
Protection from Law
Abjuration [Chaotic]
As protection from evil, except that the deflection and
resistance bonuses apply to attacks from lawful
creatures, and lawful summoned or conjured creatures
cannot touch the subject.
Random Action
Enchantment (Compulsion) [Mind-Affecting]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
The enchanted creature is compelled to act randomly for 1
round. Rather than deciding its action for itself, the
subject of the spell takes an action determined randomly
on the following table:
1d8 Action
1 Attack self (succeed on any roll other than a natural
1).
2 Attack nearest being (for this purpose, a familiar
counts as part of the subjects self).
3 Flee away from caster at top possible speed.
4 Drop anything held.
5 Stand motionless (as if stunned).
6 Do nothing but defend (total defense).
7 Speak (in the subjects native tongue, usually
regarding surface thoughts) or make noises (if not
capable of speech).
8 Attack caster with melee or ranged weapons (or close
with caster if attacking is not possible).
Nothing can affect this die roll
in any way. It is always entirely random.
Note: Nonintelligent creatures are immune to
mind-affecting spells.
Ray of Enfeeblement
Necromancy
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
A coruscating ray springs from your hand. You must
succeed at a ranged touch attack to strike a target. The
subject suffers a 1d6 enhancement penalty to
Strength, with an additional 1 per two caster
levels (maximum additional penalty of 5). The
subjects Strength score cannot drop below 1.
Reduce
Transmutation
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object of up to 10 cu. ft./caster
level
Duration: 1 minute/level
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)
This spell causes instant diminution of a creature or
object, decreasing its size and weight. Its height
shrinks by up to 10% per caster level, to a maximum
reduction of 50%. The reduced weight is proportional to
the cube of the new height, as follows:
Height Decrease Weight Decrease
10% (x 0.9) 30% (x 0.7)
20% (x 0.8) 50% (x 0.5)
30% (x 0.7) 60% (x 0.4)
40% (x 0.6) 80% (x 0.2)
50% (x 0.5) 90% (x 0.1)
All equipment worn or carried by
a creature is reduced by the spell. Magical properties
are not decreased by this spella smaller +3 sword
is still +3, a smaller wand is still capable of its
normal functions, and a smaller dose of a potion still
has its normal effects. Weight, mass, and strength are
affected, though. Thus, a hurled stone would have less
mass (and cause less damage), chains would be easier to
burst, a rope made thinner and easier to sever, and so
on. A creatures hit points, Armor Class, and attack
rolls do not change, but Strength decreases with size.
For every 10% of reduction, a creatures Strength
score suffers an enlargement penalty of 1, to a
minimum score of 1.
A shrinking object may damage weaker materials affixed to
it, but a reduced object shrinks only as long as the
object itself is not damaged.
Multiple magical effects that reduce size do not stack.
Reduce counters and dispels enlarge.
Remove Fear
Abjuration
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature plus one additional creature/four
levels, no two of which can be more than 30 ft. apart
Duration: 10 minutes and see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You instill courage in the subject, granting the creature
a +4 morale bonus against fear effects for 10 minutes. If
the subject is suffering from a fear effect when
receiving the spell, it gets a new save with a +4 morale
bonus.
Remove fear counters and dispels cause fear.
Sanctuary
Abjuration
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
Any opponent attempting to strike or otherwise directly
attack the warded creature, even with a targeted spell,
must attempt a Will save. If the save succeeds, the
opponent can attack normally and is unaffected by that
casting of the spell. If the save fails, the opponent
cant follow through with the attack, that part of
the attackers action is lost, and the attacker
cant 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 (fireball, summon monster IV, etc.). While
protected by this spell, the subject cannot attack
without breaking the spell but may use nonattack spells
or otherwise act. This allows a warded cleric to heal
wounds, for example, or to bless, perform an augury,
summon creatures, cast a light spell in the area, and so
on.
Shield
Abjuration [Force]
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Shield creates an invisible, mobile disk of force that
hovers in front of you. It negates magic missile attacks
directed at you. The disk also intercepts attacks,
providing three-quarters cover (+7 AC and +3 on Reflex
saves against attacks that affect an area). The disk
moves out of the way when you attack, so it does not
provide cover to opponents. The disk protects you only
against magic missiles and attacks from one direction.
You designate half the battlefield (with yourself on the
dividing line) as being blocked by the shield. The other
half is not. You can change the defensive direction of
the shield (that is, rotate the dividing line) once as a
free action on each of your turns.
Shield of Faith
Abjuration
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/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, with an additional +1
to the bonus for every six levels you have (maximum +5
deflection bonus).
Shillelagh
Transmutation
Casting Time: 1 action
Range: Touch
Target: One touched nonmagical oak club or quarterstaff
Duration: 1 minute/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Your own oak cudgel or unshod quarterstaff becomes a
weapon with a +1 enhancement bonus to attack and damage
rolls that deals 1d10 points of damage (+1 point for the
enhancement bonus) when you wield it. If you do not wield
it, it behaves as if unaffected by this spell.
Shocking Grasp
Transmutation [Electricity]
Casting Time: 1 action
Range: Touch
Target: Creature or object touched
Duration: Until discharged
Saving Throw: None
Spell Resistance: Yes (object)
This spell imbues your hand with a powerful electrical
charge that you can use to damage an opponent. Your
successful melee touch attack deals 1d8 points of
electrical damage +1 point per caster level (maximum
+20). When delivering the jolt, you gain a +3 attack
bonus if the opponent is wearing metal armor (or made out
of metal, carrying a lot of metal, etc.).
Silent Image
Illusion (Figment)
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: Visual figment that cannot extend beyond four
10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell creates the visual illusion of an object,
creature, or force, as visualized by you. The illusion
does not create sound, smell, texture, or temperature.
You can move the image within the limits of the size of
the effect.
Spider Climb
Transmutation
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/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 bare hands and feet to climb
in this manner. The subject climbs at half its speed. A
creature with a Strength score of at least 20 +1 per
caster level can pull the subject off a wall.
Summon Monster I
Conjuration (Summoning) [see text]
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons an outsider (extraplanar creature)
that attacks your enemies. 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 outsider, you can direct it not to
attack, to attack particular enemies, or to perform other
actions. Summoned creatures act normally on the last
round of the spell and disappear at the end of their
turn.
Choose a 1st-level monster from the Summon Monster table.
When you use a summoning spell to summon an air, chaotic,
earth, evil, fire, good, lawful, or water creature, it is
a spell of that type. For example, summon monster I is a
lawful and evil spell when cast to summon a dire rat.
Summon Natures
Ally I
Conjuration (Summoning) [see text]
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons a natural creature who attacks your
enemies. 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. Summoned
creatures act normally on the last round of the spell and
disappear at the end of their turn.
Choose a 1st-level creature from the Summon Natures
Ally table. All the creatures on the table are neutral
unless otherwise noted.
Tensers Floating
Disk
Evocation [Force]
Casting Time: 1 action
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 center.
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 range (by moving too fast or by such
means as a teleport spell) or try to take the disk more
than 3 feet away from the surface beneath it. When the
disk winks out, whatever it was supporting falls to the
surface beneath it.
True Strike
Divination
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round
You gain temporary, intuitive insight into the immediate
future during your next attack. Your next single attack
roll (within the duration of the spell) gains a +20
insight bonus. Additionally, you are not affected by the
miss chance that applies to attacks against a concealed
target.
Unseen Servant
Conjuration (Creation)
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One invisible, mindless, shapeless servant
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
The 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, thus
allowing you to command the servant to clean the floor
and then turn your attention elsewhere as long as you
remain within range. It can open only normal doors,
drawers, lids, etc. 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, and that is not enough to activate certain
pressure plates and other devices. 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 spells range (measured from your current
position), the servant ceases to exist.
Ventriloquism
Illusion (Figment)
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Intelligible sound, usually speech
Duration: 1 minute/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,
such as from another creature, a statue, from behind a
door, down a passage, etc. You can speak in any language
you know. With respect to such voices and sounds, anyone
who hears it and rolls a successful save recognizes the
sound as illusory (but still hears it).
|