Level
2 Spells
Aid
Enchantment (Compulsion)
[Mind-Affecting]
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
Aid is almost like a bless and a proactive cure light
wounds spell rolled into one. The subject is encouraged
just as with bless (+1 morale bonus to attack rolls and
saves against fear effects), plus it gains 1d8 temporary
hit points.
Alter Self
Transmutation
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
You can alter your appearance and formincluding
clothing and equipmentto appear taller or shorter,
thin, fat, or in between. The assumed form must be
corporeal. Your body can undergo a limited physical
transmutation, including adding or subtracting one or two
limbs, and your weight can be changed up to one-half. If
the form selected has wings, you can fly at a speed of 30
feet with poor maneuverability (The DUNGEON MASTERs
Guide has information on maneuverability.) If the form
has gills, you can breathe underwater.
Your attack rolls, natural armor bonus, and saves do not
change. The spell does not confer special abilities,
attack forms, defenses, ability scores, or mannerisms of
the chosen form. Once the new form is chosen, it remains
for the duration of the spell. If you are slain, you
automatically return to your normal form.
If you use this spell to create a disguise, you get a +10
bonus on your Disguise check.
Animal Messenger
Enchantment (Compulsion)
[Mind-Affecting]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Tiny animal
Duration: 1 day/level
Saving Throw: None
Spell Resistance: Yes
You compel a Tiny animal to go to a spot you designate.
The most common use for this spell is to get the animal
to carry a message to your allies. The animal cannot be
one tamed or trained by someone else.
Using some type of food desirable to the animal as a
lure, you call the animal to you. It advances and awaits
your bidding. You can mentally impress on the animal a
certain place well known to you or an obvious landmark
(such as the peak of a distant mountain or mouth of a
nearby river). The directions must be simple, because the
animal depends on your knowledge and cant find a
destination on its own. You can attach some small item or
note to the messenger. The animal then goes to the
designated location and waits there until the duration of
the spell expires, whereupon it resumes its normal
activities.
During this period of waiting, the messenger allows
others to approach it and remove any scroll or token it
carries.
Note that unless the intended recipient of a message is
expecting a messenger in the form of a bird or other
small animal, the carrier may be ignored. The intended
recipient of a message gains no special ability to
communicate with the animal or read any attached message
(if its in a language she doesnt know, for
example).
The spell works only on animals with an Intelligence
score of 1 or 2.
Animal Trance
Enchantment (Compulsion)
[Mind-Affecting, Sonic]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals, beasts, or magical beasts of
Intelligence 1 or 2
Duration: Concentration
Saving Throw: Will negates (see text)
Spell Resistance: Yes
Your swaying motions and music (or singing, or chanting)
compel animals, beasts, and magical beasts to do nothing
but watch you. Only creatures with Intelligence scores of
1 or 2 can be affected by this spell. Roll 2d6 to
determine the total number of HD that you entrance. The
closest targets are selected first until no more targets
within range can be affected. For example, if Vadania
affects 7 HD worth of animals and there are several 2-HD
wolves within close range, only the three closest wolves
are affected.
Animals trained to attack or guard, beasts, and magical
beasts are allowed saving throws; animals not trained to
attack or guard are not. An entranced creature can be
struck (with a +2 bonus to the attack roll, as if it were
stunned), but it then recovers from the compulsion and is
no longer affected by the spell.
Arcane Lock
Abjuration
Casting Time: 1 action
Range: Touch
Target: The 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 lock
without affecting it; otherwise, a door or object secured
with arcane lock can be opened only by breaking in or by
a successful dispel magic or knock spell. Add +10 to the
normal DC to break open a door or portal affected by this
spell. Note that a knock spell does not remove an arcane
lock. It only suppresses it for 10 minutes.
Barkskin
Transmutation
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
Barkskin makes a creatures skin as tough as bark.
The effect grants a +3 natural armor bonus to AC. This
bonus increases to +4 at 6th level and to +5 at 12th
level and up.
Since the AC bonus is a natural armor bonus, it does not
stack with any natural armor the subject may already
have.
Blindness/Deafness
Transmutation
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject becomes blinded or deafened, as you choose.
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 deafened character, in addition
to the obvious effects, suffers a 4 penalty on
initiative and a 20% chance to miscast and lose any spell
with a verbal (V) component that he tries to cast.
Blur
Illusion (Glamer)
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subjects outline appears blurred, shifting and
wavering. This distortion grants the subject one-half
concealment (20% miss chance).
A see invisibility spell does not counteract the blur
effect, but a true seeing spell does.
Note: Opponents who cannot see the subject ignore the
spells effect.
Bulls Strength
Transmutation
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject becomes stronger. The spell grants an
enhancement bonus to Strength of 1d4+1 points, adding the
usual benefits to melee attack rolls, melee damage rolls,
and other uses of the Strength modifier.
Calm Emotions
Enchantment (Compulsion)
[Mind-Affecting]
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: 1d6 creatures/level, all of whom must be within
30 ft. of each other
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 this spell can stop
raging creatures from fighting or joyous ones from
reveling. Creatures so affected cannot take violent
actions (although they can defend themselves) or do
anything destructive, except to protect themselves. Any
aggressive action or life-threatening damage against
calmed creatures immediately breaks the spell on the
threatened creatures.
This spell automatically suppresses (but does not dispel)
mind-affecting spells such as bless, confusion, emotion,
and fear, as well as negating a bards ability to
inspire courage or a barbarians rage. While the
calm emotions spell lasts, a suppressed spell has no
effect. When the calm emotions spell ends, the original
spell takes hold of the creature again, provided its
duration has not expired in the meantime.
Cats Grace
Transmutation
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes
The transmuted creature becomes more graceful, agile, and
coordinated. The spell grants an enhancement bonus to
Dexterity of 1d4+1 points, adding the usual benefits to
AC, Reflex saves, and other uses of the Dexterity
modifier.
Charm Person or Animal
Enchantment (Charm) [Mind-Affecting]
Target: One person or animal
As charm person, except that it can also affect an
animal. When in doubt about whether something is an
animal as defined by the spell, check the
Monster Manual.
Chill Metal
Transmutation [Cold]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Metal equipment of one creature/ 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. Enchanted metal is
allowed a saving throw against the spell. (Magic
items saving throws are covered in the DUNGEON
MASTERs Guide.) An item in a creatures
possession uses the creatures saving throw (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
its 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
its not wearing metal armor and the metal that
its carrying weighs less than one-fifth of its
weight.
On the first round of the spell, the metal becomes very
chilly and uncomfortable to touch but deals no damage
(this is also the effect on the last round of the
spells 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 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. For example,
if the damage roll from a chill metal spell indicates 5
points of cold damage and the creature plunges through a
wall of fire in the same round and takes 8 points of fire
damage, it winds up taking no chill damage and only 3
points of fire damage. 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.
Consecrate
Evocation
Level: Clr 2
Components: V, S, M, DF
Casting Time: 1 action
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. All
Charisma checks made to turn undead within this area gain
a +3 sacred bonus. Undead entering this area suffer minor
disruption, giving them a 1 sacred penalty on
attack rolls, damage rolls, and saving throws. 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 listed
above are doubled (+6 sacred bonus to turning, 2
penalty to undead rolls). You cannot consecrate an area
with a similar fixture of a deity other than your own
patron.
Consecrate counters and dispels desecrate.
Continual Flame
Illusion (Figment)
Casting Time: 1 action
Range: Touch
Effect: Illusory 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 flame looks like
a regular flame, but it creates no heat and doesnt
use oxygen. The flame can be covered and hidden but not
smothered or quenched.
Cure Moderate Wounds
Conjuration (Healing)
As cure light wounds, except cure moderate wounds cures
2d8 points of damage +1 point per caster level (up to
+10).
Darkness
Evocation [Darkness]
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 10 minutes/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). Darkness and the 2nd-level spell daylight cancel
each other, leaving whatever light conditions normally
prevail in the overlapping areas of the spells.
Higher-level light spells (such as the 3rd-level cleric
spell daylight) are not affected by darkness.
If the spell is cast on a small object that is then
placed inside or under a lightproof covering, the
spells effects are blocked until the covering is
removed.
Darkness counters or dispels any light spell of equal or
lower level.
Darkvision
Transmutation
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
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 does not grant
one the ability to see in magical darkness.
Daylight
Evocation [Light]
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
The object touched sheds light as bright as full daylight
in a 60-foot radius. Creatures who suffer penalties in
bright light suffer them while exposed to this magical
light. If the spell is cast on a small object that is
then placed inside or under a lightproof covering, the
spells effects are blocked until the covering is
removed.
Daylight brought into an area of magical darkness (or
vice versa) is temporarily negated, so that the otherwise
prevailing light conditions exist in the overlapping
areas of effect.
Daylight counters or dispels any darkness spell of equal
or lower level, such as darkness.
Death Knell
Necromancy [Death, Evil]
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/10 minutes per target HD (see
text)
Saving Throw: Will negates
Spell Resistance: Yes
You draw forth the ebbing life force of a badly wounded
creature and use it to fuel your own power. Upon casting
this spell, you touch a living creature with 1 hit
points or lower. If the subject fails its saving throw,
it dies, and you gain 1d8 temporary hit points and +2
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 target creature.
Delay Poison
Conjuration (Healing)
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The subject becomes temporarily immune to poison. Any
poison in the subjects system, or any poison the
subject is exposed to during the spells duration,
does not affect the subject until the spell has expired.
Delay poison does not cure any damage that poison may
have already done.
Desecrate
Evocation
Casting Time: 1 action
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. All
Charisma checks made to turn undead within this area
suffer a 3 profane penalty. Undead entering this
area gain a +1 profane bonus to attack rolls, damage
rolls, and saving throws. Undead created within or
summoned into a desecrated area gain +1 hit points per
HD.
If the desecrated area contains an altar, shrine, or
other permanent fixture dedicated to your deity,
pantheon, or aligned higher power, the effects are
doubled (turning at 6, +2 profane bonuses to undead
rolls, +2 hit points per HD).
If the area contains a similar 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 to undead as listed above.
Desecrate counters and dispels consecrate.
Detect Thoughts
Divination [Mind-Affecting]
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: 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
mental strength of each.
3rd Round: Surface thoughts of any mind in the
area. A targets Will save prevents you from reading
its thoughts, and you must cast detect thoughts again to
have another chance. Creatures of animal intelligence
(Int 1 or 2) have simple, instinctual thoughts that you
can pick up.
| Intelligence |
Mental Strength |
| 1-2 |
Animal |
| 3-5 |
Very low |
| 6-9 |
Low |
| 10-11 |
Average |
| 12-15 |
High |
| 16-17 |
Very high |
| 18-21 |
Genius |
| 22-25 |
Supra-genius |
| 25+ |
Deific |
Note: 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.
Endurance
Transmutation
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes
The affected creature gains greater vitality and stamina.
The spell grants the subject an enhancement bonus (1d4+1
points) to Constitution, adding the usual benefits to hit
points, Fortitude saves, Constitution checks, and so
forth. Note: Hit points gained by a temporary increase in
Constitution score are not temporary hit points. They go
away when the characters Constitution drops back to
normal. They are not lost first as temporary hit points
are.
Enthrall
Enchantment (Charm) [Language-Dependent, Mind-Affecting,
Sonic]
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Targets: Any number of creatures
Duration: Up to 1 hour
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 (see the DUNGEON
MASTERs Guide for information about attitudes).
Those of a race or religion unfriendly to yours have a +4
bonus to the saving throw.
Creatures with 4 or more HD or with Wisdom scores of 16
or higher remain aware of their surroundings and have an
attitude of indifferent. They gain new saving throws if
they witness actions that they oppose.
The enchantment 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 perform any action other than speaking
or singing.
If those not enthralled have unfriendly or hostile
attitudes toward you, they can collectively make a
Charisma check to try to end the spell. This check is
based on the character with the highest Charisma and has
a +2 bonus for each other jeerer who can make a Charisma
check of 10 or higher. The heckling ends the spell if it
beats your opposed Charisma check. Only one such
challenge is allowed per use of the spell.
If any member of the audience is attacked (or subjected
to an overtly hostile act), the spell ends and the
audience becomes immediately unfriendly toward you (or
hostile, for audience members with 4 or more HD and
Wisdom 16 or higher).
Find Traps
Divination
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: You
Duration: 1 minute/level
You gain intuitive insight into the workings of traps.
You can use your Search skill to detect traps just as a
rogue can but gain no special bonus on your Search
checks.
Fire Trap
Abjuration [Fire]
Casting Time: 10 minutes
Range: Touch
Target: Object touched
Duration: Permanent until discharged
Saving Throw: Reflex half (see text)
Spell Resistance: Yes
Fire trap creates a fiery explosion when an intruder
opens the item that the trap wards. The fire trap can
ward any closeable item (book, box, bottle, chest,
coffer, coffin, door, drawer, and so forth). When casting
fire trap, you select a point on the item as the
spells center. When someone other than you opens
the item, a fiery explosion fills the area within a
5-foot radius around the spells center. 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.
The fire trapped item cannot have a second closure or
warding spell placed on it.
A knock spell does not affect a fire trap in any way,
because knock only opens things and the fire trap in no
way prevents one from opening the trapped item. An
unsuccessful dispel magic spell does not detonate the
spell.
Underwater, this ward deals half damage and creates a
large cloud of steam.
As the caster, you can use the trapped object without
discharging it, as can any individual to whom the spell
was specifically attuned when cast. Attuning
usually involves a password that you can share with
friends.
Note: Magical traps such as fire trap are hard to detect
and disable. A rogue (only) can use the Search skill to
find the trap and Disable Device to thwart it. The DC in
each case is 25 + spell level (DC 27 for a druids
fire trap or DC 29 for the arcane version).
Flame Blade
Evocation [Fire]
Casting Time: 1 action
Range: Touch
Effect: Swordlike beam
Duration: 1 minute/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 bladelike beam as if it
were a scimitar. Attacks with the flame blade are melee
touch attacks. The blade deals 1d8 points of damage +1
point per two caster levels (maximum +10). Since the
blade is immaterial, your Strength modifier does not
apply to the damage, which is all fire damage. The flame
blade can ignite combustible materials such as parchment,
straw, dry sticks, and cloth. It can harm any creature
who is harmed by magical fire.
The spell does not function underwater.
Flaming Sphere
Evocation [Fire]
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 3-ft.-radius sphere
Duration: 1 round/level
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
A burning globe of fire rolls in whichever direction you
point and burns those it strikes. It moves 30 feet per
round and can leap up to 30 feet to strike a target. If
it enters a space with a creature, it stops moving for
the round and deals 2d6 points of fire damage to that
creature. (The subject can negate this damage with a
successful Reflex save.) The flaming sphere rolls over
barriers less than 4 feet tall, such as furniture and low
walls. The sphere ignites flammable substances it touches
and illuminates the same area as a torch.
The sphere moves as long as you actively direct it (a
move-equivalent 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. The sphere winks out if it exceeds the
spells range.
Fog Cloud
Conjuration (Creation)
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft. level)
Effect: Fog that spreads in a 30-ft. radius, 20 ft. high
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
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 one-half concealment
(attacks suffer a 20% miss chance). Creatures farther
away have total concealment (50% miss chance, and the
attacker cant 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.
Gentle Repose
Necromancy
Casting Time: 1 action
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 extends the time limit on raising
that creature from the dead (see raise dead). Days spent
under the influence of this spell dont 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.
Ghoul Touch
Necromancy
Casting Time: 1 action
Range: Touch
Target: Living humanoid touched
Duration: 1d6+2 rounds
Saving Throw: Fortitude negates
Spell Resistance: Yes
Imbuing you with negative energy, this spell allows you
to paralyze a single humanoid for 1d6+2 rounds with a
successful melee touch attack. Additionally, the
paralyzed subject exudes a carrion stench that causes
retching and nausea in a 10-foot radius. Those in the
radius (excluding you) must make a Fortitude save or
suffer a 2 penalty to all attack rolls, weapon
damage rolls, saving throws, skill checks, and ability
checks until the spell ends.
Glitterdust
Conjuration (Creation)
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within 10-ft. spread
Duration: 1 round/level
Saving Throw: Will negates (blinding only)
Spell Resistance: Yes
A cloud of glittering golden particles covers everyone
and everything in the area, blinding creatures and
visibly outlining invisible things. Blindness lasts 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.
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 opponents attack rolls (they
are effectively invisible), moves at half speed, and
suffers a 4 penalty on most Strength- and
Dexterity-based skills.
Heat Metal
Transmutation
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Metal equipment of one creature/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)
This spell is identical with chill metal (page 183)
except that it makes metal warm, hot (1d4 points of fire
damage), and searing (2d4 points of fire damage) instead
of cold, icy, and freezing. Enchanted metal gets a saving
throw to resist. Just as damage from chill metal negates
fire damage, so damage from heat metal negates cold
damage on a one-for-one basis. If cast underwater, heat
metal deals half damage and boils the surrounding water.
Heat metal counters and dispels chill metal.
Hold Animal
Enchantment (Compulsion) [Mind-Affecting]
Target: One animal
As hold person, except the spell affects an animal
instead. Hold animal does not work on beasts, magical
beasts, or vermin. When in doubt about whether something
is an animal as defined by the spell, check
the Monster Manual.
Hold Person
Enchantment (Compulsion) [Mind-Affecting]
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid of Medium-size or smaller
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The subject freezes in place, standing helpless. He is
aware and breathes normally but cannot take any physical
actions, even speech. He can, however, execute purely
mental actions (such as casting a spell with no
components).
A winged creature who is held cannot flap its wings and
falls. A swimmer cant swim and may drown.
Hypnotic Pattern
Illusion (Pattern) [Mind-Affecting]
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Colorful lights in a 15-ft.-radius spread
Duration: Concentration + 2 rounds
Saving Throw: Will negates
Spell Resistance: Yes
A twisting pattern of subtle, shifting colors weaves
through the air, fascinating creatures within it. Roll
2d4 +1 per caster level to determine the total number of
HD affected (maximum +10). Creatures with the fewest HD
are affected first; and, among creatures with equal HD,
those who are closest to the spells point of origin
are affected first. HD that are not sufficient to affect
a creature are wasted. Affected creatures gaze at the
lights, heedless of all else, acting as if they are
affected by hypnotism. However, you cannot make
suggestions as with hypnotism. Sightless creatures are
not affected.
Inflict Moderate Wounds
Necromancy
As inflict light wounds, except you deal 2d8 points of
damage +1 point per caster level (maximum +10).
Invisibility
Illusion (Glamer)
Casting Time: 1 action
Range: Personal or touch
Target: You or a creature or object weighing no more than
100 lb./level
Duration: 10 minutes/level (D)
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)
The creature or object touched vanishes from sight, even
from darkvision. If the recipient is a creature carrying
gear, the gear 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
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, such as a trailing rope.
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 characters
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. Note that 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.
Knock
Transmutation
Casting Time: 1 action
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. It 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 a 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
becomes 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. Note that the effect is limited by the area. A
3rd-level caster can cast a knock spell on a door of 30
square feet or less (for example, a standard 4-foot-by-
7-foot door). Each spell can undo up to two means of
preventing egress through a portal. Thus if a door is
locked, barred, and held, or quadruple locked, opening it
requires two knock spells.
Leomunds Trap
Illusion (Glamer)
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: Permanent
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, screw-on 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 Leomunds trap is active within 50 feet
when the spell is cast, the casting fails.
Lesser Restoration
Conjuration (Healing)
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Lesser restoration dispels any magical effects reducing
one of the subjects ability scores (such as ray of
enfeeblement) or cures 1d4 points of temporary ability
damage to one of the subjects ability scores (such
as from a shadows touch or poison). It does not
restore permanent ability drain (such from a
wraiths touch).
Levitate
Transmutation
Casting Time: 1 action
Range: Personal or close (25 ft.+ 5 ft./2 levels)
Target: You or one willing creature or one object (total
weight up to 100 lb./level)
Duration: 10 minutes/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-equivalent 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 speed).
A levitating creature who attacks with a melee or ranged
weapon finds itself increasingly unstable; the first
attack has an attack roll penalty of 1, the second
2, and so on, up to a maximum penalty of 5. A
full round spent stabilizing allows the creature to begin
again at 1.
Locate Object
Divination
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Circle, centered on you, with a radius of 400 ft. +
40 ft./level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You sense the direction of a well-known or clearly
visualized object. The spell locates such objects as
apparel, jewelry, furniture, tools, weapons, and even a
ladder. You can search for general items such as a
stairway, a sword, or a jewel, in which case you locate
the nearest one of its type if more than one is within
range. Attempting to find a specific item, such as a
particular piece of jewelry, requires a specific and
accurate mental image; if the image is not close enough
to the actual object, the spell fails. You cannot specify
a unique object (such as Baron Vuldens signet
ring) unless you have observed that particular item
firsthand (not through divination).
The spell is blocked by lead. Creatures cannot be found
by this spell. Polymorph any object fools it.
Magic Mouth
Illusion (Glamer)
Casting Time: 1 action
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 twenty-five 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 speak
verbal components, use command words, or activate magical
effects. It does, however, move according to the words
articulated. For instance, if it were placed upon a
statue, the mouth of the statue would actually move and
appear to speak. Of course, magic mouth can be placed
upon a tree, rock, door, 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,
such as the following: Speak only when a venerable
female human carrying a sack sits cross-legged within one
foot. 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 (footsteps, metal
clanking) or to a specific noise or spoken word (when a
pin drops, when anyone says Boo). Note that
actions can serve as triggers if they are visible or
audible. For example, Speak when any creature
touches the statue is an acceptable command so long
as the creature is visible. A magic mouth cannot
distinguish invisible creatures, alignments, level, HD,
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 up to 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.
Make Whole
Transmutation
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object of up to 10 cu. ft./level
As mending, except make whole completely repairs an
object made of any substance, even one with multiple
breaks, to be as strong as new. The spell does not
restore the magical abilities of a broken magic item made
whole, and it cannot mend broken magic rods, staffs, or
wands. The spell does not repair items that have been
warped, burned, disintegrated, ground to powder, melted,
or vaporized.
Melfs Acid Arrow
Conjuration (Creation) [Acid]
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: One arrow of acid
Duration: 1 round +1 round/three levels
Saving Throw: None
Spell Resistance: Yes
A magical arrow of acid springs from your hand and speeds
to its target. You must succeed at a ranged touch attack
to hit your target. The arrow deals 2d4 points of acid
damage. There is no splash damage. For every three caster
levels (maximum 18), the acid, unless somehow
neutralized, lasts for another round, dealing another 2d4
points of damage for that round. At 3rd5th level,
the acid lasts for 2 rounds; at 6th8th level, the
acid lasts for 3 rounds; and so on, to a maximum of 7
rounds at 18th level.
Minor Image
Illusion (Figment)
Duration: Concentration+2 rounds
As silent image, except this spell includes some minor
sounds but not understandable speech.
Mirror Image
Illusion (Figment)
Casting Time: 1 action
Range: Personal (see text)
Target: You
Duration: 1 minute/level
Several illusory duplicates of you pop into being, making
it difficult for enemies to know which target to attack.
The figments stay near you and disappear when struck.
Mirror image creates 1d4 images plus one image per three
caster levels (maximum eight images). These figments
separate from you and remain in a cluster, each within 5
feet of at least one other figment or you. You can move
into and through a mirror image. When you and the mirror
image separate, observers cant use vision or
hearing to tell which one is you and which the image. The
figments may also move through each other. The figments
mimic your actions, pretending to cast spells when you
cast a spell, drink potions when you drink a potion,
levitate when you levitate, and so on.
Enemies attempting to attack you or cast spells at you
must select from among indistinguishable targets.
Generally, roll randomly to see whether the selected
target is real or a figment. Any successful attack roll
against a figment destroys it. A figments AC is 10
+ size modifier + Dexterity modifier. Figments seem to
react normally to area spells (such as looking like
theyre burned or dead after being struck by a
fireball).
While moving, you can merge with and split off from
figments so that enemies who have learned which image is
real are again confounded.
An attacker must be able to see the images to be fooled.
If you are invisible or an attacker shuts her eyes, the
spell has no effect, though being unable to see carries
the same penalties as being blinded: 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.
Misdirection
Illusion (Glamer)
Casting Time: 1 action
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: Will negates (object)
Spell Resistance: No
By means of this spell, you misdirect the information
from divination spells that reveal auras (including
detect evil, detect magic, discern lies, etc.). 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.
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 at his save.
For instance, you could make yourself detect as a tree if
one were within range at casting: not evil, not lying,
not magical, neutral in alignment, etc. This spell does
not affect other types of divination (augury, detect
thoughts, clairaudience/clairvoyance, etc.).
Obscure Object
Abjuration
Casting Time: 1 action
Range: Touch
Target: One object touched of up to 100 lb./level
Duration: 8 hours
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell hides an object from location by a spell, a
crystal ball, and other forms of scrying.
Produce Flame
Evocation [Fire]
Casting Time: 1 action
Range: Touch
Effect: Flame in your palm
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Flames appear in your hand. You can hurl them or use them
to touch enemies. The bright flames, which illuminate out
to 20 feet as torches do, appear in your open hand and
harm neither you nor your equipment.
You can strike opponents with a melee touch attack,
dealing fire damage equal to 1d4 +1 point per two caster
levels (maximum +10). 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.
The spell does not function underwater.
Protection from Arrows
Abjuration
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains resistance to ranged weapons.
The subject gains damage reduction 10/+1 against ranged
weapons. It ignores the first 10 points of damage each
time it takes damage from a ranged weapon, though a
weapon with a +1 enhancement bonus or any magical attack
bypasses the reduction. The damage reduction increases
with the caster level to 10/+2 at 5th, 10/+3 at 10th,
10/+4 at 15th, and 10/+5 at 20th. Once the spell has
prevented a total of 10 points of damage per caster level
(maximum 100 points), it is discharged.
Pyrotechnics
Transmutation
Casting Time: 1 action
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.
Fireworks: The fireworks are a flashing, fiery, momentary
burst of glowing, colored aerial lights. This effect
blinds creatures within 120 feet of the fire source for
1d4+1 rounds (Will negates). These creatures must have
line of sight to the fire to be affected. Spell
resistance can prevent blindness. 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.
Smoke Cloud: The smoke is a writhing stream of smoke
billowing out from the source and 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 suffer 4 penalties to Strength and
Dexterity scores (Fortitude negates). These effects last
for 1d4+1 rounds after the cloud dissipates or after the
character leaves the area of the cloud. Spell resistance
does not apply.
Remove Paralysis
Conjuration (Healing)
Casting Time: 1 action
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 from related magic, including
a ghouls touch, a hold spell, or a slow spell. If
the spell is cast on one creature, the paralysis is
negated. If cast on two creatures, each receives another
save against the effect that afflicts it with a +4
resistance bonus. If cast on three or four creatures,
each receives another save with a +2 resistance bonus.
The spell does not restore ability scores reduced by
penalties, damage, or loss.
Resist Elements
Abjuration
Casting Time: 1 action
Duration: 1 minute/level
As endure elements, except resist elements absorbs the
first 12 points of damage each round.
Note: Resist elements overlaps (and does not stack with)
endure 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.
Rope Trick
Transmutation
Casting Time: 1 action
Range: Touch
Target: One touched piece of rope from 5 to 30 ft. long
Duration: 1 hour/level (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, as if affixed at the
upper end. The upper end is, in fact, fastened to an
extradimensional space that is outside the multiverse of
extradimensional spaces (planes). You and up
to seven others can climb up the rope and disappear into
this place of safety where no creature can find you.
Climbing the rope counts as climbing a knotted rope,
which requires a Climb check against DC 5 (see the skill
description, page 64). The rope can be taken into the
extradimensional space if fewer than eight persons have
climbed it; otherwise, it simply stays hanging in the
air. Pulling the rope free requires succeeding at a
Strength check (DC 30).
Spells cannot be cast across the interdimensional
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 centered on the rope.
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.
Note: Creating an extradimensional space within or taking
an extradimensional space into an existing
extradimensional space is hazardous.
Scare
Necromancy [Fear, Mind-Affecting]
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: All creatures within a 15-ft. radius
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
As cause fear, except this spell causes all targeted
creatures of less than 6 HD to become frightened.
See Invisibility
Divination
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: Cone
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You see any objects or beings that are invisible, as well
as any that are astral or ethereal, as if they were
normally visible.
The spell does not reveal the method used to obtain
invisibility, though an astral traveler is easy to
identify if he has a silver cord. 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.
Shatter
Evocation [Sonic]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area or Target: 3-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 shatters
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, such as
vials, bottles, flasks, jugs, windows, mirrors, and so
forth. All such objects within a 3-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 damage per caster level
(maximum 10d6), with a Fortitude save for half damage.
Shield Other
Abjuration
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell wards the subject and creates a mystic
connection between you and the subject so that some of
the subjects wounds are transferred to you. The
subject gains a +1 deflection bonus to AC and a +1
resistance bonus to saves. Additionally, the subject
takes only half damage from all wounds and attacks
(including those inflicted by special abilities) that
deal it 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
disintegration, 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.
Silence
Illusion (Glamer)
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 15-ft.-radius emanation centered on a creature,
object, or point in space
Duration: 1 minute/level
Saving Throw: Will negates or none (object)
Spell Resistance: Yes or no (object)
Upon the casting of this spell, complete silence prevails
in the affected area. All sound is stopped: Conversation
is impossible, spells with verbal components cannot be
cast, and no noise whatsoever issues from, enters, or
passes through the area. The spell can be cast on a point
in space, but the effect is stationary unless cast on a
mobile object. The spell can be centered on a creature,
and the effect then radiates from the creature and moves
as it moves. An unwilling creature can attempt a Will
save to negate the spell and can use SR, if any. Items in
a creatures possession or magic items that emit
sound receive saves and SR, and unattended objects and
points in space do not. This spell provides a defense
against sonic or language-based attacks, such as command,
harpy song, a horn of blasting, etc.
Snare
Transmutation
Casting Time: 3 rounds
Range: Touch
Target: Touched nonmagical circle of vine, rope, or thong
with a 2 ft. diameter + 2 ft./level
Duration: Until triggered or broken
Saving Throw: None
Spell Resistance: No
This spell enables you to make a snare that functions as
a magic trap. The snare can be made from any supple vine,
a thong, or a rope. When you cast snare upon it, the
cordlike object blends with its surroundings (DC 23
Search check for a rogue [only] to locate). One end of
the snare is tied in a loop that contracts around one or
more of the limbs of any creature stepping inside the
circle. (Note that the head of a worm or a snake could be
thus ensnared.)
If a strong and supple tree is nearby, the snare can be
fastened to it. The spell causes the tree to bend and
then straighten when the loop is triggered, dealing 1d6
points of damage to the creature trapped and lifting it
off the ground by the trapped limb or limbs. If no such
tree is available, the cordlike object tightens around
the creature, causing no damage but tightly binding it.
An entangled creature suffers a 2 penalty to attack
rolls and suffers a 4 penalty to effective
Dexterity. If the snare is anchored to an immobile
object, the entangled character cannot move. Otherwise,
he can move at half speed, but cant run or charge.
A character capable of spellcasting who is bound by this
spell must succeed at a Concentration check (DC 15) to
cast a spell.
The snare is magical. To escape, the trapped creature
must succeed at an Escape Artist check (DC 23) or a
Strength check (DC 23) that is a full-round action. The
snare has 5 hit points and AC 7. A successful escape from
the snare breaks the loop and ends the spell.
Soften Earth and Stone
Transmutation
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft. square/level (see text)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
When this spell is cast, all natural, undressed earth or
stone in the spells area is softened. Wet earth
becomes thick mud; dry earth becomes loose sand or dirt;
and stone becomes soft clay that is easily molded or
chopped. You affect a 10-foot-square area to a depth of 1
to 4 feet, depending on the toughness or resilience of
the ground at that spot (DMs option). Magical,
enchanted, dressed, or worked stone cannot be affected.
Earth or stone creatures are not affected.
Creatures in mud must succeed at Reflex saves or be
caught for 1d2 rounds and unable to move, attack, or cast
spells. Creatures who succeed at their saves can move
through the mud at half speed, and they cant run or
charge.
Loose dirt is not as troublesome as mud, but all
creatures in the area are reduced to half their normal
speed and cant 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. For
example, a party of adventurers trying to break out of a
cavern might use this spell to soften a wall. While
soften earth and stone does not affect dressed or worked
stone, vertical surfaces such as cliff faces or cavern
ceilings can be affected. Usually, this causes a moderate
collapse or landslide as the loosened material peels away
from the face or the wall or roof and falls.
A moderate amount of structural damage can be dealt to a
manufactured structure (such as a wall or a tower) by
softening the ground beneath it, causing it to settle.
However, most well-built structures will only be damaged
by this spell, not destroyed.
Sound Burst
Evocation [Sonic]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
You blast an area with a tremendous cacophony. Creatures
in the area take 1d8 points of sonic damage and must
succeed at Will saves to avoid being stunned for 1 round.
A stunned creature cant act and loses any Dexterity
bonus to AC. Attackers gain +2 bonuses to attack it.
Deafened creatures are not stunned but are still damaged.
Speak with Animals
Divination
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
You can comprehend and communicate with animals. You are
able to ask questions of and receive answers from
animals, although the spell doesnt make animals 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 the animal is friendly, it may do some favor or
service for you (as determined by the DM).
Note: This spell does not work on beasts, magical beasts,
or vermin.
Spectral Hand
Necromancy
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: One spectral hand
Duration: 1 minute/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 that you cast of 4th level or lower can be
delivered by the spectral hand. The spell gives you a +2
bonus to your melee touch attack roll, and attacking with
the hand counts normally as an attack. The hand always
strikes from your direction. The hand can flank targets
like a creature can. If the hand goes beyond the spell
range, goes out of your sight, or if you are not
directing it, the hand returns to you and hovers.
The hand is incorporeal and thus cannot be harmed by
normal weapons. It has improved evasion (one-half damage
on a failed save against an area spell and no damage on a
successful save), your save bonuses, and an AC of at
least 22. Your Intelligence modifier applies to the
hands AC as if it were the hands Dexterity
modifier. The hand has 1 to 4 hit points, the same number
that you lost in creating it.
Spiritual Weapon
Evocation [Force]
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Magic weapon of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
A melee weapon made of pure force springs into existence
and attacks opponents at a distance, as you direct it,
dealing 1d8 damage per hit. The weapon takes the shape of
a weapon favored by your deity or a weapon with some
spiritual significance or symbolism to you (see below)
and has the same threat range and critical multipliers as
a real weapon of its form. It strikes the opponent you
designate, starting with one attack the round the spell
is cast and continuing each round thereafter. It uses
your base attack bonus as its attack bonus (possibly
allowing it multiple attacks per round in subsequent
rounds). It strikes as a spell, not as a weapon, so, for
example, it can strike incorporeal creatures. The weapon
always strikes from your direction. It does not get a
flanking bonus or help a combatant get one. Your feats
(such as Weapon Focus) or combat actions (such as charge)
do not affect the weapon. If the weapon goes beyond the
spell range, if it goes out of your sight, or if you are
not directing it, the weapon returns to you and hovers.
Each round after the first, you can use a standard action
to switch the weapon to a new target. If you do not, the
weapon continues to attack the previous rounds
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. The spiritual weapon
cannot be attacked or damaged.
If an attacked creature has SR, the resistance is checked
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
deitys own personal weapon, many of which have
individual names. A cleric without a deity gets a weapon
based on his alignment. A neutral cleric without a deity
can create a spiritual weapon of any alignment provided
he is acting at least generally in accord with that
alignment at the time.
| Alignment |
Weapon |
| Good |
Hammer,
The Hammer of Justice |
| Evil |
Flail,
The Scourge of Souls |
| Law |
Sword,
The Sword of Truth |
| Chaos |
Battleaxe,
The Blade of Change |
Suggestion
Enchantment (Compulsion) [Mind-Affecting,
Language-Dependent]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level or until completed
Saving Throw: Will negates
Spell Resistance: Yes
You influence the actions of the enchanted 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 stab itself, throw itself onto a spear,
immolate itself, or do some other obviously harmful act
automatically negates the effect of the spell. However, a
suggestion that a pool of acid is actually pure water and
that a quick dip would be refreshing is another matter.
Urging a monster to stop attacking your party so that the
monster and party could jointly loot a rich treasure
elsewhere is likewise a reasonable use of the
spells power.
The suggested course of activity can continue for the
entire duration, such as in the case of the monster
mentioned above. If the suggested activity can be
completed in a shorter time, the spell ends when the
subject finishes what he was asked to do. You can instead
specify conditions that will trigger a special activity
during the duration. For example, you might suggest that
a noble knight give her warhorse to the first beggar she
meets. If the condition is not met before the spell
expires, the activity is not performed.
A very reasonable suggestion causes the save to be made
with a penalty (such as 1, 2, etc.) at the
discretion of the DM.
Summon Monster II
Conjuration (Summoning) [see text]
Effect: One or more summoned creatures, no two of which
can be more than 30 ft. apart
As summon monster I, except you can summon one outsider
from the 2nd-level list or 1d3 outsiders of the same type
from the 1st-level list.
| 1st Level Celestial dog (animal) LG
Celestial badger (animal) CG
Fiendish dire rat LE
Fiendish hawk (animal) CE
|
2nd Level Celestial eagle (animal)
CG
Formian worker LN
Lemure (devil) LE
Fiendish squid (animal) LE
Fiendish wolf (animal) LE
Fiendish shark, Medium-size (animal) NE
Fiendish viper, Tiny (animal) CE
Fiendish hyena [treat as wolf (animal)] CE
Fiendish octopus (animal) CE
|
Summon Natures
Ally II
Conjuration (Summoning) [see text]
Effect: One or more creatures, no two of which can be
more than 30 ft. apart
As summon natures ally I, except that you can
summon one 2nd-level creature or 1d3 1st-level creatures
of the same type.
| 1st Level Badger (animal)
Dire rat
Dog (animal)
Hawk (animal)
Viper,Tiny (animal)
|
2nd Level Eagle (animal)
Hyena [treat as wolf (animal)]
Octopus (animal)
Shark, Medium-size (animal)
Squid (animal)
Wolf (animal)
Viper, Small (animal)
|
Summon Swarm
Conjuration (Summoning)
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Swarm of small creatures in a 5-ft. spread
Duration: Concentration + 2 rounds
Saving Throw: None
Spell Resistance: No
A swarm of little creatures carpets the effects
area, viciously attacking all other creatures there.
(Roll on the table below to see what sort of creature is
summoned.) A creature in the swarm who takes no actions
other than fighting off the creatures takes 1 point of
damage on its turn. A creature in the swarm who takes any
other action, including leaving the swarm, takes 1d4
points of damage +1 point per three caster levels.
Spellcasting or concentrating on spells within the swarm
is impossible.
| 1d20 |
Swarm Type* |
| 1-8 |
Rats (animals) |
| 9-14 |
Bats (animals) |
| 15-16 |
Spiders
(vermin, poisonous) |
| 17-18 |
Centipedes
(vermin, poisonous) |
| 19-20 |
Flying beetles
(vermin) |
*The creature types (in
parentheses) indicate what sorts of spells and effects
might aid a subject against the swarm.
A swarm of poisonous creatures deals no damage to
creatures who are immune to poison, though it still
prevents spellcasting and concentration. The
creatures attacks are nonmagical. Damage reduction,
being incorporeal, and other special abilities also make
a creature immune to damage from the swarm.
The swarm cannot be fought effectively with weapons, but
fire and damaging area effects can force it to disperse.
The swarm disperses when it has taken a total of 2 hit
points of damage per caster level from these attacks.
Certain area or effect spells, such as gust of wind and
stinking cloud, disperse a swarm immediately if
appropriate to the swarm summoned. (For example, only
fliers are affected by a gust of wind.)
The swarm is stationary once summoned. A druid caster,
however, can (as a move-equivalent action) direct the
swarm to move up to 30 feet per round (or 90 feet per
round if she has summoned bats or beetles).
Tashas Hideous
Laughter
Enchantment (Compulsion)
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature (see text)
Duration: 1d3 rounds
Saving Throw: Will negates
Spell Resistance: Yes
This spell afflicts the subject with uncontrollable
laughter. It collapses into gales of manic laughter,
falling prone. The subject can take no actions while
laughing. After the spell ends, it can act normally.
Creatures with Intelligence scores of 2 or lower are not
affected. A creature whose type (such as humanoid) is
different from the casters receives a +4 bonus on
its saving throw, because humor doesnt
translate well.
Tongues
Divination
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
This spell grants the creature touched the ability to
speak and understand the language of any intelligent
creature, whether it is a racial tongue or a regional
dialect. Naturally, the subject can speak only one
language at a time, although she may be able to
understand several languages. Tongues does not enable the
subject to speak with creatures who dont speak. The
subject can make herself understood as far as her voice
carries. This spell does not predispose any creature
addressed toward the subject in any way.
Tree Shape
Transmutation
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level (D)
By means of this spell, you are able to assume the form
of a small, living tree or shrub or a large, dead tree
trunk with a small number of limbs. The closest
inspection cannot reveal that the tree in question is
actually a magically concealed creature. To all normal
tests you are, in fact, a tree or shrub, although a
detect magic spell reveals a faint transmutation on the
tree. While in tree form, you can observe all that
transpires around you just as if you were in your normal
form, and your hit points and saves remain unaffected.
You gain a +10 natural armor bonus to AC but have an
effective Dexterity score of 1. You are immune to
critical hits while in tree form. All clothing and gear
carried or worn changes with you.
You can dismiss tree shape as a free action (instead of
as a standard action).
Undetectable Alignment
Abjuration
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: 24 hours
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
An undetectable alignment spell conceals the alignment of
an object or a creature from all forms of divination.
Warp Wood
Transmutation
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 lb. of wood/level, all within a 20-ft. radius
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (0bject)
You cause wood to bend and warp, permanently destroying
its straightness, form, and strength. At 1st level, you
can warp a handaxe handle or ten crossbow bolts. At 3rd
level, you can warp the shaft of a typical shortspear.
Boards or planks can also be affected, causing a door to
be sprung or a boat or ship to leak. Warped ranged
weapons are useless. Warped melee weapons suffer a
4 penalty to their attack rolls.
Alternatively, you can unwarp wood (effectively warping
it back to normal) with this spell, straightening wood
that has been warped by this spell or by other means.
Make whole, on the other hand, does no good in repairing
a warped item.
Web
Conjuration (Creation)
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Webs in a 20-ft.-radius spread
Duration: 10 minutes/level
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
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 pointsfloor and
ceiling, opposite walls, etc.or else the web
collapses upon itself and disappears. Creatures caught
within a web or simply touching its strands become
entangled among the gluey fibers.
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.
Anyone in the effects area when the spell is cast
must make a Reflex save. If this save succeeds, the
creature is not stuck in the webs and is free to act,
though moving may be a problem (see below). If the save
fails, the creature is stuck. A stuck creature can break
loose by spending 1 round and succeeding at a Strength
check (DC 20) or an Escape Artist check (DC 25). Once
loose (either by making the initial Reflex save or a
later Strength check or Escape Artist check), a creature
may progress through the web very slowly. Each round
devoted to moving allows the creature to make a new
Strength check or Escape Artist check. The creature moves
5 feet for each full 5 points by which the check result
exceeds 10.
The web provides one-quarter cover for every 5 feet of
the substance between you and an opponentone-half
cover for 10 feet of web, three-quarters for 15 feet, and
total cover for 20 feet or more. (See Table 89:
Cover, page 133.)
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 firea torch, burning oil, a
flaming sword, etc.can set them alight and burn
away 5 square feet in 1 round. All creatures within
flaming webs take 2d4 points of damage from the flames.
Whispering Wind
Transmutation
Casting Time: 1 action
Range: One mile/level
Area: 10-ft.-radius spread
Duration: Until discharged (destination is reached) or no
more than
1 hour/level
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. (It cant pass
through walls, for instance.) The 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 up to 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 one mile per hour or as quickly as one mile per
10 minutes. When the spell reaches its objective, it
swirls and remains until the message is delivered. As
with magic mouth, whispering wind cannot speak verbal
components, use command words, or activate magical
effects.
Wind Wall
Evocation
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall up to 10 ft./level long and
5 ft./level high (S)
Duration: 1 round/level
Saving Throw: None (see text)
Spell Resistance: Yes
An invisible vertical curtain of wind appears. It is 2
feet thick and of considerable strength. It is a roaring
blast sufficient to blow away any bird smaller than an
eagle or tear papers and similar materials from
unsuspecting hands. (A Reflex save allows a creature to
maintain its grasp on an object.) Tiny and Small flying
creatures cannot pass through the barrier. Loose
materials and cloth garments fly upward when caught in a
wind wall. Arrows and bolts are deflected upward and
miss, while any other normal ranged weapon passing
through the wall suffers a 30% miss chance. (A
giant-thrown boulder, a siege 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. A 5th-level caster can create a
wall up to 50 feet long and up to 25 feet high, which is
sufficient to form a cylinder of wind 15 feet in
diameter.
Wood Shape
Transmutation
Casting Time: 1 action
Range: Touch
Target: One touched piece of wood no larger than 10 cu.
ft. + 1 cu. ft./level
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Wood shape enables you to form one existing piece of wood
into any shape that suits your purpose. For example, you
can make a wooden weapon, fashion a special trapdoor, or
sculpt a crude idol. This spell also permits you to
reshape a wood door to make an exit where one didnt
exist or to seal a door shut. While it is possible to
make crude coffers, doors, and so forth, fine detail
isnt possible. There is a 30% chance that any shape
that includes moving parts simply doesnt work.
Zone of Truth
Enchantment (Compulsion)
[Mind-Affecting]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5-ft.-radius/level emanation
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Creatures within the emanation area (or those who enter
it) cant speak any deliberate and intentional lies.
Creatures are allowed a save to avoid the effects when
the spell is cast or when they first enter the emanation
area. Affected creatures are aware of this enchantment.
Therefore, they may avoid answering questions to which
they would normally respond with a lie, or they may be
evasive as long as they remain within the boundaries of
the truth. Creatures who leave the area are free to speak
as they choose.
|