level 2 spells

S T O N E K E E P

Level 2 Spells

MAGIC

ENCHANTED GATE INDEX

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 form—including clothing and equipment—to 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 MASTER’s 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 can’t find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.
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 it’s in a language she doesn’t 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 creature’s 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 subject’s 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 spell’s effect.

Bull’s 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 bard’s ability to inspire courage or a barbarian’s 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.

Cat’s 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 MASTER’s Guide.) An item in a creature’s possession uses the creature’s 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 it’s holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight.
On the first round of the spell, the metal becomes very chilly and uncomfortable to touch but deals no damage (this is also the effect on the last round of the spell’s duration). During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown 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 doesn’t 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 spell’s 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 spell’s 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 subject’s system, or any poison the subject is exposed to during the spell’s 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 target’s 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 character’s 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 MASTER’s 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 spell’s center. When someone other than you opens the item, a fiery explosion fills the area within a 5-foot radius around the spell’s 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 druid’s 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 spell’s 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 can’t use sight to locate the target).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
The spell does not function underwater.

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 don’t count against the time limit.
Additionally, this spell makes transporting a fallen comrade more pleasant.
The spell also works on severed body parts and the like.

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 can’t 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 spell’s 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 character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. 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.

Leomund’s 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 Leomund’s 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 subject’s ability scores (such as ray of enfeeblement) or cures 1d4 points of temporary ability damage to one of the subject’s ability scores (such as from a shadow’s touch or poison). It does not restore permanent ability drain (such from a wraith’s 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 Vulden’s 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.

Melf’s 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 3rd–5th level, the acid lasts for 2 rounds; at 6th–8th 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 can’t 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 figment’s AC is 10 + size modifier + Dexterity modifier. Figments seem to react normally to area spells (such as looking like they’re 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 ghoul’s 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 subject’s 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 creature’s 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 can’t 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 spell’s area is softened. Wet earth becomes thick mud; dry earth becomes loose sand or dirt; and stone becomes soft clay that is easily 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 (DM’s 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 can’t 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 can’t run or charge over the surface.
Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before. 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 can’t 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 doesn’t 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 hand’s AC as if it were the hand’s Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.

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 round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. 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 deity’s own personal weapon, many of which have individual names. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment provided he is acting at least generally in accord with that alignment at the time.

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 spell’s 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 Nature’s Ally II
Conjuration (Summoning) [see text]
Effect: One or more creatures, no two of which can be more than 30 ft. apart
As summon nature’s 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 effect’s 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).

Tasha’s 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 caster’s receives a +4 bonus on its saving throw, because humor doesn’t “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 don’t 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 points—floor 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 can’t move. An entangled character who attempts to cast a spell must make a Concentration check (DC 15) or lose the spell.
Anyone in the effect’s 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 opponent—one-half cover for 10 feet of web, three-quarters for 15 feet, and total cover for 20 feet or more. (See Table 8–9: 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 fire—a 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 can’t 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 didn’t exist or to seal a door shut. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work.

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) can’t 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.

MAGIC

ENCHANTED GATE INDEX