level 3 spells

S T O N E K E E P

Level 3 Spells

MAGIC

ENCHANTED GATE INDEX

Level 3 Spells

Animate Dead
Necromancy [Evil]
Level: Clr 3, Death 3, Sor/Wiz 5
Casting Time: 1 action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The skeletons or zombies can follow you, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead, you can’t create more HD of undead than you have caster levels with a single casting of animate dead.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 2 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so purple worm skeletons are not allowed). If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive. See the Monster Manual for details.
Zombies: A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy (so gelatinous cube zombies are not allowed). The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.

Animal Friendship
Enchantment (Charm) [Mind-Affecting]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One animal
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You win the loyalty of an animal, provided that your heart is true. The spell functions only if you actually wish to be the animal’s friend. If you are not willing to treat the animal as a friend (for example, you intend to eat it, or to use it to set off traps), the spell fails. An animal’s loyalty, once gained, is natural (not magical) and lasting.
You can teach the befriended animal three specific tricks or tasks for each point of Intelligence it possesses. Typical tasks are coming when called, rolling over on command, fetching, or shaking hands. They cannot be complex (complex tricks, such as accepting a rider, require the Handle Animal skill; see page 68).
At any one time, you can have only a certain number of animals befriended to you. You can have animal friends whose Hit Dice total no more than twice your caster level. For example, a 3rd-level druid could use the spell to win the friendship of an animal of 6 HD or less, and a 5th-level ranger could use it to win the friendship of an animal of 4 HD or less. You may dismiss animal friends to enable you to befriend new ones.

Animate Rope
Transmutation
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One ropelike object, length up to 50 ft. + 5 ft./level
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You can animate a nonliving ropelike object, including string, yarn, cord, line, rope, or even a cable. The maximum length assumes a rope with a 1-inch diameter. Reduce the total length by 50% for every additional inch of thickness, and increase the length by 50% for each reduction of the rope’s width by half. The possible commands are “Coil” (form a neat, coiled stack), “Coil and knot,” “Loop,” “Loop and knot,” “Tie and knot,” and the opposites of all of the above (“Uncoil,” etc.). One command can be given each round as a standard action.
The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll. The rope has a range increment of 10 feet. A typical rope has 2 hit points, AC 10, and can be burst with a Strength check (DC 23). The rope does not deal damage of any type, but it can be used as a trip line or to entangle a single opponent who fails a Reflex saving throw. An entangled creature suffers a –2 penalty to attack rolls and a –4 penalty to effective Dexterity. If the rope can anchor itself to an immobile object, the entangled creature cannot move. Otherwise, it can move at half speed but can’t run or charge. A creature capable of spellcasting that is bound by this spell must make a Concentration check (DC 15) to cast a spell. An entangled creature can slip free with an Escape Artist check (DC 20).
The rope itself, and any knots tied in it, are not magical.
This spell grants a +2 bonus to any Use Rope checks you make when using the transmuted rope.

Bane
Enchantment (Compulsion)
[Mind-Affecting]
Casting Time: 1 action
Range: 50 ft.
Area: All enemies within 50 ft.
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Bane fills your enemies with fear and doubt. They suffer a –1 morale penalty on their attack rolls and a –1 morale penalty on saving throws against fear effects.
Bane counters and dispels bless.

Bless
Enchantment (Compulsion)
[Mind-Affecting]
Casting Time: 1 action
Range: 50 ft.
Area: All allies within 50 ft.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
Bless fills your allies with courage. They gain a morale bonus of +1 on their attack rolls and a morale bonus of +1 on saving throws against fear effects.
Bless counters and dispels bane.

Bless Water
Transmutation [Good]
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water (page 113). Holy water is considered blessed, which means it has special effects on certain creatures.

Bless Weapon
Transmutation
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
This transmutation makes a weapon strike true against evil foes. All critical rolls against evil foes are automatically successful (so every threat is a critical hit). The weapon negates the damage reduction of evil creatures and is capable of striking evil incorporeal creatures as if it had a +1 enhancement bonus. Also, the weapon is considered blessed, which means it has special effects on certain creatures. Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.
This transmutation can’t affect any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.

Burning Hands
Transmutation [Fire]
Casting Time: 1 action
Range: 10 ft.
Area: Semicircular burst of flames 10 ft. long, centered on your hands
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A thin sheet of searing flame shoots from your outspread fingertips. You must hold your hands with your thumbs touching and your fingers spread. The sheet of flame is about as thick as your thumbs. Any creature in the area of the flames takes 1d4 points of fire damage per your caster level (maximum 5d4). Flammable materials such as cloth, paper, parchment, and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action.

Calm Animals
Enchantment (Compulsion)
[Mind-Affecting]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals, beasts, or magical beasts with Intelligence 1 or 2 within 30 ft. of each other
Duration: 1 minute/level
Saving Throw: Will negates (see text)
Spell Resistance: Yes
This spell soothes and quiets animals, beasts, and magical beasts, rendering them docile and harmless. Only creatures with Intelligence scores of 1 or 2 can be affected by this spell. All the subjects must be of the same species and within a 30-foot sphere. Roll 2d4 + caster level to determine the total number of HD affected. Animals trained to attack or guard, dire animals, beasts, and magical beasts are allowed saving throws. Animals not trained to attack or guard are not. (A druid could calm a normal bear or wolf with little trouble, but it’s more difficult to affect a winter wolf, a bulette, or a trained guard dog.) The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat (fire, a hungry predator, an imminent attack) breaks the spell on the threatened creatures.

Cause Fear
Necromancy [Fear, Mind-Affecting]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes
The affected creature becomes frightened. It suffers a –2 morale penalty on attack rolls, weapon damage rolls, and saving throws. It flees from you as well as it can. If unable to flee, the creature may fight. Creatures with 6 or more Hit Dice are immune. Cause fear counters remove fear.
Note: Mind-affecting spells do not affect nonintelligent creatures, and fear spells do not affect undead.

Change Self
Illusion (Glamer)
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. For example, a human caster could look human, humanoid, or like any other generally human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature, such as a mole or a beard, or look like an entirely different person.
The spell does not provide the abilities or mannerisms of the chosen form. It does not alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A battleaxe made to look like a dagger still functions as a battleaxe.
If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.
Note: Creatures get Will saves to recognize the glamer as an illusion if they interact with it (such as by touching you and having that not match what they see, in this case of this spell).

Charm Person
Enchantment (Charm) [Mind-Affecting]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One person
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes a humanoid of Medium-size or smaller regard you as his trusted friend and ally. If the creature is currently being threatened or attacked by you or your allies, however, he receives a +5 bonus on his saving throw.
The spell does not enable you to control the charmed person as if he were an automaton, but he perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince him to do anything he wouldn’t ordinarily do. (Retries not allowed.) A charmed person never obeys suicidal or obviously harmful orders, but he might believe you if you assured him that the only chance to save your life is for him to hold back an onrushing monster for “just a few seconds.” Any act by you or your apparent allies that threatens the charmed person breaks the spell. Note also that you must speak the person’s language to communicate your commands, or else be good at pantomiming.

Chill Touch
Necromancy
Casting Time: 1 action
Range: Touch
Targets: Creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) You can use this melee touch attack up to one time per level.
The spell has a special effect on undead creatures. Undead touched by you suffer no damage or Strength loss, but they must make successful Will saving throws or flee as if panicked for 1d4 rounds +1 round per caster level.

Color Spray
Illusion (Pattern) [Mind-Affecting]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous (see text)
Saving Throw: Will negates
Spell Resistance: Yes
A vivid cone of intertwined, clashing colors springs forth from your hand, stunning creatures, blinding them, or even knocking them unconscious. The closest 1d6 creatures in the cone are affected. The spell affects each subject according to its HD:
Up to 2: Unconscious for 2d4 rounds, then blinded for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4: Blinded for 1d4 rounds, then stunned for 1 round.
5 or more: Stunned for 1 round.
In addition to the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to AC, grants a +2 bonus to attackers’ attack rolls (they are effectively invisible), moves at half speed, and suffers a –4 penalty on most Strength- and Dexterity-based skills.
A stunned creature can’t act and loses any Dexterity bonus to AC. Attackers gain +2 bonuses to attack it.
Sightless creatures are not affected by color spray.

Command
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
You give the subject a one-word command, which she obeys to the best of her ability. A very reasonable command causes the subject to suffer a penalty on the saving throw (from –1 to –4, at the DM’s discretion). Typical commands are “Flee,” “Die” (which causes the subject to feign death), “Halt,” “Run,” “Stop,” “Fall,” “Go,” “Leave,” “Surrender,” and “Rest.” (A command of “Suicide” fails because “suicide” is generally used as a noun, not as a command.)

Comprehend Languages
Divination
Casting Time: 1 action
Range: Personal
Target: You
Duration: 10 minutes/level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages (such as writing in another language). In either case, you must touch the creature or the writing. Note that the ability to read does not necessarily impart insight into the material, merely its literal meaning. Note also that the spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, other than to know it is magical, but the spell is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Cure Light Wounds
Conjuration (Healing)
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless) (see text)
Spell Resistance: Yes (harmless)
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (up to +5).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can attempt a Will save to take half damage.

Curse Water
Transmutation [Evil]
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This transmutation imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead.

Deathwatch
Necromancy
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Quarter circle emanating from you to the extreme of the range
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (as a construct). This spell foils any spell or ability that allows creatures to feign death.

Detect Animals or Plants
Divination
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You can detect a particular type of animal or plant in a quarter circle emanating out from you in whatever direction you face. You must think of a species of animal or plant when using the spell. Each round you can change the animal or plant type. The amount of information revealed depends on how long you search a particular area or focus on a specific type of animal or plant:
1st Round: Presence or absence of the animal or plant type in that quarter.
2nd Round: Number of individuals of the specified type in the area, and the condition of the healthiest specimen.
3rd Round: The condition and location of each individual present. If an animal or plant is outside your line of sight, then you discern its direction but not its exact location.
Conditions: For purposes of this spell, the categories of condition are as follows:
Normal: Has at least 90% of original hit points, free of disease.
Fair: 30% to 90% of original hit points remaining.
Poor: Up to 30% of original hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.
If a creature falls into more than one category, the spell indicates the weaker of the two.
Note: Each round you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
The DM decides if a specific type of animal or plant is present.

Detect Chaos
Divination
As detect evil, except that the spell detects chaotic creatures, spells, and magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful. It does not detect undead.

Detect Evil
Divination
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject:
1st Round: Presence or absence of evil.
2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the strength of the strongest evil aura present. If you are of good alignment, the strongest evil aura’s strength is "overwhelming" (see below), and the strength is at least twice your character level, you are stunned for 1 round and the spell ends. While you are stunned, you can’t act, you lose any Dexterity bonus to AC, and attackers gain +2 bonuses to attack you.
3rd Round: The strength and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Strength: An aura’s evil power and strength depend on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level.

Creature/Object Evil Power
Evil creature HD + 5
Undead creature HD + 2
Evil elemental HD + 2
Evil magic item or spell Caster level + 2
Evil outsider HD
Cleric of an evil deity Level
Evil Power Aura Strength
Lingering Dim
1 or less Faint
2–4 Moderate
5–10 Strong
11+ Overwhelming

If an aura falls into more than one strength category, the spell indicates the stronger of the two.
Length Aura Lingers: How long the aura lingers depends on its original strength:

Original Strength Duration
Faint 1d6 minutes
Moderate 1d6 x 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days

Remember that animals, traps, poisons, and other potential perils are not evil; this spell does not detect them.
Note: Each round, you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Good
Divination
As detect evil, except that the spell detects good creatures, spells, and magic items, and you are vulnerable to an overwhelming good aura if you are evil. It does not detect undead. Also, remember that healing potions, antidotes, and similar beneficial items are not good.

Detect Law
Divination
As detect evil, except that the spell detects lawful creatures, spells, and magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic. It does not detect undead.

Detect Secret Doors
Divination
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell—an ordinary trapdoor underneath a pile of crates would not be detected. The amount of information revealed depends on how long you study a particular area or subject:
1st Round: Presence or absence of secret doors.
2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you.
Note: Each round, you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Snares and Pits
Divination
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You can detect simple pits, deadfalls, snares of wilderness creatures (trapdoor spiders, giant sundews, ant lions, etc.), and primitive traps constructed of natural materials (mantraps, missile traps, hunting snares, etc.). The spell does not detect complex traps, including trapdoor traps.
The spell does detect certain natural hazards—quicksand (registers as a snare), a sinkhole (pit), or unsafe walls of natural rock (deadfall). However, it does not reveal other potentially dangerous conditions, such as a cavern that floods during rain, an unsafe construction, or a naturally poisonous plant. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.
The amount of information revealed depends on how long you study a particular area:
1st Round: Presence or absence of hazards.
2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: The general type and trigger for one particular hazard closely examined by you.
Note: Each round, you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Divine Favor
Evocation
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus to attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +6). The bonus doesn’t apply to spell damage.

Doom
Enchantment (Compulsion)
[Fear, Mind-Affecting]
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This curse fills a single subject with a feeling of horrible dread and causes her to weaken and lose confidence. The subject suffers a –2 morale penalty to attack rolls, weapon damage rolls, ability checks, skill checks, and saving throws.

Endure Elements
Abjuration
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes
This abjuration grants a creature limited protection to damage from whichever one of five energy types you select: acid, cold, fire, electricity, or sonic. Each round, the spell absorbs the first 5 points of damage the creature would otherwise take from the specified energy type, regardless of whether the source of damage is natural or magical. The spell protects the recipient’s equipment as well.
Endure elements absorbs only damage. The character could still suffer unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.
Note: Endure elements overlaps (and does not stack with) resist elements and protection from elements. If a character is warded by protection from elements and one or both of the other spells, the protection spell absorbs damage until it is exhausted. If a character is warded by resist elements and endure elements at the same time, the resist spell absorbs damage but the endure spell does not.

Enlarge
Transmutation
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature, or one object of up to 10 cu. ft. per level in volume
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell causes instant growth of a creature or object, increasing both size and weight. The subject grows by up to 10% per caster level, increasing by this amount in height, width, and depth (to a maximum of 50%). Weight increases by approximately the cube of the size increase, as follows:

Height Increase Weight Increase
+10% (x1.1) +30% (x1.3)
+20% (x1.2) +70% (x1.7)
+30% (x1.3) +120%(x2.2)
+40% (x1.4) +170% (x2.7)
+50% (x1.5) +240% (x3.4)

All equipment worn or carried by a creature is enlarged by the spell. If insufficient room is available for the desired growth, the creature or object attains the maximum possible size, bursting weak enclosures in the process. However, it is constrained without harm by stronger materials—the spell cannot be used to crush a creature by growth.
Magical properties are not increased by this spell—an enlarged +1 sword is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, and so on. Weight, mass, and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stone would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizable, longer rope, and so on. A creature’s hit points, Armor Class, and base attack bonus do not change, but Strength increases along with size. For every 20% of enlargement, the creature gains a +1 enlargement bonus to Strength.
Multiple magical effects that increase size do not stack.
Enlarge counters and dispels reduce.

Entangle
Transmutation
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 40-ft.-radius spread
Duration: 1 minute/level
Saving Throw: Reflex (see text)
Spell Resistance: No
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those who enter the area, holding them fast. An entangled creature suffers a –2 penalty to attack rolls, suffers a –4 penalty to effective Dexterity, and can’t move. An entangled character who attempts to cast a spell must make a Concentration check (DC 15) or lose the spell. She can break free and move half her normal speed by using a full-round action to make a Strength check or an Escape Artist check (DC 20). A creature who succeeds at a Reflex saving throw is not entangled but can still move at only half speed through the area. Each round, the plants once again attempt to entangle all creatures who have avoided or escaped entanglement.
Note: The DM may alter the effects of the spell somewhat, based on the nature of the entangling plants.

Entropic Shield
Abjuration
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you suffers a 20% miss chance (similar to the effects of concealment). This miss chance affects all ranged attacks for which the attackers make attack rolls, including arrows, magic arrows, Melf’s acid arrow, ray of enfeeblement, and so forth. It does not affect other attacks that simply work at a distance.

Erase
Transmutation
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One scroll or two pages
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
Erase removes writings of either magical or mundane nature from a scroll or from up to two pages of paper, parchment, or similar surfaces. It removes explosive runes, glyphs of warding, sepia snake sigils, and arcane marks, but it does not remove illusory script or symbols. Nonmagical writings are automatically erased if you touch them and no one else is holding them. Otherwise, the chance is 90%. Magic writings must be touched, and you must roll 15+ on a caster level check (1d20 + caster level) to succeed. (A natural 1 or 2 is always a miss on this roll.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate the runes, glyph, or sigil instead.

Expeditious Retreat
Transmutation
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Expeditious retreat provides you with amazing fleetness of foot, enabling you to run in great leaps and bounds. Your speed and maximum jumping distances both double (see the Jump skill, page 70). These benefits count as enhancement bonuses.
This spell can be used for attack as well as for flight; the name of the spell hints at the typical wizard’s attitude toward combat.

Faerie Fire
Evocation
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Creature and objects within a
5-ft.-radius burst
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally caused by darkness, blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures. The faerie fire can be blue, green, or violet, according to your word at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

Feather Fall
Transmutation
Casting Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Any free-falling objects or creatures in a 10-ft. radius whose weight does not total more than 300 lb./level
Duration: Until landing or 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The creatures or objects affected fall slowly (though faster than feathers typically do). The rate of falling is instantly changed to a mere 60 feet a round (equivalent to the end of a fall from a few feet), with no damage incurred upon landing while the spell is in effect. However, when the spell duration ceases, a normal rate of fall resumes.
The character can cast this spell with an instant utterance, quickly enough to save herself if she unexpectedly falls. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, such as a boulder dropped from the top of a castle wall, the item does half normal damage based on weight with no bonus for the height of the drop. (See the DUNGEON MASTER’s Guide for information on falling objects.)
The spell works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Goodberry
Transmutation
Casting Time: 1 action
Range: Touch
Targets: 2d4 fresh berries touched
Duration: 1 day/level
Saving Throw: None
Spell Resistance: Yes
Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other caster of the same faith and 3rd or higher level) can immediately discern which berries are affected. Each enchanted berry nourishes a creature as if it were a normal meal for a Medium-size creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.

Grease
Conjuration (Creation)
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One object or a 10-ft. x 10-ft. square
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No
A grease spell covers a solid surface with a layer of slippery grease. Any creature entering the area or caught in it when the spell is cast must make a successful Reflex save or slip, skid, and fall. Those that successfully save can move at half speed across the surface. However, those that remain in the area must each make a new saving throw every round to avoid falling and to be able to move. The DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not).
The spell can also be used to create a greasy coating on an item—a rope, ladder rungs, or a weapon handle, for instance.
Material objects not in use are always affected by this spell, while objects wielded or employed by creatures receive a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made each round the creature attempts to pick up or use the greased item.

Hold Portal
Abjuration
Component: V
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One portal, up to 20 sq. ft./level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
This spell magically bars a door, gate, window, or shutter of wood, metal, or stone. The magic holds the portal fast, just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate the hold portal.
For a portal affected by this spell, add 5 to the normal DC for forcing the portal.

Hypnotism
Enchantment (Compulsion)
[Mind-Affecting]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Several living creatures, no two of which may be more than 30 ft. apart
Duration: 2d4 rounds (D)
Saving Throw: Will negates
Spell Resistance: Yes
Your gestures and droning incantation cause creatures nearby to stop and stare blankly at you, hypnotized. You can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures who can see or hear you are affected, but they do not need to understand you to be hypnotized.
If you use this spell in combat, the targets gain a +2 bonus to their saving throws. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of –2. While hypnotized, a creature’s Spot and Listen checks suffer a –4 penalty. Any potential threat (such as an armed party member moving behind the hypnotized creature) allows the creature a second saving throw. Any obvious threat, such as casting a spell, drawing a sword, or aiming an arrow, automatically breaks the hypnotism, as does shaking or slapping the creature. A hypnotized creature’s ally may shake it free of the spell as a standard action.
While the subject is hypnotized, you can make a suggestion or request (provided you can communicate with it). The suggestion must be brief and reasonable. An affected creature reacts as though it were two steps more friendly in attitude. (The DUNGEON MASTER’s Guide has rules for creatures’ attitudes.) Even once the spell ends, it retains its new attitude toward you, but only with respect to that particular suggestion.
A creature who fails its saving throw does not remember that you enspelled it.

Identify
Divination
Casting Time: 8 hours
Range: Touch
Targets: Up to 1 touched object per level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The spell determines the single most basic function of each magic item, including how to activate that function (if appropriate), and how many charges are left (if any). For example, a +2 vorpal sword, a +2 dancing sword, and a +2 sword would all register as “+2 to attack and damage rolls.”
If a magic item has multiple different functions that are equally basic, identify determines the lowest-level function. If these functions are also of equal level, the DM decides randomly which is identified.

Inflict Light Wounds
Necromancy
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (see text)
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (up to +5).
Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them.

Invisibility to Animals
Abjuration
Casting Time: 1 action
Range: Touch
Targets: One creature touched/level
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes
Animals cannot perceive the warded creatures. They act as though the warded creatures are not there. Warded creatures could stand before the hungriest of lions and not be molested or even noticed. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.
Note: Beasts (such as owlbears), magical beasts (such as blink dogs), and vermin (such as giant scorpions) are not “animals” as defined by the spell; see the Monster Manual.

Invisibility to Undead
Abjuration
Casting Time: 1 action
Range: Touch
Targets: One touched creature/level
Duration: 10 minutes/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Undead cannot perceive the warded creatures. Nonintelligent undead are automatically affected and act as though the warded creatures are not there. Intelligent undead get saving throws. If they fail, they can’t see the warded creatures. However, if they have reason to believe unseen opponents are present, they can attempt to find or strike them. If a warded character attempts to turn or command undead, touches an undead, or attacks any creature (even with a spell), the spell ends for all recipients.
Note: An intelligent undead creature gets one saving throw against the spell. It either sees all the warded creatures or none of them.

Jump
Transmutation
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes
The subject gets a +30 bonus on Jump checks and does not have the usual maximums for jumping distance. For leaps of maximum horizontal distance, the jump reaches its peak (one-fourth the horizontal distance) at the halfway point.

Mage Armor
Conjuration (Creation) [Force]
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
An invisible but tangible field of force surrounds the subject of mage armor, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

Magic Fang
Transmutation
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Magic fang gives one natural weapon of the subject a +1 enhancement bonus to attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not change an unarmed strike’s damage from subdual damage to normal damage.) If you’re a good druid, the natural weapon is considered blessed, which means it has special effects on certain creatures.

Magic Missile
Evocation [Force]
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of magical energy darts forth from your fingertip and unerringly strikes its target. The missile deals 1d4+1 points of damage.
The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell.
For every two levels of experience past 1st, you gain an additional missile. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you roll for SR or roll damage.

Magic Stone
Transmutation
Casting Time: 1 action
Range: Touch
Targets: Up to three pebbles touched
Duration: 30 minutes or until discharged
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You transmute up to three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus to attack and damage rolls. The creature using the stones makes a normal ranged attack to use a magic stone. Each magic stone that hits deals 1d6+1 points of damage (including the enhancement bonus). Against undead creatures, this damage is doubled (2d6+2 points).

Magic Weapon
Transmutation
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Magic weapon gives a weapon a +1 enhancement bonus to attack and damage rolls. If you’re a good cleric, the cleric of a good deity, or a paladin, the weapon is considered blessed, which means it has special effects on certain creatures.

Message
Transmutation [Language-Dependent]
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature to be included in the spell effect. When you whisper, the whispered message is audible to all of the targeted creatures who are within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message, however, does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures who receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.
Note: To speak a message, you must mouth the words and whisper, possibly allowing trained rogues the opportunity to read your lips.

Mount
Conjuration (Summoning)
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One mount
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No
You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

Nystul’s Magic Aura
Illusion (Glamer)
Casting Time: 1 action
Range: Touch
Target: One touched object weighing up to 5 lb./level
Duration: 1 day/level
Saving Throw: None (see text)
Spell Resistance: No
You make an item’s aura register to detection spells (and similar spells) as though it were either a magic item of the type that you specify or the subject of a spell that you specify. You could make an ordinary sword register as a +2 vorpal sword as far as magical detection is concerned or make a +2 vorpal sword register as if it were a +1 sword.
If the object bearing Nystul’s magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds at a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.
If the targeted item’s own aura is exceptionally powerful (if it is an artifact, for instance), Nystul’s magic aura doesn’t work.
Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.

Nystul’s Undetectable Aura
Illusion (Glamer)
Casting Time: 1 action
Range: Touch
Target: Object touched weighing up to 5 lb./level
Duration: 1 day/level
Saving Throw: None (see text)
Spell Resistance: No
This spell allows you to mask a magic item’s aura from detection. If the object bearing Nystul’s undetectable aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds at a Will save.

Obscuring Mist
Conjuration (Creation)
Casting Time: 1 action
Range: 30 ft.
Effect: Cloud centered on you spreads 30 ft. and is 20 ft. high
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has one-half concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph), such as from the gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.
This spell does not function underwater.

Pass without Trace
Transmutation
Casting Time: 1 action
Range: Touch
Targets: One creature/level touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subjects can move through any type of terrain—mud, snow, dust, etc.—and leave neither footprints nor scent.
Tracking the subject is impossible by nonmagical means.

Protection from Chaos
Abjuration [Lawful]
As protection from evil, except that the deflection and resistance bonuses apply to attacks from chaotic creatures, and chaotic summoned or conjured creatures cannot touch the subject.

Protection from Evil
Abjuration [Good]
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No (see text)
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned or conjured creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects:
First, the subject gets a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made by evil creatures.


Second, the barrier blocks any attempt to possess the warded creature (as by a magic jar attack) or to exercise mental control over the creature.

Third, the spell prevents bodily contact by summoned or conjured creatures (see the Monster Manual). This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good elementals and outsiders are immune to this effect. The protection against contact by summoned or conjured creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Protection from Good
Abjuration [Evil]
As protection from evil, except that the deflection and resistance bonuses apply to attacks from good creatures, and good summoned or conjured creatures cannot touch the subject.

Protection from Law
Abjuration [Chaotic]
As protection from evil, except that the deflection and resistance bonuses apply to attacks from lawful creatures, and lawful summoned or conjured creatures cannot touch the subject.

Random Action
Enchantment (Compulsion) [Mind-Affecting]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
The enchanted creature is compelled to act randomly for 1 round. Rather than deciding its action for itself, the subject of the spell takes an action determined randomly on the following table:

1d8 Action
1 Attack self (succeed on any roll other than a natural 1).
2 Attack nearest being (for this purpose, a familiar counts as part of the subject’s “self”).
3 Flee away from caster at top possible speed.
4 Drop anything held.
5 Stand motionless (as if stunned).
6 Do nothing but defend (total defense).
7 Speak (in the subject’s native tongue, usually regarding surface thoughts) or make noises (if not capable of speech).
8 Attack caster with melee or ranged weapons (or close with caster if attacking is not possible).

Nothing can affect this die roll in any way. It is always entirely random.
Note: Nonintelligent creatures are immune to mind-affecting spells.

Ray of Enfeeblement
Necromancy
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
A coruscating ray springs from your hand. You must succeed at a ranged touch attack to strike a target. The subject suffers a –1d6 enhancement penalty to Strength, with an additional –1 per two caster levels (maximum additional penalty of –5). The subject’s Strength score cannot drop below 1.

Reduce
Transmutation
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object of up to 10 cu. ft./caster level
Duration: 1 minute/level
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)
This spell causes instant diminution of a creature or object, decreasing its size and weight. Its height shrinks by up to 10% per caster level, to a maximum reduction of 50%. The reduced weight is proportional to the cube of the new height, as follows:

Height Decrease Weight Decrease
–10% (x 0.9) –30% (x 0.7)
–20% (x 0.8) –50% (x 0.5)
–30% (x 0.7) –60% (x 0.4)
–40% (x 0.6) –80% (x 0.2)
–50% (x 0.5) –90% (x 0.1)

All equipment worn or carried by a creature is reduced by the spell. Magical properties are not decreased by this spell—a smaller +3 sword is still +3, a smaller wand is still capable of its normal functions, and a smaller dose of a potion still has its normal effects. Weight, mass, and strength are affected, though. Thus, a hurled stone would have less mass (and cause less damage), chains would be easier to burst, a rope made thinner and easier to sever, and so on. A creature’s hit points, Armor Class, and attack rolls do not change, but Strength decreases with size. For every 10% of reduction, a creature’s Strength score suffers an enlargement penalty of – 1, to a minimum score of 1.
A shrinking object may damage weaker materials affixed to it, but a reduced object shrinks only as long as the object itself is not damaged.
Multiple magical effects that reduce size do not stack.
Reduce counters and dispels enlarge.

Remove Fear
Abjuration
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature plus one additional creature/four levels, no two of which can be more than 30 ft. apart
Duration: 10 minutes and see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You instill courage in the subject, granting the creature a +4 morale bonus against fear effects for 10 minutes. If the subject is suffering from a fear effect when receiving the spell, it gets a new save with a +4 morale bonus.
Remove fear counters and dispels cause fear.

Sanctuary
Abjuration
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of the attacker’s action is lost, and the attacker can’t directly attack the warded creature for the duration of the spell.
Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells (fireball, summon monster IV, etc.). While protected by this spell, the subject cannot attack without breaking the spell but may use nonattack spells or otherwise act. This allows a warded cleric to heal wounds, for example, or to bless, perform an augury, summon creatures, cast a light spell in the area, and so on.

Shield
Abjuration [Force]
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Shield creates an invisible, mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also intercepts attacks, providing three-quarters cover (+7 AC and +3 on Reflex saves against attacks that affect an area). The disk moves out of the way when you attack, so it does not provide cover to opponents. The disk protects you only against magic missiles and attacks from one direction. You designate half the battlefield (with yourself on the dividing line) as being blocked by the shield. The other half is not. You can change the defensive direction of the shield (that is, rotate the dividing line) once as a free action on each of your turns.

Shield of Faith
Abjuration
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus).

Shillelagh
Transmutation
Casting Time: 1 action
Range: Touch
Target: One touched nonmagical oak club or quarterstaff
Duration: 1 minute/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Your own oak cudgel or unshod quarterstaff becomes a weapon with a +1 enhancement bonus to attack and damage rolls that deals 1d10 points of damage (+1 point for the enhancement bonus) when you wield it. If you do not wield it, it behaves as if unaffected by this spell.

Shocking Grasp
Transmutation [Electricity]
Casting Time: 1 action
Range: Touch
Target: Creature or object touched
Duration: Until discharged
Saving Throw: None
Spell Resistance: Yes (object)
This spell imbues your hand with a powerful electrical charge that you can use to damage an opponent. Your successful melee touch attack deals 1d8 points of electrical damage +1 point per caster level (maximum +20). When delivering the jolt, you gain a +3 attack bonus if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, etc.).

Silent Image
Illusion (Figment)
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

Spider Climb
Transmutation
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have bare hands and feet to climb in this manner. The subject climbs at half its speed. A creature with a Strength score of at least 20 +1 per caster level can pull the subject off a wall.

Summon Monster I
Conjuration (Summoning) [see text]
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons an outsider (extraplanar creature) that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the outsider, you can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.
Choose a 1st-level monster from the Summon Monster table.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, summon monster I is a lawful and evil spell when cast to summon a dire rat.

Summon Nature’s Ally I
Conjuration (Summoning) [see text]
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons a natural creature who attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.
Choose a 1st-level creature from the Summon Nature’s Ally table. All the creatures on the table are neutral unless otherwise noted.

Tenser’s Floating Disk
Evocation [Force]
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 3-ft.-diameter disk of force
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range (by moving too fast or by such means as a teleport spell) or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.

True Strike
Divination
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (within the duration of the spell) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attacks against a concealed target.

Unseen Servant
Conjuration (Creation)
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One invisible, mindless, shapeless servant
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
The unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so, thus allowing you to command the servant to clean the floor and then turn your attention elsewhere as long as you remain within range. It can open only normal doors, drawers, lids, etc. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, and that is not enough to activate certain pressure plates and other devices. Its speed is 15 feet.
The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist.

Ventriloquism
Illusion (Figment)
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Intelligible sound, usually speech
Duration: 1 minute/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else, such as from another creature, a statue, from behind a door, down a passage, etc. You can speak in any language you know. With respect to such voices and sounds, anyone who hears it and rolls a successful save recognizes the sound as illusory (but still hears it).

MAGIC

ENCHANTED GATE INDEX