ABSORB WEAPON.. 2

ABSORPTION.. 2

ABYSSAL ARMY.. 3

ACCELERATED MOVEMENT. 4

ACID BREATH.. 4

ACID SHEATH.. 4

ACID STORM... 5

AID, MASS. 5

AIMING AT THE TARGET. 5

AIR BREATHING.. 6

ALARM, GREATER.. 6

ALIGN FANG.. 6

ALIGN FANG, MASS. 7

ALIGN WEAPON, MASS. 7

ALLEGRO.. 7

AMANUENSIS. 8

AMORPHOUS FORM... 9

AMPLIFY.. 9

ANALYZE PORTAL. 10

ANARCHIC STORM... 11

ANARCHIC WATER.. 11

ANGELSKIN.. 12

ANGER OF THE NOONDAY SUN.. 12

ANIMATE BREATH.. 13

ANIMATE FIRE. 13

ANIMATE SNOW... 14

ANIMATE WATER.. 14

ANIMATE WOOD.. 14

ANTICIPATE TELEPORTATION.. 15

ANTICIPATE TELEPORTATION, GREATER.. 16

ANTICOLD SPHERE. 16

ANTIDRAGON AURA.. 16

ANTIMAGIC RAY.. 17

ANYSPELL. 17

ANYSPELL, GREATER.. 18

APPRAISING TOUCH.. 18

ARC OF LIGHTNING.. 18

ARMOR OF DARKNESS. 19

ARROW MIND.. 19

ARROW OF BONE. 20

ARROW STORM... 20

ASPECT OF THE EARTH HUNTER.. 21

ASPECT OF THE WOLF. 21

ASSAY SPELL RESISTANCE. 22

ASTRAL HOSPICE. 22

ATTUNE FORM... 23

AUGMENT FAMILIAR.. 23

AURA AGAINST FLAME. 24

AURA OF EVASION.. 24

AURA OF GLORY.. 25

AURA OF TERROR.. 25

AURA OF VITALITY.. 25

AVASCULAR MASS. 26

AVASCULATE. 27

AVOID PLANAR EFFECTS. 27

AWAKEN, MASS. 28

AWAKEN CONSTRUCT. 28

AWAKEN SIN.. 29

AWAKEN UNDEAD.. 29

AXIOMATIC STORM... 30

AXIOMATIC WATER.. 30

ABSORB WEAPON

Transmutation
Level: Assassin 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Effect: One touched weapon not in another creature’s possession
Duration: 1 hour/level (D)
Saving Throw: Will negates (object); see text
Spell Resistance: Yes (object)

 

The weapon you hold in your hand begins to fade from existence as you complete the spell. With the last words of the spell it disappears completely. At the same moment, a weapon-shaped red blotch appears on your arm.

 

You can harmlessly absorb a weapon you are touching (even a poisoned one) into your arm, as long as it is not in another creature’s possession. The weapon must be a light weapon for you at the time you cast the spell. The absorbed weapon cannot be felt under the skin and doesn’t restrict your range of motion in any way. An absorbed weapon cannot be detected with even a careful search, although detect magic reveals the presence of a magical aura.

 

The only evidence of its presence is a faint blotch on your skin shaped vaguely like the weapon.

 

When you touch the spot (an action equivalent to drawing a weapon), or when the spell duration expires, the weapon appears in your hand and the spell ends. If you attack with the weapon in the same round that you retrieve it from its hiding place, you can attempt a Bluff check to feint in combat as a free action, and you gain a +4 bonus on the Bluff check. An intelligent magic weapon gets a saving throw against this spell, but other weapons do not.

 

ABSORPTION

Abjuration
Level: Sorcerer/wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until expended or 10 minutes/level

 

As you complete the spell’s intricate gestures, you detect a slight buzz at the edge of your hearing. Your body feels warmer, and a feeling of security fills you.

 

Spells and spell-like effects that target you are absorbed, their energy stored to power spells of your own. Absorption absorbs only ranged spells that have you as a target. Touch spells, effect spells, and area spells that affect you cannot be absorbed.

 

Once the spell is cast, you can absorb 1d4+6 spell levels (rolled secretly by the DM). The level of each spell you absorb is subtracted from the total. If a spell is only partially absorbed (because its level exceeds the number of levels remaining to be absorbed), divide the number of spell levels left unabsorbed by the original spell level. For spells that deal damage, use the result to determine what fraction of the damage you take. For spells that create effects, use the result as a percentage chance to be affected.

 

For example, you have three spell levels of absorption remaining and are struck by dominate person cast as a 5th- level spell. Absorption absorbs three levels of the spell, resulting in a 40% chance (2/5) that you will be affected normally. If affected, any saving throw the spell allows you still applies. Likewise, if you’re struck by disintegrate cast as a 6th-level spell with four levels of absorption remaining, two levels of the spell remain, and you take only 33% (1/3) of the damage you would normally take from the spell.

 

You can use captured spell energy to cast any spell you know or have prepared, but spells so cast don’t disappear from your list of prepared spells or count against the number of spells you can normally cast per day (so you so must keep a running total of spell levels absorbed and used). The levels of spell energy you have stored must be equal to or greater than the level of the spell you want to cast, and you must have at hand (and expend) any material components required for the spell.

 

ABYSSAL ARMY

Conjuration (Summoning) [Chaotic, Evil]
Level: Cleric 9, sorcerer/wizard 9
Components: V, S
Casting Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

 

You complete the spell and a hot fog rises from the ground, coiling round you. Stepping out of the billowing steam comes a handful of squat, blubbery demons. Other, greater silhouettes loom behind them, answering your call.

 

This spell summons a pack of demons from the Infinite Layers of the Abyss to serve you.

 

When the spell is complete, 2d4 dretches (MM 42) appear. Ten minutes later, 1d4 babau demons (MM 40) appear.

 

Ten minutes after that, one vrock demon (MM 48) appears. Each creature has maximum hit points per Hit Die. Once these creatures appear, they serve you for the duration of the spell.

 

The demons obey you explicitly and never attack you, even if someone else manages to gain control over them.

 

You do not need to concentrate to maintain control over the demons. You can dismiss them singly or in groups at any time.

 

ACCELERATED MOVEMENT

Transmutation
Level: Bard 1, ranger 1, sorcerer/ wizard 1
Components: S, M
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)

 

An azure glow surrounds you as you complete the motions that unleash the spell. You immediately feel lighter of foot.

 

While this spell is in effect, you can move at your normal speed when using Balance, Climb, Hide, Move Silently, and Tumble without taking any penalty on your check. This spell does not affect the penalty for using these skills while running or charging.

 

Material Component: A dead cockroach.

 

ACID BREATH

Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

 

You pop the fire ants into your mouth and exhale quickly. The ants distill into drops of pure acid in midair, spattering against your foes and leaving smoking holes.

 

You breathe forth a cone of acidic droplets. The cone deals 1d6 points of acid damage per caster level (maximum 10d6).

 

Material Component: A handful of fire ants (alive or dead).

 

ACID SHEATH

Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 5
Components: V, S, M, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

 

You crush the fire ants between your fingers and rub the smashed mixture over your exposed flesh. The smashed ants liquefy, and the liquid covers your body in a thick, translucent sheath.

 

You enclose yourself in a fluid sheath of acid that does not harm you. You can breathe normally and cast spells while the acid sheath is present. Any creature striking you deals normal damage, but at the same time the attacker takes 2 points of acid damage per caster level (maximum 30 points). Reach weapons, such as longspears, do not endanger their users in this way. The acid sheath does not protect you against other attack forms, such as fire.

 

If you are in a grapple, other creatures in the grapple takes acid damage once per round at the beginning of their turn.

 

Any spell you cast with the acid descriptor while the sheath surrounds you deals an extra 1 point of damage per die.

 

Material Component: A handful of fire ants (alive or dead).

 

Focus: A glass sculpture of a humanoid (worth 50 gp).

 

ACID STORM

Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (20-ft. radius, 20 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

 

A dark green cloud whirls into being before unleashing a shower of foul-smelling, yellow-green rain.

 

Acid rain deals 1d6 points of acid damage per caster level (maximum 15d6) to each creature in the area.

 

Material Component: A flask of acid (10 gp).

 

AID, MASS

Enchantment (Compulsion) [Mind-Affecting]
Level: Cleric 3
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more creatures, no two of which are more than 30 ft. apart

 

You hold your holy symbol aloft and cast the spell. A silvery radiance dances from your hands, leaping over all the nearby party members and strengthening them.

 

This spell functions like aid (PH 196), except that it affects multiple subjects at a distance and each subject gains temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+15).

 

AIMING AT THE TARGET

Abjuration
Level: Sorcerer/wizard 2
Components: S
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: Concentration, up to 20 minutes; see text

 

As you intone the words of power to release this spell, you feel far more focused on the spell on which you have been concentrating.

 

When you cast this spell, you increase your ability to concentrate on a spell you have already cast. You can cast this spell while maintaining concentration on another spell. Aiming at the target gives you a +10 circumstance bonus on Concentration checks you make to maintain concentration on the other spell, and its effect lasts as long as you concentrate on the other spell (to a maximum of 20 minutes).

 

AIR BREATHING

Transmutation
Level: Cleric 3, druid 3, sorcerer/ wizard 3
Components: S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Living creatures touched
Duration: 2 hours/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

Tiny bubbles form on your hands as you complete the spell. As you touch each subject, its chest heaves and shudders, then begins to rhythmically expand and contract.

 

The transmuted creatures can breathe air freely. Divide the duration evenly among all the creatures you touch. This spell does not make creatures unable to breathe water.

 

Arcane Material Component: A short reed or piece of straw.

 

ALARM, GREATER

Abjuration
Level: Bard 2, sorcerer/wizard 2
Components: V, S, F
Duration: 4 hours/level (D)

 

Uttering a low chant, you ring a crystal bell with the drumming of your fingernails, bringing into being an invisible warded area.

 

This spell functions like alarm (PH 197), and in addition the spell works on creatures traveling through the area on coterminous or coexistent planes (DMG 150), such the Ethereal Plane and the Plane of Shadow.

 

Focus: A bell made of carved crystal, worth at least 100 gp.

 

ALIGN FANG

Transmutation [see text]
Level: Druid 2, ranger 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

You kneel beside your animal companion and press a sprig of mistletoe against its forehead, calling upon the power of nature.

 

Align fang makes a creature’s natural weapons good-, evil-, lawful-, or chaotic- aligned, as you choose. A natural weapon that is aligned can overcome the damage reduction of certain creatures, usually outsiders of the opposite alignment. This spell has no effect on a natural weapon that is already treated as being aligned, such as the claw or bite attack of most demons.

 

You can’t cast this spell on a manufactured weapon, such as a sword.

 

When you cast this spell to make a natural weapon good-, evil-, lawful-, or chaotic-aligned, align fang is a good, evil, lawful, or chaotic spell, respectively.

 

ALIGN FANG, MASS

Transmutation [see text]
Level: Druid 3, ranger 3
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart

 

You hold a sprig of mistletoe aloft and invoke the powers of nature. Your animal allies glow pale blue at their muzzles and paws.

 

This spell functions like align fang, except that it affects multiple allies at a distance.

 

ALIGN WEAPON, MASS

Transmutation [see text]
Level: Cleric 3
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One weapon/level, no two of which are more than 30 ft. apart

 

You hold your holy symbol high and speak old words of power. Your party’s weapons take on a pale blue radiance.

 

This spell functions like align weapon (PH 197), except that it affects multiple weapons or projectiles at a distance.

 

ALLEGRO

Transmutation
Level: Bard 3
Components: V, S, M
Casting Time: 1 swift action
Range: 20 ft.
Area: 20-ft.-radius burst centered on you
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

 

With a quick wiggle of your fingers and a few arcane words, you release the feather in your hand to complete the spell. Suddenly, translucent blue motes burst outward from you and collect on yourself and your nearby allies before fading away.

 

Each creature within the spell’s area gains a 30-foot enhancement bonus to its land speed, up to a maximum of double the creature’s land speed.

 

Affected creatures retain these effects for the duration of the spell, even if they leave the original area.

 

Material Component: A tail feather from a bird of prey.

 

AMANUENSIS

Transmutation
Level: Cleric 0, sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Object or objects with writing
Duration: 10 minutes/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

 

 You point at the writing and then move your hand as though holding a stylus or quill. As you intone the spell, the script appears on a sheet of paper close at hand.

 

You cause writing from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies 250 words per minute and creates a perfect duplicate of the original.

 

The spell copies only nonmagical text, not illustrations or magical writings (such as the text of a spellbook, a spell scroll, or a sepia snake sigil). If the target contains normal and magical writing (such as a letter with explosive runes), only the normal text is copied, leaving blank space in the copied text where the magical writing would be expected.

 

Likewise, if the target contains text and illustration, only the text is copied.

 

The spell triggers (but does not copy) writing-based magic traps in the material being copied.

 

Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary.

 

If more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell’s duration you can redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages.

 

The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy.

 

AMORPHOUS FORM

Transmutation
Level: Assassin 3, sorcerer/wizard 3
Components: S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing corporeal creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

You dust your ally with gelatin and silently evoke the spell. Immediately her bones begin to soften and she and her belongings slump, becoming malleable ooze.

 

The subject and all its gear become amorphous and oozelike. This new form is boneless and fluid, enabling the subject to pass through holes or narrow openings as small as 2 inches in diameter.

 

While amorphous, the subject is immune to poison, polymorphing, and stunning, it cannot be flanked, and it is not subject to extra damage from critical hits. It gains a swim speed (if it does not have one already) equal to its land speed.

 

The subject can remain submerged as long as desired without breathing.

 

The subject’s armor (including natural armor) becomes worthless, though its modifiers for size, Dexterity, and deflection still apply to Armor Class, as do armor bonuses from force effects (for example, from the mage armor spell). While amorphous, the subject can’t attack or cast spells that require verbal, somatic, material, or focus components.

 

(This limitation does not rule out the casting of any spells that the subject might have prepared using the metamagic feats Eschew Materials, Silent Spell, and Still Spell.) The subject loses all supernatural abilities while in amorphous form, and its magic items, aside from those bonuses noted above, cease functioning as long as it remains amorphous.

 

Material Component: A pinch of gelatin.

 

AMPLIFY

Transmutation [Sonic]
Level: Bard 1
Components: S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 minute/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes; see text

 

You need to hear what’s going on. A hand motion or two, and the voices become louder to your ears.

 

You cause an amplification of all sounds within the spell’s area. This decreases the DC to hear those sounds by 20.

 

Those creatures within the spell’s area do not notice the increased amplification.

 

Thus, anyone whose voice is amplified remains unaware of the increase in volume.

 

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 apply spell resistance, if any. Items in a creature’s possession receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Amplify counters and dispels silence, and is also countered and dispelled by silence.

 

ANALYZE PORTAL

Divination
Level: Bard 3, Portal 2, sorcerer/ wizard 3
Components: V, S, M
Casting Time: 1 minute
Range: 60 ft.
Area: Cone-shaped emanation from you to the extreme of the range
Duration: Concentration, up to 1 round/level (D)
Saving Throw: See text
Spell Resistance: No

 

Seeing with a magic eye, you sense the portal. Studying it, knowledge about the portal comes into your mind as though it was a memory you could not recall until now.

 

You can tell whether an area contains a magical portal or the effect of a gate spell. If you study an area for 1 round, you know the sizes and locations of any such portals in the area. Once you find a portal, you can study it. (If you find more than one portal, you can study only one at a time.) Each round you study a portal, you can discover one property of the portal, in this order.

 

• Any key or command word needed to activate the portal.

 

• Any special circumstances governing the portal’s use (such as specific times when it can be activated).

 

• Whether the portal is one-way or two-way.

 

• A glimpse of the area where the portal leads. You can look at the area where the portal leads for 1 round; the range of your vision is the spell’s range. Analyze portal does not allow other divination spells or spell-like abilities to extend through the portal. For example, you cannot also use detect magic or detect evil to study the area where the portal leads while viewing the area with analyze portal.

 

For each property, you make a caster level check (1d20 + caster level) against DC 17. If fail, you can try again in the next round.

 

Analyze portal has only a limited ability to reveal unusual properties, as follows.

 

• Random Portals: The spell reveals only that the portal is random and whether it can be activated now. It does not reveal when the portal starts or stops functioning.

 

• Variable Portals: The spell reveals only that the portal is variable. If you study the portal’s destination, the spell reveals only the destination to which the portal is currently set.

 

• Creature-Only Portals: The spell reveals this property. If you study the portal’s destination, the spell reveals where the portal sends creatures. If it is the kind of portal that sends creatures to one place and their equipment to another place, the spell does not reveal where the equipment goes.

 

• Malfunctioning Portals: The spell reveals only that the portal is malfunctioning, not what sort of malfunction the portal produces.

 

Material Components: A crystal lens and a small mirror.

 

ANARCHIC STORM

Conjuration (Creation) [Chaotic, Water]
Level: Cleric 3
Components: V, S, M, DF
Casting Time: 1 standard action
Area: Cylinder (20-ft. radius, 20 ft.

 

high)
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

 

You call upon the powers of chaos, and a heavy rain begins to fall around you, its drops a rainbow of soft radiances. Above you, a multicolored lightning bolt flashes.

 

The downpour created by this spell falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a –4 penalty on Listen, Spot, and Search checks. It also applies a –4 penalty on ranged attacks made into, out of, or through the storm.

 

Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).

 

The rain damages lawful creatures, dealing 2d6 points of damage per round

 

(lawful outsiders take double damage).

 

In addition, each round, a bolt of lightning strikes a randomly selected lawful outsider within the spell’s area, dealing 5d6 points of electricity damage. After the spell’s duration expires, the water disappears.

 

Material Component: A flask of anarchic water (see the anarchic water spell, below).

 

ANARCHIC WATER

Transmutation [Chaotic]
Level: Cleric 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

 

 You speak the ancient, slippery words as you pour the iron and silver into the flask.

 

Despite the fact that there is more powder than room in the bottle, all of it dissolves, leaving a flask of water swirling with motes of gold.

 

This transmutation imbues a flask (1 pint) of water with the energy of chaos, turning it into anarchic water. Anarchic water damages lawful outsiders the way holy water damages undead and evil outsiders. A flask of anarchic water can be thrown as a splash weapon.

 

Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, the bearer must open the flask and pour the anarchic water out onto the target. Thus, a character can douse an incorporeal creature with anarchic water only if he is adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

 

A direct hit by a flask of anarchic water deals 2d4 points of damage to a lawful outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

 

Material Component: 5 pounds of powdered iron and silver (worth 25 gp).

 

ANGELSKIN

Abjuration [Good]
Level: Paladin 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Lawful good creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

You touch your ally with the holy symbol and invoke the blessed words. An opalescent glow spreads across her skin, imbuing it with a pearl-like sheen.

 

The subject gains damage reduction 5/evil.

 

ANGER OF THE NOONDAY SUN

Evocation [Light]
Level: Druid 6
Components: V, S
Casting Time: 1 standard action
Range: 20 feet
Area: All sighted creatures within a 20-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex negates; see text
Spell Resistance: Yes

 

Your body explodes with radiance that bathes the area around you in sunlight.

 

Any creature within the area of the spell that can see you must make a saving throw or be temporarily blinded. The blindness lasts for 1 minute per caster level.

 

An undead creature caught within the spell’s area takes 1d6 points of damage per two caster levels (maximum 10d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light (such as a vampire) if it fails its save.

 

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes as if they were undead creatures.

 

ANIMATE BREATH

Transmutation
Level: Sorcerer/wizard 7
Components: S
Casting Time: 1 standard action
Range: Personal
Target: Your breath weapon
Duration: 1 round/level

 

You exhale a flaming tongue of fire, but instead of lashing out against your foes, it produces a creature made of flames that answers to your bidding.

 

For this spell to function, you must have a breath weapon, either as a supernatural ability or as the result of casting a spell such as dragon breath (page 73). When you successfully cast this spell, you imbue the energy of your breath weapon with coherence, mobility, and a semblance of life. The animated breath then attacks whomever or whatever you designate. The spell works only on breath weapons that deal energy (acid, cold, electricity, fire, or sonic) damage. The animated breath uses the statistics of a Huge fire elemental (MM 99), with the following exceptions.

 

• The creature’s subtype changes to match the energy damage dealt by the breath weapon.

 

• The creature deals 2d8 points of damage of the same type as the breath weapon with each successful slam attack, instead of 2d8 points of fire.

 

• The creature has immunity to its own energy type, but no vulnerability to another energy type.

 

• The creature does not have the burn ability.

 

ANIMATE FIRE

Transmutation [Fire]
Level: Druid 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Small fire
Duration: Concentration, up to 1 round/level (D)
Saving Throw: None
Spell Resistance: No

 

By casting the mixture in your hand at the fire, you complete the spell. Immediately thereafter, a part of the flame coalesces into a vaguely humanoid shape more solid looking than the rest.

 

You animate a fire, which must be approximately the size of a campfire.

 

The animated fire has the statistics of a Small fire elemental (MM 98), and attacks as you direct. It cannot move beyond the range of its source fire (25 ft. + 5 ft./2 levels).

 

Material Component: A handful of charcoal, sulfur, and soda ash.

 

ANIMATE SNOW

Transmutation [Cold]
Level: Druid 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Cube of snow up to 20 ft. on a side
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

 

Nearby snow rapidly draws together with an audible crunch, coalescing into a vaguely human-shaped form.

 

You cause snow in the area to become 1d3+2 Large animated objects, 1d3 Huge animated objects, or one Gargantuan animated object (MM 14). The animated snow attacks as directed by your vocal commands.

 

Animated snow does not have a hardness score. It possesses improved speed as if it had legs, granting it a speed of 30 feet, as well as the blind special ability (MM 13). In addition, each animated snow object has the cold subtype and deals an extra 1d6 points of cold damage on a successful hit.

 

Animated snow objects take 1d6 points of damage per round in a place where the temperature is above freezing.

 

ANIMATE WATER

Transmutation [Water]
Level: Druid 1
Range: Close (25 ft. + 5 ft./2 levels)
Target: Cube of water up to 5 ft. on a side
You indicate a patch of water with a hand shaking from pent-up divine spell power, and the liquid rises into a vaguely humanoid shape.

 

This spell functions like animate fire, but you can instead animate a quantity of water of at least 4 cubic feet into a Small water elemental (MM 100).

 

Material Component: A vial of pure spring water mixed with cinnabar oil.

 

ANIMATE WOOD

Transmutation
Level: Druid 1
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: One Small or smaller wooden object
Duration: Concentration, up to 1 round/level (D)
Saving Throw: None
Spell Resistance: No

 

By touching a piece of wood you release the energy of the spell into it. The wood begins to writhe and twist before your eyes and then rises to move in the direction you indicate.

 

This spell imbues a Small or smaller wooden object with mobility and a semblance of life, then causes it to immediately attack whomever or whatever you initially designate. Statistics for the animated wood are as for a Small animated object (MM 13). Wooden objects animated by this spell have hardness 5. The spell cannot animate objects carried or worn by a creature.

 

Material Component: A mixture of powdered cinnabar and ground peach pit.

 

ANTICIPATE TELEPORTATION

Abjuration
Level: Sorcerer/wizard 3
Components: V, S, F
Casting Time: 10 minutes
Range: One willing creature touched
Area: 5-ft./level radius emanation from touched creature
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

 

The arcane words that activate this spell linger in the air for a moment. As they fade from your hearing, you become more aware of both your surroundings and the possibility of intrusion.

 

The subject of the spell is surrounded with an invisible aura that anticipates and delays the teleportation of any creature into the spell’s area. Any teleportation spell or effect (including all spells with the teleportation descriptor) can be anticipated, making the spell’s recipient instantly aware of the exact location where the teleporting creature will arrive (subject to the restrictions below), the creature’s size, and how many other creatures (and their sizes) are arriving with the teleporting creature.

 

The spell also delays the arrival of the teleporting creature by 1 round

 

(so that it arrives on its initiative count immediately before its next turn), generally giving the recipient of the spell and anyone else made aware of the information 1 round to act or ready actions. The teleporting creature does not perceive this delay.

 

Since a teleporting creature doesn’t necessarily arrive at the precise location it intends, the spell also functions against a creature that arrives in range even though its intended destination was elsewhere. For a creature that intends to teleport into range but inadvertently arrives outside the spell’s area, the spell gives the recipient awareness that a creature has attempted to teleport into range and delays the creature as normal, but doesn’t give any awareness as to the actual location of its imminent arrival.

 

The spell has no effect on creatures attempting to teleport away from the spell’s area, although if their destination is within the area, the spell will affect their reentry as normal.

 

Focus: A tiny hourglass of platinum and crystal costing at least 500 gp, which must be carried or worn by the spell’s recipient while the spell is in effect.

 

ANTICIPATE TELEPORTATION, GREATER

Abjuration
Level: Sorcerer/wizard 6

 

This spell functions like anticipate teleportation, except that greater anticipate teleportation identifies the type of the arriving creature (and any companions accompanying it) and creates a delay of 3 rounds, providing the recipient with even more warning and preparation time.

 

Focus: A tiny hourglass of platinum and crystal filled with diamond dust, costing at least 1,000 gp. The hourglass must be carried or worn by the spell’s recipient while the spell is in effect.

 

ANTICOLD SPHERE

Abjuration [Cold]
Level: Druid 5, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation centered on you
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes

 

As a rosy color flickers into being in the surrounding air, you feel a sense of warmth and well-being.

 

All creatures within the area of the spell gain immunity to cold damage.

 

In addition, the emanation prevents the entrance of any creature with the cold subtype. The effect hedges out such creatures in the area when it is cast.

 

Note: Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier (PH 172).

 

ANTIDRAGON AURA

Abjuration
Level: Cleric 3, sorcerer/ wizard 3
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/ 2 levels, no two of which are more than 30 ft. apart
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

You unleash the power of this spell and the nugget of platinum vanishes from your palm. Your companions are bathed in a white aura with a silver scale pattern overlaid upon it.

 

All subjects gain a +2 luck bonus to Armor Class and on saving throws against the attacks, spells, and special attacks (extraordinary, supernatural, and spell-like) of dragons. This bonus increases by 1 for every four caster levels above 5th (to +3 at 9th, +4 at 13th, and a maximum of +5 at 17th).

 

Material Component: A chunk of platinum worth at least 25 gp (slightly less than 1 ounce).

 

ANTIMAGIC RAY

Abjuration
Level: Sorcerer/wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: Yes

 

As you cast this spell, an invisible ray projects from your fingers. Where it strikes your foe, it ripples across his body, like water spreading across a calm pond.

 

You must succeed on a ranged touch attack with the ray to strike a target. The target, if struck, functions as if it were inside an antimagic field (PH 200) if it fails its Will save.

 

If this spell is used against a creature, the subject can’t cast spells or use supernatural or spell-like abilities, nor do such abilities have any effect on the creature.

 

However, the creature can still use spell completion items (such as scrolls) or spell trigger items (such as wands), even though it can’t cast the spells required.

 

If this spell is used against an object, that object’s magical powers are suppressed—including any spells previously cast and currently in effect on the item, as well as any spells or magical effects targeted on the object during the antimagic ray’s duration.

 

The spell doesn’t affect any objects other than the subject itself, even if those objects are worn, carried by, or in contact with the subject. For instance, if a creature is the target, its equipment remains unaffected.

 

Material Component: A pinch of iron filings mixed with ruby dust worth 100 gp.

 

ANYSPELL

Transmutation
Level: Spell 3
Components: V, S, DF (and possibly M, F, and XP)
Casting Time: 15 minutes
Range: Personal
Target: You
Duration: Instantaneous

 

Although there is no visible effect from this spellcasting, you channel divine power through your mind, shaping and transforming this energy into the potential to cast one arcane spell.

 

Anyspell allows you to read and prepare any arcane spell of up to 2nd level. You must have an arcane magical writing (a scroll or spellbook) on hand to cast anyspell. During the spell’s 15-minute casting time, you can scan the spells available and choose one to read and prepare.

 

Once you choose and prepare an arcane spell, you retain it in your mind. The prepared spell occupies your 3rd-level domain spell slot. If you read the spell from a spellbook, the book is unharmed, but reading a spell from a scroll erases the spell from the scroll.

 

When you cast the arcane spell, it works just as though cast by a wizard of your cleric level except that your Wisdom score sets the save DC (if applicable). You must have a Wisdom of at least 10 + the arcane spell’s level to prepare and cast it. Your holy symbol substitutes for any noncostly material component. If the spell has a costly material component (one to which a gold piece value is assigned), you must provide it. If the spell has another focus, you must provide the focus. If the spell has an XP component, you must pay the experience point cost.

 

ANYSPELL, GREATER

Transmutation
Level: Spell 6

 

This spell functions like anyspell, except you can read and prepare any arcane spell of up to 5th level, and the prepared spell occupies your 6th-level domain spell slot.

 

APPRAISING TOUCH

Divination
Level: Bard 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

 

Encircling your eye with thumb and forefinger as if holding a jeweler’s lens, you speak the arcane words that complete the spell.

 

Objects near you suddenly seem clearer, more in focus. You note blemishes and imperfections you had missed before.

 

You gain an intuitive insight into the value of objects you come into contact with. You gain a +10 insight bonus on Appraise checks to determine the value of items you touch while this spell is in effect. Using the Appraise skill in this fashion requires 2 minutes instead of the normal 1 minute.

 

Even if you fail an Appraise check while this spell is in effect, you never mistakenly estimate the worth of an item by more than 50%.

 

ARC OF LIGHTNING

Conjuration (Creation) [Electricity]
Level: Druid 4, sorcerer/wizard 5, Windstorm 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: A line between two creatures
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

 

Static fills the air as you complete the spell. With a gesture you create magical conductivity between two creatures, and a bolt of electricity arcs between them with a shockingly loud crackle.

 

This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in the line between them.

 

Both creatures must be in range, and you must be able to target them both (as if this spell had them as its targets). Draw the line from any corner in one creature’s space to any corner in the other’s space. The bolt affects all squares in this line.

 

Arcane Material Component: Two small iron rods.

 

ARMOR OF DARKNESS

Abjuration [Darkness]
Level: Darkness 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

The spell envelops the creature in a shroud of flickering shadows.

 

The shroud grants the subject a +4 deflection bonus to Armor Class plus an additional +1 for every three caster levels above 7th (for a total of +5 at 10th level, +6 at 13th, +7 at 16th, to a maximum of +8 at 19th level). The subject can see through the armor as if it did not exist and is also afforded darkvision out to 60 feet. The subject gains a +2 saving throw bonus against any holy, good, or light spells or effects.

 

Undead creatures that are subjects of armor of darkness also gain +4 turn resistance.

 

ARROW MIND

Divination
Level: Ranger 1, sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 minute/level (D)

 

The bow in your hand feels more like an extension of your body as you complete the spellas if it’s become a part of your arm.

 

Creatures nearby seem sharper to your eyes, more in focus.

 

While this spell is in effect and you are wielding a projectile weapon that fires arrows, such as a longbow or shortbow, you threaten all squares within your normal melee reach (5 feet if Small or Medium, 10 feet if Large) with your bow, allowing you to make attacks of opportunity with arrows shot from the bow. In addition, you do not provoke attacks of opportunity when you shoot a bow while you are in another creature’s threatened square.

 

Material Component: A flint arrowhead.

 

ARROW OF BONE

Necromancy [Death]
Level: Sorcerer/wizard 7
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One projectile or thrown weapon touched
Duration: 1 hour/level or until discharged
Saving Throw: Fortitude partial
Spell Resistance: Yes

 

You complete the long ritual needed to cast the spell, scribing arcane runes into the item. It changes before your eyes into an identical item made of bone. The runes glow with dark magic and the weapon feels cold to the touch.

 

When thrown or fired at a creature as a normal ranged attack, the weapon gains a +4 enhancement bonus on attack rolls and damage rolls. In addition, any living creature struck by an arrow of bone must succeed on a Fortitude save or be instantly slain. A creature that makes its save instead takes 3d6 points of damage +1 point per caster level (maximum +20). Regardless of whether the attack hits, the magic of the arrow of bone is discharged by the attack, and the missile is destroyed.

 

Material Component: A tiny sliver of bone and an oil of magic weapon (50 gp).

 

ARROW STORM

Transmutation
Level: Ranger 3
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

 

Your bow glows blue for an instant and now feels as light as a feather in your hand.

 

In your mind’s eye you see the arrows in your quiver, and your hand feels drawn to them.

 

You can cast this spell only at the beginning of your turn, before you take any other actions. After casting arrow storm, you can use a full-round action to make one ranged attack with a bow with which you are proficient against every foe within a distance equal to the weapon’s range increment. You can attack a maximum number of individual targets equal to your character level.

 

If you choose not to spend a full-round action in this fashion after casting the spell, the spell has no effect.

 

ASPECT OF THE EARTH HUNTER

Transmutation
Level: Druid 6, ranger 4
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)

 

By completing the spell you call upon the world’s primal energies. You feel disoriented for a moment as your face elongates into a snout, your limbs thicken, and your skin turns into silvery chitin.

 

When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a bulette (MM 30). While under the effect of the spell, your creature type changes to magical beast, and your size changes to Huge. You have the space and reach of a bulette (15 feet/10 feet). You gain the Strength, Dexterity, and Constitution of an average bulette (Str 27, Dex 15, Con 20), but you retain your own mental ability scores. Your base land speed becomes 40 feet, and you gain a burrow speed of 10 feet. You gain darkvision out to 60 feet. You also gain low-light vision, scent, and tremorsense out to 60 feet.

 

Your class and level, hit points, alignment, base attack bonus, and base saving throw bonuses all remain the same. You lose any extraordinary special abilities of your own form, as well as spell-like and supernatural abilities. You keep all extraordinary special attacks derived from class levels (such as a barbarian’s rage or a rogue’s sneak attack), but you lose any from your normal form that are not derived from class levels. You cannot speak or cast spells while in bulette form. However, if you have the Natural Spell feat, you can cast spells normally.

 

Your natural armor bonus becomes +12, regardless of any natural armor bonus from your normal form. You can make two claw attacks, which are natural weapons that deal 2d8+8 points of damage. While in bulette form, you gain the bulette’s leap extraordinary attack form, allowing you to make four claw attacks instead of two. Your equipment melds into your new form and becomes nonfunctional.

 

Material Component: A small piece of a bulette’s armored shell.

 

ASPECT OF THE WOLF

Transmutation
Level: Druid 1, ranger 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)

 

With a howl you complete the spell.

 

Instantly, your body sprouts short, thick fur. Your spine and neck bend, causing you to drop to your hands and kneeswhich quickly shorten into canine limbs.

 

When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a wolf (MM 283). While under the effect of the spell, your creature type changes to animal, and your size changes to Medium. You have the space and reach of a wolf (5 ft./5 ft.). You gain the Strength, Dexterity, and Constitution of an average wolf (Str 13, Dex 15, Con 15), but you retain your own mental ability scores. Your base land speed becomes 50 feet. You gain low-light vision and scent. You gain a bite attack, which is a primary natural attack that deals 1d6+1 points of damage with each successful hit.

 

Your class and level, hit points, alignment, base attack bonus, and base saving throw bonuses all remain the same. You lose any extraordinary special abilities of your own form, as well as spell-like and supernatural abilities.

 

You keep all extraordinary special attacks derived from class levels (such as a barbarian’s rage or a rogue’s sneak attack), but you lose any from your normal form that are not derived from class levels. You cannot speak or cast spells while in wolf form. However, if you have the Natural Spell feat, you can cast spells normally. Your natural armor bonus becomes +2, regardless of any natural armor bonus from your normal form. While in wolf form, you gain the wolf’s trip extraordinary attack form, allowing you to make a free trip attempt against any opponent that you hit with your bite attack. Your equipment melds into your new form and becomes nonfunctional.

 

Arcane Material Component: A whisker from a wolf.

 

ASSAY SPELL RESISTANCE

Divination
Level: Cleric 4, sorcerer/wizard 4
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

 

Finishing the spell, your eyes glow with a pale blue radiance, and you understand how to overcome your foe’s resistance to your magic.

 

This spell gives you a +10 bonus on caster level checks to overcome the spell resistance of a specific creature.

 

Assay resistance is effective against only one specific creature per casting, and you must be able to see the creature when you cast the spell.

 

ASTRAL HOSPICE

Conjuration (Teleportation)
Level: Cleric 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: See text
Duration: 24 hours/level
Saving Throw: None
Spell Resistance: No

 

You fish out the gem and, floating in the Astral Plane, cast the spell. A small pinprick of light appears next to you, widening to form a circular portal of a bronze hue.

 

You step through the portal and begin the process of healing.

 

This spell can be cast only upon the Astral Plane (DMG 154). It opens up a small planar portal to a demiplane where natural healing can occur (unlike on the Astral Plane itself). The firm surface of the demiplane is roughly 50 feet square, and the demiplane extends 50 feet above the surface. The demiplane’s traits (including time, gravity, and magic) match those of the Material Plane, and the demiplane is self-contained; walking to one end returns a character to the point from which he began. The demiplane has no unusual planar traits.

 

The only way in or out of the demiplane is through the entrance created by you, and only those named or described by you upon the casting of the spell can enter. The portal continues to exist and remains visible on the Astral Plane only while the hospice demiplane exists. When you leave the demiplane, the portal seals shut and vanishes. Anyone still in the hospice demiplane at that time appears on the Astral Plane at the location of the hospice’s entrance.

 

Material Component: A single flawless gemstone of at least 250 gp value.

 

ATTUNE FORM

Transmutation
Level: Cleric 3, druid 3, sorcerer/ wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: One creature/3 levels
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

 

You touch the pebble against your allies’ flesh and bring them into attunement with the plane.

 

This spell allows you to attune the affected creatures to the plane you are currently on, negating the harmful effects of that plane. Affected creatures gain the protections described in the avoid planar effects spell (page 19).

 

Arcane Material Component: A bit of stone or earth from your home plane.

 

AUGMENT FAMILIAR

Transmutation
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Your familiar
Duration: Concentration + 1 round/ level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

 

Reaching out with magic, you empower your familiar, making it quicker and stronger.

 

This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity, and Constitution, damage reduction 5/magic, and a +2 resistance bonus on saving throws.

 

AURA AGAINST FLAME

Abjuration
Level: Cleric 2, druid 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

 

With the casting of this spell you are surrounded with a cool, blue mist that clings to your body, dampening the heat of the nearby flames.

 

You create an aura of blue mist that protects you against fire, absorbing the first 10 points of fire damage as a resist energy (fire) spell (PH 272). In addition to the resist energy (fire) effect, the spell can be used to snuff out fires.

 

Any nonmagical flame that the aura contacts is immediately extinguished if the flame’s maximum damage is 10 or fewer points per round. This means that torches, small fires, and hurled alchemist’s fire are snuffed out and cause no damage if used against you or if you touch them.

 

You can use a standard action to touch an existing magical fire (such as a flaming sphere or a wall of fire) and attempt to dispel it as if using a dispel magic spell against it (use the caster level of aura against flame for the caster level check). If you succeed, you take no damage from the touch and the magical fire and aura both vanish. If you fail, you take damage from the magical fire source normally (reduced by your aura against flame), and both spells remain.

 

With a readied action, you can use the aura as a dispel magic effect to counterspell a magical fire attack against you. If successful, the spell is counterspelled and the aura disappears. If you fail the dispel check, or if the attack is not a fire attack, the aura remains.

 

AURA OF EVASION

Abjuration
Level: Cleric 5, sorcerer/wizard 6
Components: V, S, M, DF
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation centered on you
Duration: 1 minute/level
Saving Throw: No
Spell Resistance: No

 

“Stay together,” you shout, and intone the words of this spell, casting the crushed gemstone in the air at its conclusion. You are all bathed in a silver-green nimbus of light.

 

You and all creatures within 10 feet of you gain evasion, but only against breath weapons. (If a breath weapon would normally allow a Reflex saving throw for half damage, a creature within an aura of evasion that successfully saves takes no damage instead.) Creatures within the spell’s area that already have evasion or improved evasion get a +4 bonus on Reflex saving throws against breath weapons.

 

Material Component: Powdered emerald worth 500 gp.

 

AURA OF GLORY

Transmutation
Level: Paladin 2
Components: V, DF
Casting Time: 1 swift action
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

 

You invoke the holy words and a soft golden light radiates from you. You feel surer of yourself, bolstered by the power of your beliefs.

 

You channel divine power into yourself, spreading glory to your comrades.

 

This spell removes any fear effect from all allies within your aura of courage.

 

AURA OF TERROR

Necromancy [Fear, Mind-Affecting]
Level: Sorcerer/wizard 6
Components: V
Casting Time: 1 standard action
Range: 30-ft.-radius emanation centered on you
Duration: 1 minute/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

 

You speak a few curt words and your face is briefly overlaid with the image of a violet-shaded skull. The skull fades, but the nimbus of violet light remains around you.

 

You become surrounded by an aura of fear, granting you a frightful presence not unlike that of a dragon. Whenever you charge or attack, you inspire fear in all creatures within 30 feet that have fewer Hit Dice than your caster level. Each potentially affected opponent must succeed on a Will save or become shaken—a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to your frightful presence for 24 hours.

 

If you cast this spell when you already have the frightful presence ability or a fear aura, the existing ability becomes more effective in the following ways: • The radius of the area affected by the ability increases by 10 feet.

 

• The DC of your frightful presence ability increases by 2.

 

• Creatures that would normally be shaken by your fear aura are frightened instead, and creatures that would normally be frightened are panicked.

 

AURA OF VITALITY

Transmutation
Level: Druid 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/3 levels, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

One after another, your companions begin to radiate a soft, golden glow. They breathe deeply, suffused with additional mystic power.

 

All subjects receive a +4 morale bonus to Strength, Dexterity, and Constitution.

 

AVASCULAR MASS

Necromancy [Death, Evil]
Level: Deathbound 8, sorcerer/ wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: See text
Saving Throw: Fortitude partial and Reflex negates; see text
Spell Resistance: Yes

 

You shoot a black ray of necromantic energy from your outstretched hand, causing your foe to violently purge blood vessels through its skin. The purged blood vessels spread outward, creating a many-layered mass of bloody, adhesive tissue that traps nearby creatures in a gory horror.

 

You must succeed on a ranged touch attack with the ray to strike a target.

 

If the attack is successful, the subject loses half its hit points (rounded down) and is stunned for 1 round. On a successful Fortitude saving throw, the subject is not stunned. Oozes and plants are not affected by this spell.

 

The avascular mass instantaneously erupts from the subject and must be anchored to at least two opposed points—such as floor and ceiling or opposite walls—or else the mass collapses and has no effect. Creatures caught within a 20-foot-radius avascular mass become entangled. The original target of the spell is automatically entangled. Because the avascular mass is magically animate and gradually tightens on those it holds, an entangled character who attempts to cast a spell must make a DC 25 Concentration check or lose the spell.

 

Anyone within 20 feet of the primary target when the spell is cast must make a Reflex save. If this save succeeds, the creature is not stuck in the avascular mass and is free to act, though moving might 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 on a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either from making the initial Reflex save or a later Strength check or Escape Artist check), a creature can progress through the writhing blood vessels 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.

 

If you have at least 5 feet of avascular mass between you and an opponent, it provides cover. If you have at least 20 feet of avascular mass between you, it provides total cover.

 

The avascular mass of entangling tissue persists for 1 round per caster level. When the duration elapses, the blood vessel mass becomes so much limp, decaying tissue.

 

AVASCULATE

Necromancy [Death, Evil]
Level: Deathbound 7, sorcerer/ wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

 

You shoot a black ray of necromantic energy from your outstretched hand, causing your foe to violently purge blood or other vital fluids through his skin.

 

You must succeed on a ranged touch attack with the ray to strike a target.

 

If the attack succeeds, the subject is reduced to half of its current hit points (rounded down) and stunned for 1 round. On a successful Fortitude saving throw, the subject is not stunned.

 

AVOID PLANAR EFFECTS

Abjuration
Level: Cleric 2, druid 2, sorcerer/ wizard 3
Components: V
Casting Time: 1 immediate action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)

 

The danger of the plane surprises you, and you have barely time to bark out a few elder words of power. In a moment you’re safe, and you gain a brief respite—time enough to cast more permanent protective spells.

 

You gain a temporary respite from the natural effects of a specific plane.

 

These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself (DMG 150).

 

Avoid planar effects provides protection from the 3d10 points of fire damage that characters normally take when on a plane with the fire-dominant trait. Avoid planar effects allows a character to breathe water on a waterdominant plane and ignore the threat of suffocation on an earth-dominant plane. A character protected by avoid planar effects can’t be blinded by the energy of a major positive-dominant plane and automatically stops gaining temporary hit points when they equal the character’s full normal hit point total. Negative-dominant planes don’t deal damage or bestow negative levels to characters protected by avoid planar effects.

 

In addition, some effects specific to a plane are negated by avoid planar effects.

 

In the D&D cosmology, avoid planar effects negates the deafening effect of Pandemonium and the cold damage on the Cania layer of the Nine Hells. The DM can add additional protections for a cosmology he creates. If the campaign has an Elemental Plane of Cold, for example, avoid planar effects protects against the base cold damage dealt to everyone on the plane.

 

The effects of gravity traits, alignment traits, and magic traits aren’t negated by avoid planar effects, nor is the special entrapping trait of certain planes (such as Elysium and Hades).

 

The spell does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and nonnatural formations within the plane. This spell allows you to survive on the Elemental Plane of Earth, for instance, but it won’t protect you if you walk into a pool of magma on that same plane.

 

AWAKEN, MASS

Transmutation
Level: Druid 8
Components: V, S, DF, XP
Casting Time: 24 hours
Range: Medium (100 ft. + 10 ft./level)
Target: One animal or tree/3 levels, no two of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

 

After a full day of constant spellcasting, you finally succeed in bringing sentience to the subjects.

 

You awaken one or more trees or animals to humanlike sentience. All awakened creatures must be of the same kind. To succeed, you must make a Will save (DC 10 + the HD of the highest-HD target, or the HD the highest-HD tree has once awakened, whichever is greater). Failure indicates that the spell fails for all targets.

 

The awakened animal or tree is friendly toward you. You have no special empathy or connection with it, but it serves you in specific tasks or endeavors if you communicate your desires to it.

 

An awakened tree has characteristics as if it were an animated object (MM 13), except that its Intelligence, Wisdom, and Charisma scores are all 3d6. Awakened plants gain the ability to move their limbs, roots, vines, creepers, and so forth, and they have senses similar to a human’s. An awakened animal has 3d6 Intelligence, a +1d3 bonus to Charisma, and +2 HD.

 

An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of its Intelligence bonus, if it has one. (See MM 290 for information on skills and feats the creature gains.) XP Cost: 250 XP per creature awakened.

 

AWAKEN CONSTRUCT

Transmutation
Level: Cleric 9, sorcerer/wizard 9
Components: V, S, M, XP
Casting Time: 8 hours
Range: Touch
Target: One construct
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

Tendrils of writhing light cover your hand and the brain it holds. The light disperses into the construct you touch, enveloping it in a soft white corona for several seconds before the creature’s body absorbs the radiance.

 

This spell awakens a humanoid-shaped construct to humanlike sentience. An awakened construct’s Intelligence, Wisdom, and Charisma scores are all 3d6. The spell does not work on constructs that are constructs only temporarily (such as objects affected by an animate objects spell). The awakened creature is independent of both you and the being who originally made it, though it is initially friendly toward both you and its maker. (See MM 290 for information on skills and feats the creature gains.) Material Component: The brain of a humanoid that has been dead less than 8 hours.

 

XP Cost: 5,000 XP.

 

AWAKEN SIN

Enchantment (Compulsion) [Fear, Good, Mind-Affecting]
Level: Cleric 3, paladin 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One evil creature with Intelligence 3+
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

 

A command for repentance issues from your mouth, carrying with it the power of the spell. The crushing feeling of guilt that grew within you while you cast the spell lifts as you project the feeling at your target.

 

The subject immediately takes 1d6 points of nonlethal damage per caster level (maximum 10d6) and is stunned for 1 round. If this knocks the subject unconscious, it also takes 1d6 points of Wisdom damage.

 

AWAKEN UNDEAD

Necromancy [Evil]
Level: Deathbound 6, sorcerer/ wizard 7
Components: V, S, M, XP
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: All mindless undead within a circle with a radius of 25 ft. + 5 ft./2 levels
Duration: Instantaneous
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)

 

Whispering secret words to the undead before you, you call forth a glimmer of intelligence in its dead eyes.

 

This spell grants intelligence to mindless undead such as skeletons and zombies. Undead creatures with Intelligence scores are unaffected. A mindless undead gains an Intelligence score of 1d6+4, subject to the limitation that an undead cannot be more intelligent than is typical of a living creature of the same kind. A dog skeleton simply has Intelligence 2 (no roll needed), while an orc skeleton makes the die roll but can’t have more than Intelligence 8.

 

(See MM 290 for information on skills and feats the creature gains.) Undead regain the armor and weapon proficiencies they had in life (assume the undead were formerly warriors unless the DM specifies otherwise) and will don armor and take up weapons while obeying your commands. A zombie fighter can wear any armor and wield any simple or martial weapon, and a warhorse zombie can wear any armor.

 

Undead also regain any extraordinary racial abilities they had in life, such as poison or scent.

 

Awakened undead gain a +2 profane bonus on their Will saving throws to resist control undead. Awakened undead also gain +2 turn resistance (or retain their own turn resistance, if any, and if it is better than +2).

 

Material Component: A humanoid finger bone.

 

XP Cost: 250 XP.

 

AXIOMATIC STORM

Conjuration (Creation) [Lawful, Water]
Level: Cleric 3, paladin 3
Components: V, S, M, DF
Casting Time: 1 standard action
Area: Cylinder (20-ft. radius, 20 ft. high)
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

 

You call upon the forces of law and a heavy rain begins to fall around you, its raindrops harsh and metallic. Above you, a jet of caustic acid lances down from the heavens.

 

A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a –4 penalty on Listen, Spot, and Search checks. It also applies a –4 penalty on ranged attacks made into, out of, or through the storm.

 

Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns).

 

The rain damages chaotic creatures, dealing 2d6 points of damage per round

 

(chaotic outsiders take double damage).

 

In addition, each round, a gout of acid strikes a randomly selected chaotic outsider within the spell’s area, dealing 5d6 points of acid damage. After the spell’s duration expires, the water disappears.

 

Material Component: A flask of axiomatic water (see the axiomatic water spell, below).

 

AXIOMATIC WATER

Transmutation [Lawful]
Level: Cleric 1, paladin 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes

 

(object)

 

 You speak the ancient, slippery words as you pour the iron and silver into the flask.

 

Despite the fact that there is more powder than will fit in the container, all of it dissolves, leaving a flask of water dotted with motes of gunmetal gray.

 

This transmutation imbues a flask (1 pint) of water with the order of law, turning it into axiomatic water. Axiomatic water damages lawful outsiders the way holy water damages undead and evil outsiders. A flask of axiomatic water can be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, the bearer must open the flask and pout the axiomatic water out onto the target. Thus, a character can douse an incorporeal creature with axiomatic water only if he is adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

 

A direct hit by a flask of axiomatic water deals 2d4 points of damage to a chaotic outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

 

Material Component: 5 pounds of powdered iron and silver (worth 25 gp).