Transmutation
Level: Abyss 3, druid 1, sorcerer/ wizard 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You press the viscous ball of demon
sweat between your fingers and speak the eldritch words. Your flesh and
equipment begin to weep hot red tears that quickly form a coating over your
body.
This demon-inspired transmutation causes
the subject to secrete a slimy red layer of jelly that coats its skin, armor, and equipment. A creature that strikes a
slime-protected subject with an unarmed strike, a touch attack (including a
touch spell), or a natural weapon takes 1d8 points of acid damage. Any creature
in a grapple with the target of babau slime takes 1d8 points of acid damage at the
beginning of its turn.
Arcane Material Component: A drop of babau
slime.
Necromancy
Level: Sorcerer/wizard 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon
Duration: 1 round/level or until discharged
Saving Throw: Will negates; see text
Spell Resistance: Yes (object)
The weapon you indicate during the
spell’s casting briefly shimmers with a black aura that disappears in an eyeblink.
You cast this spell on any melee weapon.
The next time that weapon is used to make a melee attack, its shaft twists
around so that the weapon strikes the wielder instead. The weapon hits
automatically, and no attack roll is made.
The wielder gets no warning or knowledge of
the spell’s effect on his weapon, and although he makes the attack, the
self-dealt damage can’t be consciously reduced (though damage reduction
applies) or changed to nonlethal damage. Once the
weapon attacks its wielder (whether successfully or not), the spell is
discharged.
Magic weapons targeted by this spell
receive a Will save. An item in a creature’s possession uses its own Will save
bonus or its wielder’s bonus, whichever is higher.
Focus: A dagger.
Transmutation
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: Will negates
Spell Resistance: Yes
You touch your opponent and a red
aura entwines him, then fades without further effect.
You back away as your opponent laughs and begins to cast a spell.
The first time the target creature attempts
to cast a spell or use a spelllike ability, the magic
of that spell backfires. The spell is expended, and the creature takes 1d6
points of damage per level of the spell being cast. This discharge ends the
spell.
Divination
Level: Druid 2, ranger 2, sorcerer/ wizard 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
As you perform the final gestures of
the spell you feel magic surround you, pushing on you from all sides as if
trying to help keep you standing tall.
You gain a +4 insight bonus on Balance
checks. If you have sufficient ranks in the Balance skill, you can even balance
on an otherwise-impossible surface with a DC 20 Balance check.
If you have 5 or more ranks in Balance, you
can balance on vertical surfaces; the normal modifier for a sloped or angled
surface no longer applies to you, though other DC modifiers (such as for a
slippery surface) do apply. If you balance on a vertical surface, you can move
up or down as if you were climbing. However, you are not actually climbing, so
you can make attacks normally, retain your Dexterity bonus to Armor Class, and generally follow the rules of the Balance
skill rather than the Climb skill.
If you have 10 or more ranks in Balance,
you can balance on liquids, semisolid surfaces such as mud or snow, or similar
surfaces that normally couldn’t support your weight.
For each consecutive round that you begin
balanced on a particular surface of this sort, the DC of your Balance check
increases by 5. As with all uses of the Balance skill, you move at half speed
unless you decide to use the accelerated movement option (thereby increasing
the DC of the Balance check by 5).
Arcane Material Component: A thin, 3-inch-long wooden dowel.
Conjuration (Teleportation)
Level: Sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Two creatures of up to Large size
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Seeing your friend imperiled, you cast about for a likely target and settle
upon a nearby foe. With a word, your ally stands free while your foe faces
death.
Two target creatures, of which you can be
one, instantly swap positions. A solid object such as the ground, a bridge, or
a rope must connect the creatures.
Both subjects must be within range.
Objects carried by the creatures (up to the
creatures’ maximum loads) go with them, but other creatures do not, even if
they are carried. The movement is instantaneous and does not provoke attacks of
opportunity.
If either creature succeeds on its Will
save, the spell is negated.
Evocation [Electricity]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One lightning ball
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes
With a circuitous pass of your hand
through the air, a crackling ball of lightning appears before you, accompanied
by the smell of ozone.
You create a 5-foot-diameter ball of concentrated
electricity that rolls in whichever direction you point, dealing electricity
damage to creatures it strikes.
It moves 30 feet per round. As part of this
movement, it can ascend or jump up to 30 feet to strike a subject. If it enters
a space with a creature, it stops moving for the round and deals 1d6 points of
electricity damage per caster level (maximum 15d6), though a successful Reflex
save negates that damage.
The ball moves as long as you actively
direct it (a move action for you), otherwise it merely
stays at rest, damaging any creature in its space. It cannot push aside
unwilling creatures or batter down large obstacles. The lightning winks out if
it exceeds the spell’s range.
Material Component: A handful of copper and iron pellets.
Transmutation
Level: Abyss 4, Cleric 2, sorcerer/ wizard 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You smash the soot against your flesh
and intone the ancient, dark words. Like the legendary balor,
your body bursts into lurid flames.
The flames created by this spell do not
harm you or any equipment you carry or wear. Each round, the flames deal 6d6
points of fire damage to any creature grappling you (or any creature you
grapple) on your turn.
Arcane Material Component: A pinch of soot.
Conjuration (Creation)
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One Medium or smaller creature
Duration: 1 round/level
Saving Throw: Reflex partial
Spell Resistance: No
The interlocking hoops become briefly
hot then disappear even as similar, larger bands streak from your outstretched
hand toward the creature you indicate. With a satisfying metallic clank, the
bands wrap around the indicated creature.
The victim must succeed on a Reflex save or
be immobilized and thus unable to move. If the saving throw succeeds, the
victim is only partially trapped by the bands, and is entangled.
A creature immobilized by the bands can
attempt to escape as a fullround action, either by
bursting free (Strength DC 18) or wriggling out (Escape Artist DC 18).
An entangled creature can use a fullround action to break free (Strength DC 13) or
disentangle itself (Escape Artist DC 13).
Material Component: Three small silver hoops, interlocked.
Necromancy [Evil]
Level: Cleric 6, sorcerer/wizard 7
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Corpse touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The diamond in your hand turns to
coal, and then to dust, which sprinkles down upon the corpse. Where it strikes,
ebon flames spring up, and when the flames pass nothing remains, not even grave
dust.
“Return from that one,” you mutter.
Black flames flicker over a corpse, utterly
consuming it. You destroy the remains of a dead person or creature, preventing
any form of raising or resurrection that requires part of the corpse.
There is a 50% chance that a wish, miracle, or true resurrection spell cannot restore to life a victim consumed by a barghest’s feast spell. Check once for each destroyed
creature. If the d% roll fails, the creature cannot be brought back to life by
mortal magic.
Material Component: A diamond worth 5,000 gp.
Evocation [Force]
Level: Sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object or creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You point the shard of carved ram’s
horn at your foe and snap off the last words of the spell. An
invisible wedge of force slams into the creature’s midsection, doubling it over
and driving it back.
You create a ramlike
force that can strike with considerable power. The force can target a creature
or an object. The force deals 1d6 points of damage to the subject.
If the subject is a creature, this attack
initiates a bull rush (as a Medium creature with Strength 30, for a +10 bonus
on the bull rush attempt). If the subject is a movable object, such as a door,
you can make a Strength check (with a +10 bonus) to attempt to force open the
door.
Focus: A piece of carved ram’s horn.
Enchantment (Charm) [Mind-Affecting]
Level: Bard 2, sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Targets: All allies within 30 ft.
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You wave your hand as if a conductor
and hum an uplifting tune under your breath. As the energy of the spell
releases, you hear the air around you fill with the song you are humming, as if
performed by a small troupe.
This spell brings forth a stirring martial
tune that inspires all creatures within the area who are friendly to you. These
creatures can reroll one Will save that they have
just made each round for the duration of the spell.
The reroll must
be made before the DM declares whether the roll results in success or failure,
and the result of the second roll must be used, even if it is a lower result.
Transmutation
Level: Druid 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
With crackle of popping joints and
tendons, your hands and fingers become long curving claws with heavy knuckles.
You gain two claw attacks that act as
slashing melee weapons, dealing 1d4 points of damage with a threat range of
19–20. Attacks with your transformed hands do not provoke attacks of
opportunity.
Your claws work just like the natural
weapons of many monsters. You can make an attack with one claw or a full attack
with two claws at your normal attack bonus, replacing your normal attack routine.
You take no penalties for two-weapon fighting, and neither attack is a
secondary attack. If your base attack bonus is +6 or higher, you do not gain
any additional attacks—you simply have two claw attacks at your normal attack
bonus.
If you attack with a manufactured weapon or
another natural attack, you can’t make any claw attacks in that round. The
claws do not hinder your manual dexterity or spellcasting.
Material Component: The claw of a bird of prey, such as an
eagle or falcon.
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 1, druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You cast the spell and lay your hand
upon your ally, and beneath your glowing fingers, give him a mixed gift—the ability to fight on, but at the cost of not knowing when to
stop.
The subject becomes such a tenacious
combatant that it continues to fight without penalty even while disabled or
dying.
While between –1 and –9 hit points, the
creature gains a +4 enhancement bonus to Strength. If the creature is reduced
to –10 hit points, it dies normally.
Conjuration (Creation)
Level: Druid 1
Components: V, S, M, XP
Casting Time: 1 standard action
Range: Touch
Effect: Tiny construct
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
With the bogun
made, you take the final step and imbue it with sentience, breathing life into your
new servant and companion.
Beget bogun
allows you to infuse
living magic into a small mannequin that you have created from vegetable
matter.
This is the final spell in the process of
creating a bogun. See the bogun’s
description for further details.
Material Component: The mannequin from which the bogun is created.
XP Cost: 25 XP.
Transmutation [Air]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You uncork the vial and speak the old
words. The smoke issues from the bottle and wraps itself around your hand,
turning it into smoke as well.
With a successful touch attack, you deal
2d12 points of damage. For every three caster levels, the smoke lasts for
another round (to a maximum of 4 additional rounds at 12th level), dealing
another 2d12 points of damage per round.
Material Component: A small vial of smoke.
Conjuration (Teleportation)
Level: Sorcerer/wizard 1
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Two willing creatures of up to Large size
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Calling out the arcane words, you
suddenly stand where your companion was, and he has taken your place, outside
the reach of his foes.
Two target creatures, of which you can be
one, instantly swap positions.
Both subjects must be within range.
Objects carried by the creatures (up to the
creatures’ maximum loads) go with them, but other creatures do not, even if
they are carried. The movement is instantaneous and does not provoke attacks of
opportunity.
Necromancy
Level: Cleric 7, sorcerer/wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
Channeling your hatred into binding words of
power, you thrust your hand at your foe and proclaim a terrible curse.
The spellcaster
places a curse on the creature touched, choosing one of the three following
effects.
• One ability score is reduced to 1, or two
ability scores take –6 penalties (to a minimum score of 1).
• –8 penalty on attack rolls, saving throws,
ability checks, and skill checks.
• Each turn, the subject has a 25% chance
to act normally; otherwise, it takes no action.
You can also invent your own curse, but it
should be no more powerful than those described above, and the Dungeon Master has
the final say on the curse’s effect.
A greater curse cannot
be dispelled, nor can it can be removed with break enchantment or limited wish. A miracle or wish spell removes a greater curse, as does remove curse cast
by a spellcaster of at least 17th level.
Evocation [Air]
Level: Druid 2, Windstorm 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Concentration
Saving Throw: Reflex negates
Spell Resistance: Yes
Calling upon the power of elemental
air, you encircle the target in whipping winds.
The subject can act normally, but it cannot
move from its current location.
The winds carry its voice away, so it can
speak but cannot be heard, and it cannot hear anything but the roar of the
winds. This spell distracts spellcasters, and so a
Concentration check is required to successfully cast any spell (DC equal to
this spell’s DC + the level of the spell being cast).
Furthermore, no sonic or languagedependent spells or effects can be cast into or out
of the winds (though spells cast by you upon yourself function normally).
Ranged attacks made into or out of the winds take a –2 penalty.
Binding winds holds flying creatures in midair.
Necromancy
Level: Gluttony 8, Hunger 8
Components: V
Casting Time: 1 standard action
Range: Touch
Target: One living creature of a size that does not exceed caster’s
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
Your mouth opens impossibly wide and
engulfs your foe. You swallow loudly and your mouth returns to normal size,
leaving no trace of your foe behind.
When you cast this spell, you can send a
creature to a pocket “stomach” dimension with a successful melee touch attack.
The target you touch must make a successful Fortitude save. If it fails its
saving throw, the creature is sent to the stomach dimension. The victim takes
2d8+12 points of bludgeoning damage and 12 points of acid damage per round
while in the stomach dimension. The victim can cut its way out by using a light
slashing or piercing weapon to deal 35 points of damage to the stomach
dimension (AC 21). A creature that successfully exits appears to cut its way
free from thin air, appearing in a space adjacent to you.
Each time you cast this spell, you create a
separate temporary stomach dimension.
Transmutation
Level: Druid 6, sorcerer/wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
With an inhuman roar, your face
extends and expands, and your hands enlarge into clawed paws. Powerful muscle
builds under your skin, and you become a half-bear creature.
You gain a +16 enhancement bonus to
Strength, a +2 enhancement bonus to Dexterity, a +8 enhancement bonus to
Constitution, and a +7 enhancement bonus to natural armor.
Your hands become claws, granting you two claw attacks, and your mouth becomes
that of a bear, giving you a bite attack. You can attack with both claws at
your full attack bonus, but your bite attack takes a –2 penalty (as if you had
the Multiattack feat). Each claw deals 1d8 points of
damage (1d6 if you are Small) + your Str modifier,
and your bite deals 2d8 points of damage (2d6 if you are Small) + 1/2 your Str modifier. You gain the benefits of the Blind-Fight and
Power Attack feats, as well. If your base attack bonus is +6
or higher, you do not gain any additional attacks.
Material Component: A tuft of bear fur.
Transmutation
Level: Druid 4, sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You shake your head, and your face
reshapes itself into the visage of a boar. As this happens, your body becomes
bulkier, and your shoulders and back bristle with hair.
You gain a +4 enhancement bonus to
Strength, a +6 enhancement bonus to Constitution, and a +8 enhancement bonus to
natural armor. Your face becomes that of a boar, and
you gain a bite attack that deals 1d8 points of damage (or 1d6
points if you are Small) + 1-1/2 times your Str
modifier. You also gain the benefit of the Blind-Fight feat. If
your base attack bonus is +6 or higher, you do not gain any additional attacks.
Material Component: Four boar bristles.
Transmutation
Level: Druid 2, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
With a sneeze, you grow a whiskered
snout and ratlike tail as fine gray
fur covers your thickening skin.
You gain a +6 enhancement bonus to
Dexterity, a +2 enhancement bonus to Constitution, and a +3 enhancement bonus
to natural armor. Your face lengthens into a ratlike snout, and you gain a bite attack that deals 1d4
points of damage (or 1d3 points if you are Small) +
1-1/2 times your Str modifier.
You also gain the benefit of the Weapon
Finesse feat. If your base attack bonus is +6 or higher, you
do not gain any additional attacks.
Material Component: A rat’s tail.
Transmutation
Level: Druid 5, sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You snarl, and your features shift
into those of a tiger. Your hands grow sharp claws, and the thick skin and
striped fur of a tiger covers your body.
You gain a +12 enhancement bonus to
Strength, a +4 enhancement bonus to Dexterity, a +6 enhancement bonus to
Constitution, and a +5 enhancement bonus to natural armor.
Your hands become claws, granting you two claw attacks, and your mouth becomes
that of a tiger, giving you a bite attack. You can attack with both claws at
your full base attack bonus, but your bite attack takes a –2 penalty (as if you
had the Multiattack feat). Each claw deals 1d8 points
of damage (1d6 if you are Small) + your Str modifier,
and your bite deals 2d6 points of damage (2d6 if you are Small) + 1/2 your Str modifier. You gain the benefits of the Blind-Fight and
Power Attack feats, as well. If your base attack bonus is +6
or higher, you do not gain any additional attacks.
Material Component: A tiger’s claw.
Transmutation
Level: Druid 3, sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
A howl erupts from your lips as your
face contorts and expands into a wolflike form.
You gain a +2 enhancement bonus to
Strength, a +4 enhancement bonus to Dexterity, a +4 enhancement bonus to
Constitution, and a +4 enhancement bonus to natural armor.
You gain a bite attack that deals 1d6 points of damage (or 1d4
points if you are Small) + 1-1/2 times your Str
modifier. You also gain the benefit of the Blind-Fight feat. If
your base attack bonus is +6 or higher, you do not gain any additional attacks.
Material Component: A wolf’s tooth.
Conjuration (Creation)
Level: Sorcerer/wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Sword-shaped planar rift
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: Yes
As you cast the spell, a large black
tear in the universe appears in the form of a crackling ebony sword made of the
material of the planes. The blade flies off at your mental command to destroy
your foes.
You create a black blade-shaped planar rift
about 3 feet long. The blade strikes at any creature within its range, as you
desire, starting the round you cast the spell. The blade makes a melee touch
attack against its designated target once each round. Its attack bonus is equal
to your base attack bonus + your Intelligence bonus or your Charisma bonus (for
wizards and sorcerers, respectively).
Anything hit by the blade is disintegrated
if it fails a Fortitude save, taking 2d6 points of damage per caster level
(maximum 40d6), or 5d6 points of damage if the saving throw is successful. The
blade can pass through any magical barrier equal to or less than its spell
level, but cannot penetrate dead magic areas or an antimagic field. It can harm ethereal and incorporeal creatures
as if it were a force effect.
The blade always strikes from your
direction. It does not get a flanking bonus or help a combatant get one. If the
blade exceeds its range or goes out of your line of sight, the spell ends. You
can direct the blade to attack another target as a standard action.
A gate spell can be used to counterspell a black blade of disaster. A dimensional
anchor spell cast at the
blade dispels it automatically. The blade cannot be harmed by physical attacks,
but dispel magic, a sphere of annihilation, or a rod of
cancellation can affect it. Its
touch attack AC is 13.
Necromancy [Evil]
Level: Sorcerer/wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/level
Saving Throw: Fortitude partial and Reflex negates; see text
Spell Resistance: Yes
With the dark words still on your
tongue, a ray of black energy springs from your hand to wrap the indicated
target in black flames that absorb heat rather than create it. The black fire
crackles and hisses, emanating the smells of hot metal and sulfur.
You must succeed on a ranged touch attack
with the ray to strike a target.
On a successful attack, a living target is
engulfed in chill black flames that feed on the fuel of their victim’s life
force. A creature engulfed in blackfire must make a
successful Fortitude save each round that the spell is in effect or take 1d4
points of Constitution damage and become nauseated. A creature that makes its
Fortitude save takes no damage for that round and is sickened instead. In
addition to its effects on the subject, blackfire can
spread rapidly.
Each round on its turn, any living creature
adjacent to a creature engulfed in blackfire must
succeed on a Reflex save or become engulfed itself.
Any creature that has its Constitution
reduced to 0 or lower by the spell is turned into a pile of black ash and can
be returned to life only by true resurrection or wish, the caster of which must succeed on a DC 30
caster level check to restore the victim to life. If a creature succeeds on its
Fortitude save in 3 consecutive rounds, the blackfire affecting it gutters out. The black flames cannot otherwise be
extinguished by normal means (such as immersion in water or smothering), but antimagic field, a successful dispel magic, remove curse, or break enchantment snuffs it out.
As well, a creature protected by death ward has immunity to blackfire’s effects.
Material Component: A pinch of dust from a vampire destroyed by
sunlight.
Evocation [Darkness]
Level: Darkness 3, sorcerer/ wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: A 20-ft.-radius emanation centered on a
creature, object, or point in space
Duration: 1 round/level (D)
Saving Throw: Will negates or none (object)
Spell Resistance: Yes or no (object)
With a few short words of power, you
draw the light from the surrounding area.
Within just a few seconds, the light
dims to utter darkness.
You create an area of total darkness.
The darkness is impenetrable to normal
vision and darkvision, but you can see normally
within the blacklit area.
Creatures outside the spell’s area, even
you, cannot see through it.
You can cast the spell on a point in space,
but the effect is stationary unless you cast it cast on a mobile object. You
can cast the spell on a creature, and the effect then radiates from the
creature and moves as it moves. Unattended objects and points in space do not
get saving throws or benefit from spell resistance.
Blacklight counters or dispels any light spell of equal or lower level, such
as daylight.
Material Component: A piece of coal and the dried eyeball of
any creature.
Evocation
Level: Assassin 2, blackguard 2, cleric 3, Deathbound
2, sorcerer/ wizard 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 0 ft.
Ef fect: Swordlike column of gnashing teeth
Duration: 1 round/level (D)
Saving Throw: Will partial
Spell Resistance: Yes
A three-foot-long column of disembodied
gnashing teeth springs forth from your hand.
For the duration of the spell, you can make
melee touch attacks that deal 1d6 points of damage +1 point per two caster
levels (maximum +10). Your Strength modifier does not apply to the damage. A
creature that you successfully deal damage to must also make a Will saving
throw or become frightened for 1d4 rounds.
Transmutation
Level: Ranger 3
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
With a thought and a word you
complete the spell. Your weapons shift color,
becoming blue for a moment, and feel lighter in your hands. An unseen force
guides them, pulling them toward your enemies.
You can cast this spell only at the
beginning of your turn, before you take any other actions. After casting blade storm, you can take a full-round action to make
one attack with each melee weapon you are currently wielding against every foe
within reach. If you wield more than one weapon, or a double weapon, you can attack
each foe once with each weapon or end, using the normal rules for two-weapon
fighting (PH 160). So, a ranger wielding a longsword and a short sword could attack each opponent he
can reach with both weapons. If you choose not to spend a full-round action in
this fashion after casting the spell, the spell has no effect.
Transmutation
Level: Ranger 3
Components: V
Casting Time: 1 swift action
Range: Touch
Target: One slashing weapon
Duration: 1 round/level
Saving Throw: None (object)
Spell Resistance: Yes (object)
You touch a blade, and it catches
fire.
Unearthly blue flames crackle along its length while the weapon beneath remains
cold and unharmed.
You grant a slashing weapon a +3
enhancement bonus. The weapon sheds illumination as if it were a torch.
Conjuration (Creation) [Fire]
Level: Ranger 1, sorcerer/wizard 1
Components: V
Casting Time: 1 swift action
Range: Touch
Targets: Up to two melee weapons you are wielding
Duration: 1 round
Saving Throw: None
Spell Resistance: No
With a word your weapons burst into
flame.
You feel no heat and the flames
merely tickle your skin.
Your melee weapons each deal an extra 1d8
points of fire damage. This damage stacks with any energy damage your weapons
already deal.
Illusion [Pattern]
Level: Bard 2, sorcerer/wizard 2
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: See text
With a shout you unleash the power of
the spell, causing every movement you make with your weapon to seem beautiful
and full of flourish.
Once per round, choose one target that you
successfully attacked with a melee weapon. That creature must succeed on a Will
save or be dazed for 1 round.
Spell resistance applies to this effect.
Conjuration (Creation) [Fire]
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
As you cast the spell, your hand
becomes sheathed in barely perceptible yellow flames.
With a roar, the flames burst from
your hand in the shape of a cone, leaving your hand trailing wisps of smoke.
Flames fill the area, dealing 1d6 points of
fire damage per caster level (maximum 10d6) to any creature in the area that
fails its saving throw.
Material Component: A bit of wick soaked in oil.
Evocation [Force]
Level: Force 3, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Drawing upon magic in its purest
form, you send invisible energy whistling through the air to batter your foe.
You must succeed on a ranged touch attack
with the ray to strike a target. A blast of force deals 1d6 points of damage per two caster levels (maximum 5d6).
In addition, a successful hit forces the
subject to make a Fortitude save or be knocked prone (size and stability
modifiers apply to the saving throw as if the spell were a bull rush).
Transmutation
Level: Paladin 1
Components: V
Casting Time: 1 swift action
Duration: 1 round
You invoke the holy words quickly,
and your weapon flashes a momentary blue-white radiance.
This spell functions like bless weapon (PH 205), except as noted above.
Divination
Level: Blackguard 1, cleric 1, paladin 1
Components: V, S
Casting Time: 1 standard action
Range: 50 ft.
Effect: 50-ft.-radius spread centered on you
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
With the blessing of your deity, you
bolster your allies’ aim with an exhortation.
This spell grants your allies within the
spread a +2 morale bonus on ranged attack rolls.
Abjuration [Good]
Level: Paladin 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You hear a distant dragon’s roar that
no one else detects, and your skin takes on a platinum sheen.
You gain damage reduction 10/magic for the
spell’s duration.
Material Component: A canary feather, which is flung into the
air.
Transmutation [Light]
Level: Sorcerer/wizard 4 You expel your breath weapon, which crackles with eye-splitting
intensity.
This spell functions like breath flare (page 38), except that targets that fail
their saving throws against your breath weapon are permanently blinded, rather
than dazzled.
Transmutation
Level: Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One missile of spit
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Whipping your head forward with the
last word of the spell, you spit a globule of dark liquid at your foe.
You spit caustic saliva into your target’s
eyes with a successful ranged touch attack. A –4 penalty applies to the attack
roll. The subject is blinded until it can wash its eyes with water or some
other rinsing fluid, which requires a standard action.
This spell has no effect on creatures
without eyes or creatures that don’t depend on eyes for vision.
Transmutation
Level: Cleric 3, druid 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You touch your intended subject,
which then turns its head rapidly about as if looking for the source of some
sound.
This spell grants the subject the blindsight ability (MM 306) effective out to
30 feet.
Transmutation
Level: Cleric 4, druid 4 This spell functions like blindsight, except as noted above and that the blindsight
granted by the spell is effective out to 60 feet.
Transmutation
Level: Bard 5, Celerity 8, sorcerer/ wizard 5 An immaterial fog descends over your
eyes as you complete the spell. You perceive the closeness of a parallel,
ethereal reality, and you know that you can pass freely between that world and
the one upon which you stand.
This spell functions like blink (PH 206), except that you have control over the
timing of your “blinking” back and forth between the Ethereal Plane and the
Material Plane. You can also ready an action to blink away from any physical or
magical attack. The attack misses automatically unless it also affects ethereal
targets (as a force effect does). While blinking, you have no chance of
interfering with your own attacks or your own spells. When moving through solid
objects, you do not risk materializing inside one unless you actually end your
movement there, in which case you materialize and are shunted off to the
nearest open space, taking 1d6 points of damage per 5 feet traveled
in this manner.
Evocation [Fire, Light]
Level: Cleric 5, sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 50-ft.-radius spread
Duration: 1 round/level
Saving Throw: None and Fortitude partial; see text
Spell Resistance: Yes
As you conclude the ritual to release
the energy of the spell, you hurl a blazing ball of light toward the point you
designate, and it erupts into a brilliant hovering sphere.
All sighted creatures in the area are
dazzled (no save), and the heat from the blistering radiance deals 2d6 points
of fire damage to all creatures and objects in the area each round on your turn
(Fortitude half). Like a fireball spell,
blistering
radiance erupts if it strikes
any material body or solid barrier before attaining the prescribed range, and
you must make a successful ranged touch attack to send the sphere through a
narrow opening or passage.
Blistering radiance counters or dispels any darkness spell of
equal or lower level.
Material Component: A bit of tinder and a small lens.
Transmutation
Level: Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Any creature with the rage ability
Duration: Special; see text
Saving Throw: Will negates
Spell Resistance: Yes
A hot rush of anger flows through
your target’s veins.
The target creature enters a rage, as its
rage special ability, but this rage does not count toward the creature’s number
of rage attempts per day.
Evocation
Level: Druid 6
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Effect: Cone-shaped emanation centered on you or on a
point in space
Duration: 1 round/level
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
With a hot exhalation and a circular wave
of your outstretched arm, a stifling wind tears across the landscape, kicking
up clouds of dust and sand and spreading out to blow over your foes.
A blood sirocco blows
out from your location with the force of a windstorm (DMG 95). Creatures in the affected area of
Small or smaller size are knocked prone and rolled 1d4×10 feet, taking 1d4
points of nonlethal damage per 10 feet. Medium
creatures are knocked prone, and creatures of Large or Huge size are unable to
move toward the origin point of the cone.
A successful Fortitude save allows the
creature to move normally in that round.
In addition, the stifling winds dehydrate
those within the cone. In each round when an affected living creature fails its
saving throw, it takes 2 points of damage.
The wind of a blood sirocco automatically extinguishes candles,
torches, and similar unprotected flames. It causes protected flames, such as
those of lanterns, to dance wildly and has a 50% chance to extinguish these
lights. The wind of a blood sirocco continues to blow from the origin point to
the wide end of the cone for the duration of the spell. Any creature within
this area is entitled a saving throw each round to ignore the effects of the blood sirocco.
Necromancy [Water]
Level: Cleric 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to five living creatures, no two of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
You forcefully spit, ending your spellcasting.
From where you spat arises a
sea-green orb of energy for each creature you intend as a subject of the spell.
The orbs fly to their designated targets and turn blood red as they impact.
You transmute the subjects’ blood into pure
water, dealing 2d6 points of Constitution damage. A successful Fortitude save
halves the Constitution damage.
This spell has no effect on living
creatures with the fire or water subtype.
Evocation
Level: Cleric 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 caster levels)
Target: A single creature with Intelligence 4 or higher
Duration: 1 round
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
After you complete the spell, the
subject’s limbs ripple with power and grow slightly in length.
The subject can take a full attack action
to use all of its natural weapons or unarmed strikes as if they were thrown
weapons with a 20-foot range increment. The subject gestures as if making a
melee attack, but the result of the attack affects a target within range. This
spell does not actually grant reach, and so does not help provide a flanking
bonus or allow the subject to make attacks of opportunity at any range greater
than normal. The subject uses its normal melee attack bonuses and deals damage
normally if it hits, though the target of the attacks can benefit from cover or
concealment.
Divination
Level: Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 24 hours (D) A white film slips over your vision.
Strangely, your eyes seem more
focused and you note barely perceptible traces of passage that you had missed
before.
If you fail a Survival check to track a
creature while this spell functions, you can immediately attempt another roll
against the same DC to reestablish the trail. If the reroll fails, you must search for the trail for 30 minutes
(if outdoors) or 5 minutes (if indoors) before trying again.
Conjuration (Creation)
Level: Sorcerer/wizard 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A bloodstar
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
In a ruby flash a blood-colored, glowing crystal appears near your foes to suck the
blood from their wounds.
You create a magic construct called a bloodstar that shoots from your hand and hovers in the air
anywhere within the limit of the range (each round, you can move the bloodstar anywhere within range with a standard action
spent concentrating on the new position). The bloodstar
pulses with ruby light (providing illumination in a 20-foot radius). Any
creature you initially designate within 10 feet of the bloodstar
that takes damage from any source must make a saving throw. On a failed save,
the victim takes 1 point of Constitution damage. Each time victims are damaged,
they can attempt new saves.
The bloodstar
cannot be attacked or harmed by physical attacks.
Focus: A ruby worth at least 30 gp.
Necromancy [Death, Evil]
Level: Abyss 8, Cleric 8
Components: V, S, F
Casting Time: 1 standard action
Range: 30 ft.
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You invoke the powers of deep
darkness and your eyes vanish, looking like holes in the universe itself.
Upon completion of the spell, you target a
creature within range that can see you. That creature dies instantly unless it
succeeds on a Fortitude save.
The target need not meet your gaze.
If you slay a humanoid creature with this
attack, 24 hours later it transforms into a bodak (MM 28) unless it has been resurrected in the meantime. The bodak is not under your command, but can be controlled as
normal with a rebuke undead check.
Focus: A black onyx gem worth at least 500 gp.
Transmutation
Level: Cleric 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You finish the spell’s casting and
shudder as slender, sharp-tipped spikes erupt from your body, limbs, and
clothing.
You sprout daggerlike
blades from all the surfaces of your body and clothing.
The blades appear metallic but are not
actually metal, and never harm you or interfere with your movement or actions.
You are proficient with your blades, and they allow you to deal piercing damage
equal to 1d6 + your caster level (maximum 1d6+5) with a successful grapple
attack. You can also make a regular melee attack (or offhand attack) with the
spikes, and they count as a light weapon in this case. If a creature initiates
a grapple with you, it takes the same damage, and you gain a bonus on grapple
checks to resist the grapple equal to the damage dealt. You get a +4 bonus on
Escape Artist checks to escape from a net, rope, grappler, or spell that
entangles.
Transmutation
Level: Bard 5
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You rub the rim of a water-filled
glass, causing it to emit a piercing tone. As you chant a simple poem you feel
the glass in your hand crackle with energy, causing the hand holding it to
become slightly numb.
As you rub the glass, the targeted
creature’s body begins to vibrate loudly and painfully in harmony with the
tone. Each round you continue to concentrate on this spell, the victim takes
1d10 points of damage to one ability score. You must select a different ability
score each round, and cannot damage any one ability score more than once every
5 rounds. The creature can attempt a Will saving throw each round
to negate that round’s effect.
While the subject is under the effect of body harmonic, its body whines and hums discordantly. The
victim takes a –20 penalty on Move Silently checks.
Focus: A crystal water-filled goblet worth at
least 500 gp.
Transmutation [Fire]
Level: Druid 2, sorcerer/wizard 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 5 ft.
Area: 5-ft.-radius emanation centered on you
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
By drawing on the power of the sun,
you cause your body to emanate fire.
Fire extends 5 feet in all directions from
your body, illuminating the area and dealing 1d4 points of fire damage per two
caster levels (maximum 5d4).
Adjacent creatures take fire damage each
round on your turn.
Transmutation
Level: Sorcerer/wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Throwing back your arms as you
complete the spell, you feel your body grow heavy and unresponsive. A moment of
panic grips you as your chest ceases to expand and you realize you are no
longer breathing. Cold sweeps over your body as you glance down at your
now-metallic flesh.
When you cast this spell, you assume the
physical appearance and many of the qualities and abilities of a warforged titan ( Eberron Campaign Setting 302).
While under the effect
of the spell, your creature type changes to construct, and your size changes to
Huge. You have the space
and reach of a warforged titan (15 feet/15 feet).
Your mindset changes so that you relish combat and cannot cast spells, even
from magic items. You gain the Strength and Dexterity of an average warforged titan (Str 28, Dex 8), but you retain your own mental ability scores. You
have no Constitution score while affected by this spell. Your base land speed
becomes 50 feet. You gain darkvision out to 60 feet.
You also gain low-light vision.
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 warforged
titan form.
Your natural armor
bonus becomes +18, regardless of any natural armor bonus from your normal form, and you gain damage
reduction 10/adamantine.
As a construct, you have the following
qualities: immunity to all mind-affecting spells and abilities, poison, sleep
effects, paralysis, stunning, disease, death effects, necromancy effects,
critical hits, nonlethal damage, ability drain,
fatigue, exhaustion, energy drain, and to any effect that requires a Fortitude
save (unless the effect also works on objects or is harmless). You also gain
the warforged titan’s two attack forms (axe and
maul), along with the trample special ability (damage 1d8+13; Reflex DC 25
half). The warforged titan’s axe deals 2d8 points of
slashing damage and has a ×3 critical modifier; its maul (essentially a huge warhammer) deals 2d8 points of bludgeoning damage and also
has a ×3 critical modifier.
Your equipment melds into your new form and becomes nonfunctional.
Material Component: A miniature bronze hammer.
Evocation [Good]
Level: Cleric 6, Glory 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Calling upon the Positive Energy
Plane and the power of your faith, you project a white bolt of hissing positive
energy at your foe.
You must succeed on a ranged touch attack
with the ray to strike a target. A creature struck takes varying damage,
depending on its nature or its home plane of existence and your level.
Creatures native to the Negative Energy
Plane, evil-aligned outsiders, and all undead
creatures take 1d12 points of damage per caster level (maximum 15d12).
Creatures native to the Material Plane or
an Elemental Plane, or any other neutral-aligned outsiders, take 1d12 points of
damage per two caster levels (maximum 7d12).
Creatures native to the Positive Energy Plane and
all good-aligned outsiders are not affected by this spell.
Enchantment [Mind-Affecting]
Level: Bard 5, Madness 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
With a strangled peal of laughter to
complete the spell, you point your hand at your enemy and fire a black beam
from your finger.
This spell grants you the ability to make
one ray attack per round. You must succeed on a ranged touch attack with the
ray to strike a target. A living creature struck by the ray is dazed for 1d3
rounds if it fails its save.
Conjuration (Creation)
Level: Druid 8
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (15-ft. radius, 40 ft.
high)
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: No
You point to the empty air and
boulders tumble into being, burying your opponents.
You designate the spot on which the
cylinder is centered. Each creature in the area that
fails a Reflex saving throw takes 1d8 points of damage per caster level
(maximum 20d8) and is buried under 5 feet of rubble. A successful save halves
the damage and avoids burial.
A buried creature can free itself with a DC
20 Strength check (a full-round action), or it can be dug free by others (a
single creature working alone requires 1 minute to free a trapped creature). A
buried creature is unable to move, and cannot cast spells
with somatic components, and any material components must be in hand.
After this spell is cast, its area is
covered in 5 feet of dense rubble (DMG 90) Focus: A quartz crystal embedded in rock.
Necromancy
Level: Bard 2, sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with a skeleton or exoskeleton
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You rub your middle finger across
your thumb like a bow against a fiddle while simultaneously humming a discordant
tune under your breath. Nearby, you see a translucent bone-white fiddle bow
appear and sink into the flesh of your target. It begins sawing, as if playing
your target like a fiddle.
You call up a ghostly fiddle bow in the air
above the targeted creature. This bow immediately descends into the target body
and begins to saw back and forth against its skeleton. Although the music
produced is eerily beautiful, it causes intense pain and anguish in the victim.
Each round on its turn, the victim must make a Fortitude
save or take 3d6 points of sonic damage and a –20 penalty on Move Silently
checks.
A successful save negates the damage and
ends the spell. The spell’s effects continue even if the subject moves so that
you no longer have line of sight or line of effect to it.
Focus: A miniature silver fiddle worth at least 30
gp.
Conjuration (Creation)
Level: Druid 3, ranger 3
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Effect: One smoky, horselike creature
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You wave an ornate bottle about and
smoke twists into it, filling it with a white cloud.
You create a plume of smoke that you
capture in a special bottle you’re holding.
If the bottle is thereafter opened before
the spell duration expires, the smoke emerges to form a vaguely horselike creature made of wisps of smoke.
It makes no sound, and anything that
touches it simply passes through it.
To mount this smoke horse, the would-be
rider must make a DC 10 Ride check while holding the bottle in one hand. Anyone
attempting to mount without the bottle simply passes through the horse’s form.
Letting go of the bottle after mounting causes the rider to fall through the
horse’s smoky form; he or she cannot thereafter remount without the intact
bottle in hand. If the bottle is broken, the spell ends immediately and the
rider (if mounted) falls to the ground.
The smoke horse has a speed of 20 feet per
caster level, to a maximum of 240 feet. It can send smoke billowing out behind
it at the rider’s behest, leaving behind a bank of smoke 5 feet wide and 20
feet high as it moves. A severe wind, or magical wind of any kind, disperses
the horse (and any smoke it has produced) instantly. Otherwise, the bank of
smoke lasts 10 minutes, starting on the turn it was laid down.
Starting or stopping the smoke trail is a
free action. The mount and the smoke trail it produces give concealment to
anyone behind them.
The mount is immune to all damage and other
attacks because material objects and spells simply pass through it. It cannot
attack.
The rider can return the smoke horse to the
bottle, and thus pause the spell, at any time by
simply uncorking it (a move action) and stoppering it
again (another move action) in the next round after the horse is inside. If the
bottle is reopened later, the spell reactivates with its remaining duration
intact. Regardless of how much duration remains unused, the spell ceases
functioning 24 hours after it is cast. If dispelled at any time while the bottle
is corked, the spell ends.
Focus: An ornate, corked bottle worth at least 50 gp.
Divination [Mind-Affecting]
Level: Cleric 7, Mind 7
Components: V, S, M, DF
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Targets: Up to eight living creatures
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
You touch a spider’s body and think
of the targets. As each target succumbs to the spell, a leg of the spider
vanishes into nothingness.
For the duration of the spell, as a
standard action, you can eavesdrop on the thoughts of up to eight other
creatures at once, hearing as desired: • A creature’s surface thoughts.
• Individual trains of thought in whatever
order you desire.
• One nugget of information per caster level
from all the minds regarding one particular topic, thing, or being.
• The thoughts and memories of one creature
of the group in detail.
Once per round, if you do not perform a
detailed study of one creature’s mind, you can attempt (as a standard action)
to implant a suggestion (PH 285) in the mind of
any one of the affected creatures. The creature can make another Will saving
throw to resist the suggestion, using the original save DC. (Creatures
with special resistance to enchantment spells can use this resistance to keep
from being affected by the suggestion.)
Success on this saving throw does not negate the other effects of the brain
spider for that creature.
Material Component: A dead spider of any size or type. It must
still have all eight legs.
Transmutation
Level: Cleric 2, druid 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Wooden weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
With the sound of twisting wood, the
weapon you touch grows sharp spikes like rose thorns.
For the duration of the spell, the weapon
deals both piercing and bludgeoning damage. It gains a +1 enhancement bonus on
its attacks and also gains a +1 enhancement bonus per caster level on melee
damage rolls (maximum +10).
This spell works only on melee weapons with
wooden striking surfaces. For instance, it does not work on a bow, an arrow, or
a metal mace.
Material Component: A small thorn.
Transmutation
Level: Druid 1, ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
With the last guttural utterance,
your fingers thicken and your arms lengthen slightly. You have the impression
that you would feel more at ease in a canopy of trees.
You gain a +10 competence bonus on Climb
checks made in trees. As long as you remain at least 10 feet above the ground,
you can brachiate (swing by branches and vines) in
medium or dense forest, but not in sparse forest.
When you brachiate,
you gain a 10-foot enhancement bonus to your land speed and ignore the hampered
movement penalties for undergrowth and other terrain features. You can charge
while brachiating, but you can’t run. Naturally, some local conditions, such as
areas of sparse forest, clearings, wide rivers, or other breaks in the forest
canopy, might force you to return to the ground.
Transmutation [Light]
Level: Sorcerer/wizard 1
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round
You exhale your breath weapon, and it
flashes brilliantly, surprising your foes.
For this spell to function, you must have a
breath weapon that uses fire or electricity, 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, your breath weapon is suffused with
bright light. In addition to taking the normal fire or electricity damage,
creatures that fail their saving throws against the breath weapon are dazzled
for 1 minute per caster level. Sightless creatures are not affected by breath flare.
Transmutation
Level: Druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Mist spreads in a 40-ft. radius, 20 ft. high
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
With a word of power and flick of
your wrist, a foul-smelling, fine mist appears.
The DC of any saving throw made within the
mist against poison or disease increases by 2.
The mist does not provide concealment.
Transmutation [see text]
Level: Sorcerer/wizard 9
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round
You spit out two forms of energy as
your breath weapon streaks toward your opponents.
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
choose one type of energy other than that normally associated with your breath
weapon: acid, cold, electricity, fire, or sonic. You can modify your breath
weapon to add an equal amount of the energy you choose. For example, a great wyrm red dragon whose breath weapon normally deals 24d10
points of fire damage could use this spell to produce a cone dealing 24d10
points of fire damage and 24d10 points of acid damage. Even opposed types of
energy, such as fire and cold, can be combined using this spell. If you choose
sonic energy, the save DC of your breath weapon is reduced by 2.
When you use this spell to produce acid,
cold, electricity, or fire energy, it is a spell of that type. For example, breath weapon admixture is an acid spell when you cast it to add
acid damage to your breath weapon.
Transmutation [see text]
Level: Sorcerer/wizard 5
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round
Your foes, prepared for your terrible
fiery breath weapon, are caught off guard as you exhale a cone of caustic acid
in their surprised faces.
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
choose one type of energy other than that normally associated with your breath
weapon: acid, cold, electricity, or fire. You can modify your breath weapon to
use the selected energy type instead of its normal energy type. For example, an
old red dragon whose breath weapon normally deals 16d10 points of fire damage
could use this spell to produce a cone dealing 16d10 points of acid damage
instead.
When you use this spell to produce acid,
cold, electricity, or fire energy, it is a spell of that type. For example, breath weapon substitution is an acid spell when you cast it to change
your breath weapon to deal acid damage.
Transmutation
Level: Druid 2, ranger 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft.-radius spread
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
With a sound like a thousand knives
being unsheathed, the plants in the area grow sharp thorns and warp into a
thick briar patch.
This spell causes grasses, weeds, bushes,
and even trees to grow thorns and wrap and twist around creatures in or
entering the area. The spell’s area becomes difficult terrain, and creatures
move at half speed within the affected area. Any creature moving through the
area also takes 1 point of nonmagical piercing damage
for each 5 feet moved.
A creature with freedom of movement or the woodland stride ability is
unaffected by this spell.
Transmutation
Level: Cleric 8, druid 8, sorcerer/ wizard 7
Targets: Weapons carried by one creature/2 levels, no two of which are more
than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Taking fresh insight from
contemplation of light, you cast the spell and set your allies aglow with white
brilliance.
This spell functions like brilliant blade (see below), except as noted here,
and that all weapons of the subject creatures gain the brilliant energy special
ability.
Transmutation
Level: Cleric 7, druid 7, sorcerer/ wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One melee or thrown weapon, or fifty projectiles (all of which must be
in contact with each other at the time of casting)
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes
(harmless, object)
With a word, the indicated weapon
glows with a soft bluewhite halo that emits a low,
slowly pulsating hum. The faint smell of ozone permeates the air.
You transform a single melee weapon,
natural weapon, thrown weapon, or group of projectiles into a weapon with the
brilliant energy special ability (DMG 224).
If this spell is cast on arrows or crossbow
bolts, the effect on a particular projectile ends after one use, whether or not
the missile strikes its intended target. Treat shuriken as arrows, rather than
as thrown weapons, for the purpose of this spell.
Transmutation
Level: Sorcerer/ wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Suit of armor touched
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
With a word and the sudden opening of
your hand you complete the spell. Touching a suit of armor
instantly causes the armor to sprout long,
deadly-looking spines.
The bristle spell temporarily
enhances one suit of armor, causing it to grow long
hard spikes that stick out in all directions. This spell does not work on
clothing other than armor, but it does function with armor that already has spikes built in. The spikes are
flexible enough not to hamper the creature wearing the armor.
Each round, the first time the armor wearer attacks a
target in melee, the spikes strike out as well, growing in length and hardness.
The spikes have an attack bonus equal to your caster level and deal 2d6 points
of damage.
Your Strength modifier does not apply to
this damage.
Evocation
Level: Druid 1
Components: S, DF
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature/ level, no two of which are more than 20 ft. apart
Duration: 1 minute/ level (D); see text
Saving Throw: None
Spell Resistance: No
With a sharp jab of your finger, the
water around your indicated subjects begins to push them toward the surface.
The subjects of this spell are borne toward
the surface at 60 feet per round until they are floating on it. The subject
then rests at the top of the liquid (rescuing it from drowning if it was a
sinking air-breather) and can swim away under its own power or be moved by
others (such as with a rope). If the subject is removed from the liquid, the
spell ends.
Necromancy
Level: Sorcerer/ wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature; see text
Duration: 1 round/level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
The taste of copper fills your mouth
and bloody spatters punctuate the last few words that unlock the spell. You gag
slightly as the blood in your mouth congeals, but disappears even as you
release the spell.
You taint a living creature’s blood with a
hot, corrosive infusion, dealing 1d8 points of acid
damage and 1d8 points of fire damage per round. The subject can attempt a Fortitude save each round
to negate the damage, but a successful save
does not prevent damage in future rounds. Searing pain limits the subject to a
single move action in any round
when it fails its Fortitude save.
Burning blood does not affect creatures of the construct,
elemental, ooze, plant, or undead types.
Material Component: A drop of blood and a pinch of saltpeter.
Evocation [Fire]
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
By chopping your hand like an axe and
uttering the last few phrases of the spell, you cause the weapon you’ve touched
to become wreathed in flickering blue flames.
The flames from this spell shed azure light
out to 30 feet. These flames do not harm the weapon or its wielder, but for the
duration of the spell, it delivers fire damage in addition to its normal damage.
The enchanted weapon deals an extra 1d6
points of fire damage on a successful hit. Also, on a critical hit, the weapon
deals additional fire damage based on the weapon’s critical multiplier:
Critical Additional
Multiplier Fire Damage
×2 +1d10
×3 +2d10
×4 +3d10
Transmutation
Level: Druid 2, ranger 2
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You invoke the spell and your hands
glow with a yellow aura, the aura lengthening and forming into translucent mole
hands. The smell of freshly turned earth fills the air.
The subject can burrow through earth and
loose rock (but not solid stone) with a speed of 30 feet (or 20 feet if it
wears medium or heavy armor, or if it carries a
medium or heavy load).
Arcane Focus: A claw from a burrowing creature.
Transmutation
Level: Druid 4, ranger 3
Targets: One creature/level, no two of which are more than 30 ft. apart
You call upon the power of the spell
and, in turn, each of your allies’ hands gain a yellow
nimbus, forming into the hands of large moles.
This spell functions like burrow, except that it affects multiple
creatures.
Conjuration (Creation)
Level: Sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
A small but extremely loud bee
appears, buzzing around the head of the designated target.
This spell creates an unnerving noise that
disrupts the subject’s concentration.
The subject is distracted and takes a –10
penalty on Move Silently checks. Creatures that can’t hear are not distracted.
The DC of Concentration checks to cast spells or maintain concentration while
distracted is equal to this spell’s DC + the level of the spell being cast.
The bee has a fly speed of 180 feet
(perfect). It remains near the subject in spite of darkness, invisibility,
polymorph, cover, concealment, or any other attempt at disguising or hiding.
The bee remains until the spell’s duration
expires or the subject moves out of range.
The bee can’t be attacked, but it can be
dispelled.
Material Component: A dab of honey.