BABAU SLIME  2

BACKBITER   2

BACKLASH   3

BALANCING LORECALL  3

BALEFUL TRANSPOSITION   3

BALL LIGHTNING   4

BALOR NIMBUS  4

BANDS OF STEEL  4

BARGHEST’S FEAST  5

BATTERING RAM    5

BATTLE HYMN   5

BEAST CLAWS  6

BEASTLAND FEROCITY   6

BEGET BOGUN   6

BELKER CLAWS  7

BENIGN TRANSPOSITION   7

BESTOW CURSE, GREATER   7

BINDING WINDS  8

BITE OF THE KING   8

BITE OF THE WEREBEAR   8

BITE OF THE WEREBOAR   9

BITE OF THE WERERAT  9

BITE OF THE WERETIGER   9

BITE OF THE WEREWOLF  10

BLACK BLADE OF DISASTER   10

BLACKFIRE  10

BLACKLIGHT  11

BLADE OF PAIN AND FEAR   11

BLADE STORM    11

BLADE THIRST  12

BLADES OF FIRE  12

BLADEWEAVE  12

BLAST OF FLAME  13

BLAST OF FORCE  13

BLESS WEAPON, SWIFT  13

BLESSED AIM    13

BLESSING OF BAHAMUT  14

BLINDING BREATH   14

BLINDING SPITTLE  14

BLINDSIGHT  14

BLINDSIGHT, GREATER   15

BLINK, GREATER   15

BLISTERING RADIANCE  15

BLOOD FRENZY   15

BLOOD SIROCCO   15

BLOOD TO WATER   16

BLOOD WIND   16

BLOODHOUND   16

BLOODSTAR   17

BODAK’S GLARE  17

BODY BLADES  17

BODY HARMONIC   18

BODY OF THE SUN   18

BODY OF WAR   18

BOLT OF GLORY   19

BOLTS OF BEDEVILMENT  19

BOMBARDMENT  19

BONEFIDDLE  20

BOTTLE OF SMOKE  20

BRAIN SPIDER   21

BRAMBLES  21

BRANCH TO BRANCH   21

BREATH FLARE  22

BREATH OF THE JUNGLE  22

BREATH WEAPON ADMIXTURE  22

BREATH WEAPON SUBSTITUTION   23

BRIAR WEB   23

BRILLIANT AURA   23

BRILLIANT BLADE  23

BRISTLE  24

BUOYANT LIFTING   24

BURNING BLOOD   24

BURNING SWORD   25

BURROW    25

BURROW, MASS  25

BUZZING BEE  26

BABAU SLIME

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.

 

BACKBITER

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.

 

BACKLASH

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.

 

BALANCING LORECALL

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.

 

BALEFUL TRANSPOSITION

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.

 

BALL LIGHTNING

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.

 

BALOR NIMBUS

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.

 

BANDS OF STEEL

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.

 

BARGHEST’S FEAST

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.

 

BATTERING RAM

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.

 

BATTLE HYMN

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.

 

BEAST CLAWS

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.

 

BEASTLAND FEROCITY

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 giftthe 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.

 

BEGET BOGUN

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.

 

BELKER CLAWS

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.

 

BENIGN TRANSPOSITION

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.

 

BESTOW CURSE, GREATER

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.

 

BINDING WINDS

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.

 

BITE OF THE KING

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.

 

BITE OF THE WEREBEAR

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.

 

BITE OF THE WEREBOAR

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.

 

BITE OF THE WERERAT

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.

 

BITE OF THE WERETIGER

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.

 

BITE OF THE WEREWOLF

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.

 

BLACK BLADE OF DISASTER

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.

 

BLACKFIRE

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.

 

BLACKLIGHT

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.

 

BLADE OF PAIN AND FEAR

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.

 

BLADE STORM

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.

 

BLADE THIRST

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.

 

BLADES OF FIRE

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.

 

BLADEWEAVE

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.

 

BLAST OF FLAME

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.

 

BLAST OF FORCE

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).

 

BLESS WEAPON, SWIFT

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.

 

BLESSED AIM

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.

 

BLESSING OF BAHAMUT

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.

 

BLINDING BREATH

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.

 

BLINDING SPITTLE

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.

 

BLINDSIGHT

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.

 

BLINDSIGHT, GREATER

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.

 

BLINK, GREATER

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.

 

BLISTERING RADIANCE

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.

 

BLOOD FRENZY

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.

 

BLOOD SIROCCO

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.

 

BLOOD TO WATER

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.

 

BLOOD WIND

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.

 

BLOODHOUND

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.

 

BLOODSTAR

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.

 

BODAK’S GLARE

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.

 

BODY BLADES

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.

 

BODY HARMONIC

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.

 

BODY OF THE SUN

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.

 

BODY OF WAR

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.

 

BOLT OF GLORY

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.

 

BOLTS OF BEDEVILMENT

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.

 

BOMBARDMENT

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.

 

BONEFIDDLE

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.

 

BOTTLE OF SMOKE

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.

 

BRAIN SPIDER

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.

 

BRAMBLES

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.

 

BRANCH TO BRANCH

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.

 

BREATH FLARE

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.

 

BREATH OF THE JUNGLE

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.

 

BREATH WEAPON ADMIXTURE

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.

 

BREATH WEAPON SUBSTITUTION

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.

 

BRIAR WEB

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.

 

BRILLIANT AURA

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.

 

BRILLIANT BLADE

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.

 

BRISTLE

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.

 

BUOYANT LIFTING

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.

 

BURNING BLOOD

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.

 

BURNING SWORD

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

 

BURROW

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.

 

BURROW, MASS

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.

 

BUZZING BEE

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.