CACOPHONIC BURST. 2

CACOPHONIC SHIELD.. 2

CALL KOLYARUT. 3

CALL MARUT. 3

CALL ZELEKHUT. 4

CALTROPS. 4

CAMOUFLAGE. 5

CAMOUFLAGE, MASS. 5

CAPRICIOUS ZEPHYR.. 6

CAST IN STONE. 6

CASTIGATE. 7

CELEBRATION.. 7

CHAIN MISSILE. 8

CHAIN OF EYES. 8

CHARGE OF THE TRICERATOPS. 9

CHEAT. 9

CHECKMATE’S LIGHT. 10

CHILL OF THE GRAVE. 10

CIRCLE DANCE. 11

CLARITY OF MIND.. 11

CLAWS OF THE BEAR.. 11

CLAWS OF DARKNESS. 12

CLEAR MIND.. 12

CLIMB WALLS. 13

CLOAK OF BRAVERY.. 13

CLOAK OF BRAVERY, GREATER.. 13

CLOAK OF DARK POWER.. 14

CLOAK OF THE SEA.. 14

CLOAK POOL. 14

CLOSE WOUNDS. 15

CLOUD OF BEWILDERMENT. 15

CLOUD WINGS. 16

CLOUDBURST. 16

CLOUD-WALKERS. 17

CLUTCH OF ORCUS. 17

COCOON.. 17

COLD FIRE. 18

COLD SNAP. 18

COMBUST. 19

COMETFALL. 19

CONE OF DIMNESS. 20

CONSUMPTIVE FIELD.. 20

CONSUMPTIVE FIELD, GREATER.. 21

CONTAGION, MASS. 21

CONTAGIOUS FOG.. 21

CONTAGIOUS TOUCH.. 21

CONTINGENT ENERGY RESISTANCE. 22

CONVICTION.. 22

CONVICTION, MASS. 23

CORONA OF COLD.. 23

CORPOREAL INSTABILITY.. 23

CORPSE CANDLE. 24

CORROSIVE GRASP. 25

COUNTERMOON.. 25

CRABWALK.. 25

CRAWLING DARKNESS. 26

CREAKING CACOPHONY.. 26

CREATE MAGIC TATTOO.. 27

CREEPING COLD.. 28

CREEPING COLD, GREATER.. 28

CRITICAL STRIKE. 28

CROWN OF GLORY.. 29

CRUMBLE. 29

CURSE OF ILL FORTUNE. 29

CURSE OF ILL FORTUNE, MASS. 30

CURSE OF IMPENDING BLADES. 30

CURSE OF IMPENDING BLADES, MASS. 30

CURSE OF LYCANTHROPY.. 30

CURSED BLADE. 31

CUTTING HAND.. 31

CYCLONIC BLAST. 32

CACOPHONIC BURST

Evocation [Sonic]
Level: Bard 5, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

 

You complete the spell with a scream, and echoes of your cry travel outward and burst into ear-shattering sounds.

 

You cause a burst of low, discordant noise to erupt at the chosen location.

 

It deals 1d6 points of sonic damage per caster level (maximum 15d6) to all creatures within the area.

 

Cacophonic burst cannot penetrate the area of a silence spell.

 

CACOPHONIC SHIELD

Evocation [Sonic]
Level: Bard 4, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation centered on you
Duration: 1 minute/level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes

 

Your words speed into a jumble of sounds that mix together until only a constant, faint buzzing sound remains.

 

You create a barrier of sonic energy at a distance of 10 feet from yourself.

 

Creatures on either side of the barrier hear it as a loud but harmless buzzing.

 

Nonmagical sound (including sound produced by a thunderstone) does not cross the barrier. Supernatural or spell-based sounds or sonic effects penetrate the barrier only if the caster or originator of the effect succeeds on a caster level check (DC 11 + your caster level).

 

A creature that crosses the barrier takes 1d6 points of sonic damage +1 point per caster level (maximum +20) and must make a Fortitude save or be deafened for 1 minute. The sonic vibrations create a 20% miss chance for any missiles (including siege weapon attacks) crossing the barrier in either direction. The barrier moves with you, but you cannot force another creature to pass through it (for example, by moving adjacent to an enemy). If you force a creature to pass through, the barrier has no effect on that creature.

 

CALL KOLYARUT

Conjuration (Calling) [Lawful]
Level: Cleric 7, sorcerer/ wizard 7
Components: V, S, DF, XP
Casting Time: 10 minutes
Range: Close (25 ft.

 

+ 5 ft./2 levels)
Effect: One called kolyarut
Duration:
 Instantaneous
Saving Throw: None
Spell Resistance: No

 

As you complete the spell, the powers of Mechanus respond. The kolyarut does not manifest before you as much as assembles itself in your presence, a single whirling cog unfolding until the construct stands complete. “Who is to be punished?” it asks in the flat voice of a clock mechanism.

 

By casting this spell, you receive the aid of a kolyarut inevitable (MM 159).

 

If you know an individual kolyarut’s name, you can request that individual by speaking the name during the spell (though you might get a different creature, anyway).

 

You can ask the kolyarut to perform one duty for you. The task must take no more than 1 hour to complete. The inevitable does not ask for any payment for the task.

 

XP Cost: 250 XP.

 

CALL MARUT

Conjuration (Calling) [Lawful]
Level: Cleric 9, Mechanus 9, sorcerer/wizard 9
Components: V, S, DF, XP
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One called marut
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

 

You call across the boundaries of the multiverse, and the powers of Mechanus respond. The marut warps into place in an eyeblink with a whirling throb of thunder.

 

“Who denies death?” it asks with the voice of an avalanche.

 

By casting this spell, you receive the aid of a marut inevitable (MM 159). If you know an individual marut’s name, you can request that individual by speaking the name during the spell (though you might get a different creature, anyway).

 

You can ask the marut to perform one duty for you. The task must take no more than 1 hour to complete. The inevitable does not ask for any payment for the task.

 

XP Cost: 500 XP.

 

CALL ZELEKHUT

Conjuration (Calling) [Lawful]
Level: Cleric 5, sorcerer/wizard 5
Components: V, S, DF, XP
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One called zelekhut
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

 

You make the necessary conjurations and the powers of Mechanus respond. The Zelekhut fades into view, its centaur form accompanied by the sound of rattling silver chains. “Who seeks to escape justice?” it asks with the solemn tones of a judge’s gavel.

 

By casting this spell, you receive the aid of a zelekhut inevitable (MM 160). If you know an individual zelekhut’s name, you can request that individual by speaking the name during the spell (though you might get a different creature, anyway).

 

You can ask the zelekhut to perform one duty for you. The task must take no more than 1 hour to complete. The inevitable does not ask for any payment for the task.

 

XP Cost: 100 XP.

 

CALTROPS

Conjuration (Creation)
Level: Sorcerer/wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: See text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

 

You speak the words and spread your palm open, as if you were throwing jacks. Coppery sparks spring from your palm, filling the corridor with small four-pronged spikes.

 

A caltrops spell covers one 5-foot-by-5- foot square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target’s shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one.

 

A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.

 

The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks.

 

For every two caster levels beyond 1st, you can affect an additional 5-footby- 5-foot square, and the caltrops’ attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum).

 

Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect.

 

CAMOUFLAGE

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

 

Upon finishing the spell, your skin and clothing change color, warping tint and hue to match your surroundings.

 

Throughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter, with no effort on your part. This effect grants you a +10 circumstance bonus on Hide checks.

 

CAMOUFLAGE, MASS

Transmutation
Level: Druid 2, ranger 2
Range: Medium (100 ft. + 10 ft./level)
Target: Any number of creatures, no two of which are more than 60 ft. apart
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

Reaching out to your environment, you wrap your allies in the patterns and shifting colors of their surroundings, concealing them from prying eyes.

 

This spell functions like camouflage, except the effect is mobile with the group. The spell is broken for any individual who moves more than 60 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its camouflage. If both are moving away from each other, they both become visible when the distance between them exceeds 60 feet.)

 

CAPRICIOUS ZEPHYR

Evocation [Air]
Level: Druid 3, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: None or Reflex partial; see text
Spell Resistance: Yes

 

Blowing on your twirling hand, you complete the spell, creating a roiling ball of dust and gale-force winds.

 

A ball of swirling wind and dust moves as you direct it, pushing your foes across the battlefield. From its starting point, a capricious zephyr moves 30 feet per round in the direction you point, regardless of the presence or absence of terrain.

 

If the sphere enters a space with a creature, it stops moving for that round and tries to bowl over the creature with its wind force. That creature must resist a bull rush attack from the capricious zephyr, which has a +6 bonus on the check. If the spell wins the bull rush, it pushes the creature as far as it can in a random direction (roll 1d8; 1 indicates a push into the square closest to you, and 2 through 8 indicate the other squares, moving clockwise around the creature). Any creature pushed by the sphere must succeed on a Reflex save or fall prone.

 

A capricious zephyr moves as long as you actively direct it (a move action for you). Otherwise, it merely stays at rest and attempts to bowl over anyone in its square. The spell ends if the distance between the sphere and you ever exceeds the spell’s range.

 

CAST IN STONE

Transmutation
Level: Druid 9
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: None and Fortitude negates; see text
Spell Resistance: No

 

Your eyes become like gray stone orbs traced with golden veins. The change catches the foes fighting you by surprise, and they turn to stone.

 

Any creature within 30 feet that meets your gaze is permanently turned into a mindless, inert statue (as flesh to stone), unless it succeeds on a Fortitude save.

 

You can free the victim of your own cast in stone at any time by speaking a command word you establish during the casting.

 

Each creature within range of the gaze must attempt a saving throw against the gaze effect each round at the beginning of its turn. A creature can avert its eyes, which grants a 50% chance to avoid the gaze but in turn grants you concealment relative to it.

 

A creature can close its eyes or turn away entirely; doing so prevents the gaze from affecting it but grants you total concealment from that creature.

 

In addition, you can actively attempt to use the gaze as a standard action each round. To do so, you choose a target within range, and that target must attempt a saving throw. A target that is averting or shutting its eyes gains the above benefits.

 

CASTIGATE

Evocation [Sonic]
Level: Cleric 4, paladin 4, Purification 4
Components: V
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

 

Shouting your deity’s teachings, you rebuke your foes with the magic of your sacred words.

 

This spell has no effect on creatures that cannot hear. All creatures whose alignment differs from yours on both the law–chaos and the good–evil axes take 1d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours on one component take half damage, and this spell does not deal damage to those who share your alignment.

 

For example, a lawful good cleric who casts this spell deals full damage to any creature that is not lawful and not good, half damage to any creature that is lawful or good (but not both), and no damage to lawful good creatures.

 

A Fortitude saving throw reduces damage by half.

 

CELEBRATION

Enchantment (Compulsion) [Mind- Affecting, Sonic]
Level: Bard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: All creatures in a 15-ft.- radius burst
Duration: 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

 

With a few slurred words and fumbling motions, you complete the spell and prepare to perform.

 

You cause any creatures in the area to feel increasingly more intoxicated the longer you perform a drinking song. In the round this spell is cast, all creatures that fail their saving throws take a –2 penalty to Dexterity, Intelligence, and Wisdom.

 

If you use a standard action to continue performing in a second consecutive round, each affected creature must succeed on a second Will saving throw or become nauseated. Succeeding on this saving throw prevents the nausea, and the creature is immune to further effects of this spell.

 

If you use a standard action to continue performing in a third consecutive round, any affected creatures must succeed on a Will save or pass out, becoming unconscious and helpless.

 

CHAIN MISSILE

Evocation [Force]
Level: Sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature, plus one more creature/2 levels (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

 

Bolts of pale blue energy spring forth from your finger and slam into the desired target. An instant later, the bolts bounce away toward other creatures, slamming into each one.

 

Missiles of magical energy dart from your fingertip to unerringly strike a creature. The missiles strike one creature initially, then spring to other targets. Each missile deals 1d4+1 points of force damage. One missile strikes the primary target per two caster levels, to a maximum of ten missiles (dealing 10d4+10 points of damage). After the missiles strike, they ricochet to a number of targets up to the number of missiles created by the spell. Each secondary target takes 1d4+1 points of damage, as if struck by a single magic missile. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no secondary target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).

 

Missiles without a secondary target do not ricochet off the primary target.

 

Spells, magic items, and abilities that protect against magic missile (such as the shield spell or a brooch of shielding) also protect against this spell. If the primary target has that sort of protection, the spell has no effect against it but still springs to all secondary targets.

 

(A brooch of shielding loses a number of charges equal to the number of missiles hitting the creature—up to ten missiles.) If spell resistance causes the spell to fail to harm the primary target, the spell fails and missiles do not ricochet to additional targets.

 

The missiles strike unerringly, even if the targets are in melee or have anything less then total cover or concealment. You cannot single out specific parts of a creature to strike.

 

This spell cannot target or damage inanimate objects.

 

CHAIN OF EYES

Divination
Level: Cleric 3, druid 4, sorcerer/ wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

 

With the creature’s will to resist brushed aside, you gaze out from its eyes to see your own satisfied smile.

 

You can use another creature’s vision instead of your own. While this spell gives you no control over the subject, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature. During your turn in a round, you can use a free action to switch from seeing through the current creature’s eyes to seeing normally or back again.

 

Each transfer attempt allows the new target a saving throw and spell resistance.

 

If a target resists, the spell ends.

 

CHARGE OF THE TRICERATOPS

Transmutation
Level: Druid 3, ranger 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

 

Holding your hand to your headindex and middle fingers extended in a Vyou call upon the ancient power of the triceratops. You touch your intended target, which then grows large horns, a bony skull plate, and a thickened hide.

 

The horns created by this spell grant a natural gore attack that deals 1d8 points of damage (1d6 points of damage if the subject creature is Small, 2d6 if Large). If the gore attack is used as part of a charge, it deals double damage.

 

If the gore attack is used as a primary weapon, the subject adds 1-1/2 times its Strength bonus to the damage of the attack. If it is used as a secondary weapon, the subject adds only 1/2 its Strength bonus to the damage roll, and takes a –5 penalty on the attack roll.

 

The recipient also gains a +4 enhancement bonus to its natural armor.

 

CHEAT

Transmutation
Level: Bard 1, Greed 1, sorcerer/ wizard 1
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level or until discharged
Saving Throw: Will negates; see text
Spell Resistance: No

 

You rattle the dice in your hand and mutter the words of the spell, then check your facedown cards again. The two low cards have somehow become trumps.

 

At one point during the duration of this spell, you can attempt to alter the outcome of a game of chance.

 

This spell can affect only nonmagical games, such as those using cards or dice. It cannot affect a game involving magic, nor a magic item involved in a game of chance (such as a deck of many things). Whenever a dice roll is made to determine the outcome of the game, a character under the effect of this spell can demand a reroll and take the better of the two rolls.

 

Anyone observing the game of chance is allowed a Will saving throw to realize something fishy is going on, and might suspect that the outcome of the game has been magically altered.

 

For example, Darkon is playing a game that he has a 1 in 4 chance of winning. The DM secretly rolls 1d4 and tells the player that Darkon lost.

 

Because Darkon is under the effect of a cheat spell, the player can have the DM reroll. The spell alters probability, so there is no subterfuge that another character could notice (except for the casting of the spell itself).

 

Focus: A pair of dice made from human bones.

 

CHECKMATE’S LIGHT

Evocation [Lawful]
Level: Cleric 3, paladin 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Melee weapon touched
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

 

You intone your deity’s name and the weapon you touch hums a harmonic response before it lights up with a soothing red glow.

 

You imbue the touched weapon with a +1 enhancement bonus per three caster levels (maximum +5 at 15th level), and it is treated as lawful-aligned for the purpose of overcoming damage reduction. In addition, you can cause it to cast a red glow as bright as a torch.

 

Any creature within the radius of its clear illumination (20 feet) gets a +1 morale bonus on saving throws against fear effects.

 

If the weapon leaves your grasp, the spell effect is suppressed until you or another worshiper of your deity picks it up. Time that passes while the spell’s effects are suppressed counts against the spell’s duration.

 

CHILL OF THE GRAVE

Necromancy
Level: Deathbound 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

 

A pale ray erupts from your pointing finger, and a moaning sound fills the air as it streaks toward your target.

 

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

 

The subject takes 1d10 points of cold damage. This damage increases to 2d10 at caster level 4th, 3d10 at caster level 7th, and 4d10 at caster level 10th.

 

CIRCLE DANCE

Divination
Level: Bard 2, cleric 3, druid 3, sorcerer/wizard 3
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous

 

You dance to each point of the compass rose, then finish the spell in a wide, circular sweep. At the end, you know that the creature you seek lies in the direction you face.

 

You divine the relative direction and condition of another creature. You must have firsthand knowledge of the creature for the spell to function.

 

If the creature is alive and on the same plane as you, the spell leaves you facing in its direction. You also get an impression of its physical and emotional condition (unharmed, w o u n d e d , unconscious, dying, and so on). If the creature you seek is on a different plane or dead, you feel nothing.

 

CLARITY OF MIND

Abjuration
Level: Balance 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

A nimbus of silver rays surrounds the warrior’s head as you touch him and invoke the spell’s holy power. His thoughts grow clearer, and he is better able to see through the mind-warping effects of spells.

 

You grant the subject a +4 insight bonus on saving throws against all mind-affecting spells and effects. If the subject of clarity of mind attacks a creature that has concealment and fails the miss chance roll, he can reroll the miss chance once to see if his attack actually hit the target.

 

CLAWS OF THE BEAR

Transmutation
Level: Druid 1, ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

 

Howling a curse at your enemies, pain explodes in your hands as they suddenly sport long claws. Almost instantly the pain fades. Too bad your foes won’t be able to say the same.

 

When you cast this spell, your hands become natural weapons that deal 1d8 points of damage each or your normal unarmed damage, whichever is greater.

 

You are considered armed while this spell is in effect. If you are Small, your claws deal 1d6 points of damage, and if you are Large, they deal 2d6 points of damage. You add your Strength modifier to your claw damage rolls.

 

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.

 

CLAWS OF DARKNESS

Illusion (Shadow)
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes; see text

 

You draw material from the Plane of Shadow to cause your hands and forearms to elongate and change shape into featureless claws of inky blackness.

 

When you cast this spell, your hands become shadowy claws. Starting on your next action, you can use the claws to make unarmed attacks as if they were natural weapons. (You attack with one claw and can use the other claw for an off-hand attack. If you have multiple attacks, you use them normally when attacking with the claws.) Attacks with the claws are melee touch attacks. Each claw deals 1d8 points of cold damage. If you grapple an opponent, you deal claw damage with each successful grapple check, and the grappled target is under the effect of a slow spell for as long as you maintain the grapple. An opponent that makes a successful Fortitude save is not slowed, and it cannot be slowed by this casting of claws of darkness.

 

You can extend the claws up to 6 feet, which gives you a natural reach of 10 feet, or retract them as a free action.

 

When the spell is in effect, you cannot cast spells with components other than verbal ones, nor can you carry items with your hands. Any magic items worn on your hands are temporarily absorbed and cease functioning while the spell is active.

 

CLEAR MIND

Abjuration
Level: Paladin 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

 

A silver glow sheathes your body as you complete the spell. As the glow fades, you feel a touch of the divine at the back of your mind.

 

This divine touch spreads until you feel your concerns and anxieties fade away.

 

You gain a +4 sacred bonus on saving throws made against mind-affecting spells and effects.

 

CLIMB WALLS

Transmutation
Level: Druid 1, ranger 1
Components: V, S, M
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 brush the target with your finger, and she now perceives handholds and toeholds where others see smooth stone.

 

The subject gains a +10 enhancement bonus on Climb checks. The bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th. Unlike with spider climb, this spell does not allow the subject to climb on ceilings, and it does not give the creature a climb speed.

 

Material Component: A drop of tree sap or equally sticky material.

 

CLOAK OF BRAVERY

Abjuration [Mind-Affecting]
Level: Cleric 3, Courage 3, paladin 2
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: 60-ft.-radius emanation centered on you
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

Summoning up your courage, you throw out your arm and sweep it over the area, cloaking all your allies in a glittering mantle of magic that bolsters their bravery.

 

All allies within the emanation (including you) gain a morale bonus on saves against fear effects equal to your caster level (to a maximum of +10 at caster level 10th).

 

CLOAK OF BRAVERY, GREATER

Abjuration [Mind-Affecting]
Level: Courage 9
Range: 1 mile; see text
Area: 1-mile-radius emanation centered on you
Duration: 1 hour/level

 

This spell functions like cloak of bravery, except all allies within the emanation (including you) are immune to fear effects and gain a +2 morale bonus on attack rolls. Allies who don’t have line of sight to you are unaffected.

 

CLOAK OF DARK POWER

Abjuration
Level: Drow 1
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)

 

A dim gray haze appears around the creature. Light bends around this haze, leaving the creature in a patch of strange and shifting darkness.

 

Cloak of dark power creates a dusky haze around the subject. The haze does not interfere with vision, but the subject and anything it wears or carries is protected from the effects of full sunlight, even under the open, daytime sky of the surface world. A drow subject suffers no blindness or bright illumination combat penalties while under the effect of cloak of dark power.

 

The subject also gains a +4 resistance bonus on saves against light or darkness spells or effects.

 

CLOAK OF THE SEA

Transmutation
Level: Druid 5, sorcerer/wizard 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

A blue-green glow surrounds your hand as you complete the spell. With a touch you release it into your intended target, which then turns the same shade of blue-green.

 

While underwater, the subject functions as if affected by blur (PH 206), freedom of movement (PH 233), and water breathing (PH 300), and doesn’t take nonlethal damage for the duration of the spell. When out of the water (or even partially out), the subject gains none of these advantages except water breathing. The subject can leave and reenter water without ending the spell.

 

CLOAK POOL

Illusion (Glamer)
Level: Bard 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One color pool
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: No

 

A few words and motions, and the swirling color pool becomes as silver-gray as the rest of the Astral Plane.

 

This spell causes a color pool on the Astral Plane (DMG 154)—an irregular patch of color containing a portal to another plane—to seemingly cease to exist. In truth, the color pool is only hidden from view. The use of this spell does not hide the area around the pool; it masks only the fact that a pool is present. See invisibility or true seeing reveals the presence of the pool, as does analyze portal.

 

CLOSE WOUNDS

Conjuration (Healing)
Level: Cleric 2
Components: V
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)

 

Your ally falls from a crushing blow, but you don’t have time to reach him. You quickly speak words of power, and the worst of his injuries glow golden and begin to heal.

 

This spell cures 1d4 points of damage +1 point per caster level (maximum +5).

 

If you cast this spell immediately after the subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to –10 hit points, for example, leaving the character at negative hit points but stable.

 

Used against an undead creature, close wounds deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw).

 

CLOUD OF BEWILDERMENT

Conjuration
Level: Bard 2, sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft. cube
Duration: 1 round/level
Saving Throw: Fortitude negates; see text
Spell Resistance: No

 

As you exhale the last syllables of the incantation, your breath forms an invisible spray of noxious air.

 

This spell creates a small cloud of nauseating vapors. Any living creature in the area becomes nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.

 

The cloud obscures sight, including darkvision, providing concealment to creatures within the area or against attacks made through the cloud.

 

Material Component: A rotten egg.

 

CLOUD WINGS

Transmutation
Level: Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

 

As you touch the subject, mist forms crude wings that cling to his back.

 

This spell increases the subject’s fly speed by 30 feet. It has no effect on other modes of movement, nor does it allow the subject to fly if it cannot already do so.

 

CLOUDBURST

Evocation [Water]
Level: Druid 1
Components: V, S
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Area: 100-ft.-radius emanation
Duration: 10 minutes/level

 

(D)
Saving Throw: None
Spell Resistance: No

 

Clouds whirl into existence and, with a peal of thunder, let loose a drenching downpour.

 

You cause clouds to gather and a heavy rain to fall. The rain reduces visibility ranges by half, resulting in a –4 penalty on Spot and Search checks.

 

It automatically extinguishes unprotected flames and has a 50% chance of extinguishing protected flames.

 

Ranged weapon attacks and Listen checks take a –4 penalty. Fire damage in this spell’s area is reduced by 1 point per die of damage.

 

This spell does not function indoors, underground, underwater, or in desert climates. After the spell ends, the water created evaporates over the next 10 minutes. The water created with this spell does not slake thirst or provide any nourishment to plants.

 

CLOUD-WALKERS

Transmutation
Level: Druid 7, Windstorm 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: One creature/level
Duration: 10 minutes/level (D)
Saving Throw: Reflex negates (harmless)
Spell Resistance: Yes (harmless)

 

With a kiss blown to each subject, you create gaseous pads of cloudstuff on their feet, allowing them to walk on the clouds.

 

Each subject of the spell can move with a fly speed of 60 feet (perfect maneuverability), but only outdoors.

 

To touch the earth again, a subject must use a standard action to shake off the cloudstuff, which ends the spell for that creature. You can dismiss the spell, but only for all subjects at once—an act that can have significant consequences for subjects already in the air.

 

CLUTCH OF ORCUS

Necromancy [Evil]
Level: Cleric 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

 

Reaching out a hand twisted by tension into a grasping claw, you squeeze your foe’s heart from afar, anticipating the moment its smoking remains will rest in your palm.

 

Magical force grips the subject’s heart (or similar vital organ) and begins crushing it. The victim is paralyzed and takes 1d12 points of damage per round. Concentration is required to maintain the spell each round. A conscious victim can attempt a new Fortitude saving throw each round to end the spell. If the victim dies as a result of this spell, its smoking heart appears in your hand.

 

COCOON

Conjuration (Creation)
Level: Druid 8
Components: V, S, M, XP
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

 

The silkworm cocoon disappears from your palm, and silk threads coalesce from thin air around your target, quickly wrapping about the body until it is fully encased.

 

When cast upon a deceased creature (whose death can be no less recent than 1 round per caster level), this spell preserves the body and begins a slow process of rebirth. If the corpse is raised, resurrected, or reincarnated at any point during the next week, the creature takes no level loss or Constitution loss normally associated with such spells.

 

At the conclusion of the week, if the subject has not been returned to life, the creature is automatically reincarnated, as the spell, with no loss of level or Constitution.

 

Material Component: A silkworm cocoon.

 

XP Cost: 250 XP

 

COLD FIRE

Transmutation [Cold]
Level: Cleric 1, druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One fire source (up to a 20-ft.

 

cube) or one creature; see text
Duration: 1 minute/level (D) (fire source) or Instantaneous (creature)
Saving Throw: No (fire source) or Fortitude half (creature)
Spell Resistance: No (fire source) or Yes (creature)
As you complete the spell you widen your eyes slightly at the fire you wish to affect.

 

Its flames instantly turn a blue-white. The air between you and the fire feels much colder.

 

You are able to change the normal flames of a fire (any blaze that lasts for more than 1 round) into cold flames.

 

Affected flames deal cold damage to creatures that come into contact with them. The spell can also affect magical fires such as those generated by a wall of fire, provided the affected fire is small enough. Cold fire flames burn blue and white for the duration of the spell.

 

If the target is a creature with the fire subtype or vulnerability to cold, the spell deals 1d6 points of cold damage per two caster levels (maximum 5d6) to the creature, but has no further effect.

 

COLD SNAP

Transmutation [Cold]
Level: Cleric 6, druid 5
Components: V, S
Casting Time: 1 minute
Range: 1 mile
Area: 1-mile-radius circle centered on you
Duration: 2d4 hours
Saving Throw: None
Spell Resistance: No

 

As you call upon divine power to fuel your spell, you feel the air around you become chilled. The drop in temperature creates a thin fog that exacerbates the cold in the air without hindering your vision or movement whatsoever.

 

This spell causes a powerful cold front to form, lowering the temperature in the affected area by 5 degrees Fahrenheit per caster level (maximum change of 50 degrees Fahrenheit), to a maximum low of –20 degrees Fahrenheit (see Cold Dangers, DMG 302). Spells with the cold descriptor deal an extra 1 point of damage per die when cast in the area.

 

COMBUST

Evocation [Fire]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Touched creature or combustible object that weighs no more than 25 lb./level
Duration: Instantaneous; see text
Saving Throw: Reflex partial
Spell Resistance: Yes

 

You rub the oil against the flint and murmur the ancient words, touching your target. It immediately smolders and then bursts into bright flames.

 

This spell makes a combustible object or a creature’s combustible equipment burst into flame, even if damp.

 

If the target is a creature, the initial eruption of flame causes 1d8 points of fire damage per caster level (maximum 10d8) with no saving throw. Further, the creature must make a DC 15 Reflex save or catch fire (DMG 303).

 

If the target is a combustible, unattended object, the initial eruption of flame deals fire damage to the object as noted above. The object catches fire and takes 1d6 points of fire damage each round until consumed or someone puts out the fire.

 

Material Component: A drop of oil and a piece of flint.

 

COMETFALL

Conjuration (Creation)
Level: Cleric 6, druid 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 400-pound ball of rock and ice
Area: 5-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

 

You conjure a bright, glowing comet, which appears in midair above your enemies, then strikes the ground with tremendous force and a thunderous boom.

 

You conjure a comet that immediately falls to the ground, dealing 1d6 points of damage per caster level (maximum 15d6) to everything in the area. The force of the comet can also knock creatures over. Creatures who fail their Reflex save are knocked prone. A creature that succeeds on its saving throw takes half damage from the comet and is not knocked down.

 

The comet breaks apart on impact, filling the 10-foot-square area with dense rubble (DMG 90).

 

You must cast this spell in an area with at least 40 feet of vertical space above the point of impact. If you do not have 40 feet of space, the spell fails.

 

CONE OF DIMNESS

Illusion (Phantasm) [Mind-Affecting]
Level: Sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

 

Splaying your fingers, you call upon the energies that dwell within the shadowy places of the world. Your arm shakes with barely contained power, causing a translucent gray cone to burst forth from your outstretched hand.

 

Creatures in the cone must succeed on a Will save or believe darkness has engulfed them, rendering them blinded. A creature that makes its initial Will save suffers no ill effects.

 

A creature that fails its initial save can attempt a new saving throw each round

 

until it succeeds or the spell expires.

 

Failing the subsequent saving throws results in continued blindness. Success on a later save means the creature feels its vision beginning to clear, although its vision remains dim and hazy for the remainder of the spell. This results in a 20% miss chance for any attack the creature makes.

 

CONSUMPTIVE FIELD

Necromancy [Death, Evil]
Level: Cleric 4
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

 

Sweeping your arm about and clutching it to your chest, you draw the last breaths of fallen foes from their choking mouths and inhale them to fuel your own power.

 

All creatures in the area with fewer than 0 hit points that fail their saving throws die, and you gain 1d8 temporary hit points and a +2 bonus to Strength for each death caused by this spell and until the spell’s duration expires.

 

Additionally, your effective caster level increases by one per death caused by this spell, to a maximum increase of half your original caster level, improving spell effects that are dependent on caster level. (This increase in effective caster level does not grant you access to more spells, and it does not increase the duration of this spell.) Creatures that fall to –1 hit points or lower in the area after the spell is cast are likewise subject to its effect.

 

No creature can be affected by this spell more than once per casting, regardless of the number of times that the area of the spell passes over them.

 

CONSUMPTIVE FIELD, GREATER

Necromancy [Death, Evil]
Level: Cleric 7 This spell functions like
consumptive field, except that the field affects all creatures in the area with 9 hit points or fewer. Such creatures that fail their saving throws die, and creatures that fall to 9 hit points or lower in the area after the spell is cast are likewise subject to its effect.

 

CONTAGION, MASS

Necromancy [Evil]
Level: Cleric 5, druid 5, sorcerer/ wizard 6
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Forcing a hacking cough, you complete the spell. In the area you’ve designated, you see swirling red and black mist rise up, accompanied by the distant sound of your echoing cough.

 

This spell functions like contagion (PH 213), but all creatures within the area are infected.

 

CONTAGIOUS FOG

Conjuration (Creation)
Level: Sorcerer/wizard 3
Components: V, S, M
Range: Medium (100 ft. + 10 ft./level)
Duration: 1 round/level
Saving Throw: See text

 

Spitting the last phrase of the spell, you throw out your arm, and a brown mist whirls into being around your foes.

 

This spell functions like fog cloud (PH 232), except as noted here. Each round

 

that a creature is within the fog, it must make a Fortitude save or contract a disease equivalent to the shakes (DMG 292), which strikes immediately (no incubation period). A creature afflicted with this disease takes 1d8 points of Dexterity damage immediately, and each day that the disease persists, it must make a DC 13 Fortitude save or take another 1d8 points of Dexterity damage.

 

The fog moves away from you at 10 feet per round, rolling along the surface of the ground or water. (Figure out the cloud’s new spread each round based on its new center, which is 10 feet farther away from the point of origin where you cast the spell.) Because the vapors are heavier than air, they sink to the lowest level of the surface over which they move, pouring down sinkhole openings, and even down through minute cracks. Contagious fog cannot penetrate liquids, nor can it be cast underwater.

 

Material Component: A used handkerchief.

 

CONTAGIOUS TOUCH

Necromancy
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

 

Holding out your hand like it’s dead, you croak out magic words and imbue your limb with a terrible disease.

 

Upon casting this spell, you choose one disease from this list: blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom (DMG 292). Any living creature you hit with a melee touch attack during the spell’s duration is affected as though by the contagion spell, immediately contracting the disease you have selected unless it makes a successful Fortitude save. You cannot infect more than one creature per round.

 

CONTINGENT ENERGY RESISTANCE

Abjuration
Level: Cleric 4, druid 4, sorcerer/ wizard 5
Components: V, S, M
Casting Time: 1 minute
Duration: 1 hour/level (D)

 

As you finish chanting the words, a pearlescent film covers your body before fading into your skin, a pale rainbow of colors offering their protection against potential damage to come.

 

This spell functions similarly to contingency (PH 213), but with a more limited scope. While contingent energy resistance is in effect, if you are dealt damage associated with one of the five types of energy (acid, cold, electricity, fire, or sonic), the spell automatically grants you resistance 10 against that type of energy for up to 10 minutes per caster level, or until the remainder of the spell’s duration, just as if you were under the effect of a resist energy spell of the appropriate type.

 

Once the energy type protected against by a particular casting of this spell is determined, it can’t be changed.

 

You can’t have more than one contingent energy resistance in effect on yourself at the same time—if you cast the spell a second time while an earlier casting is still in effect, the earlier spell automatically expires.

 

The energy resistance granted by this spell does not stack with similar benefits against the same energy type (such as from the resist energy spell).

 

However, it is possible to be simultaneously under the effect of resist energy (fire) and contingent energy resistance (electricity), or any other two such spells that protect against different types of energy.

 

Material Component: An oyster shell.

 

CONVICTION

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

 

You hold the holy passage in your hand and touch your ally, intoning the spell. A sea-blue nimbus of light blossoms about his head and shoulders, strengthening his resolve.

 

This spell bolsters the mental, physical, and spiritual strength of the creature touched. The spell grants the subject a +2 morale bonus on saving throws, with an additional +1 to the bonus for every six caster levels you have (maximum +5 morale bonus at 18th level).

 

Material Component: A small parchment with a bit of holy text written upon it.

 

CONVICTION, MASS

Abjuration
Level: Cleric 3
Range: Medium (100 ft. + 10 ft./level)
Targets: Allies in a 20-ft.-radius burst
You hold the holy passage aloft and invoke the power of its words. Around you, your friends are bathed in a sea-blue nimbus of light.

 

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

 

CORONA OF COLD

Evocation [Cold]
Level: Cleric 3, druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation centered on you
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

 

As you complete the spell you feel your extremities turn ice cold, numb, and sluggish. The feeling subsides as the cold drains away from your body into the air around you, causing your breath to emerge as white puffs in the now-chill air.

 

You are surrounded by a protective aura of cold that also causes damage to others within its radius. You gain resistance to fire 10.

 

Starting in the round you cast the spell, corona of cold also deals 1d12 points of cold damage each round at the beginning of your turn to all other creatures within the area. A successful save prevents the damage caused by the spell in that round, but does not prevent damage in future rounds.

 

Creatures damaged by the spell shiver uncontrollably, taking a –2 penalty to their Strength and Dexterity and moving at half speed for as long as they remain within the area; these penalties do not stack with consecutive rounds of damage or additional corona of cold spells.

 

CORPOREAL INSTABILITY

Transmutation
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

 

You brush your fingers against the enemy, and immediately his bones begin to soften until he flows down into a flesh-colored puddle.

 

Your touch transforms a living creature into a spongy, amorphous mass, its shape melting and writhing uncontrollably.

 

An affected creature is unable to hold or use any item. Soft or misshapen feet and legs reduce speed to 10 feet, or one-quarter normal, whichever is less (minimum 5 feet). The victim becomes blinded and cannot cast spells or use magic items, and searing pain renders it incapable of attacking. While in this form, the creature has immunity to extra damage from critical hits and sneak attacks due to its amorphous nature. A conscious victim can regain its own shape by taking a standard action to attempt a new save in any later round. Success ends the spell effect.

 

Each round the victim spends in an amorphous state, it takes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom is reduced to 0, it falls unconscious.

 

CORPSE CANDLE

Conjuration (Creation)
Level: Sorcerer/wizard 3
Components: S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ghostly hand and candle
Duration: 1 minute/level (D); see text
Saving Throw: None
Spell Resistance: No

 

You hold out a piece of flesh before you, and as you concentrate on your desired spell effect, the flesh dissolves into nothingness.

 

Nearby, in the place of your choosing, a severed hand appears bearing a lit candle.

 

The ghostly hand carries a lit candle that sheds light in a 5-foot radius. You can move the hand at the beginning of your turn as you desire—forward or back, up or down, straight or around corners—up to 50 feet per round.

 

Directing the candle is a free action.

 

The hand and candle are incorporeal and can pass through objects. A corpse candle illuminates hidden, ethereal, and invisible beings and items, all of which become faintly visible as wispy outlines. Ethereal creatures remain unreachable from the Material Plane (except with force effects), but illuminated incorporeal and invisible creatures do not benefit from concealment, and so attacks against them suffer no miss chance.

 

The hand cannot be attacked or damaged, though dispel magic and similar spells can dispel it. The hand winks out if the distance between you and it exceeds the spell’s range.

 

Material Component: A piece of a corpse untreated by any kind of preservative.

 

CORROSIVE GRASP

Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creatures touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

 

Your hand glistens and smokes from a viscous coating of acid. It does not harm you, but your opponents are less fortunate.

 

A touch attack with this hand causes 1d8 points of acid damage. You can use this melee touch attack up to one time per level. You can also deal this damage as extra damage with an unarmed strike or an attack with a natural weapon. If you grapple an opponent, you can deal this damage in addition to other damage you deal with a successful grapple check.

 

COUNTERMOON

Abjuration
Level: Druid 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One lycanthrope
Duration: 12 hours
Saving Throw: Will negates (D)
Spell Resistance: Yes

 

Translucent red chains fly from your outstretched hand to wrap around the target before fading away.

 

This spell forces a lycanthrope back to its natural form and keeps it from changing form, preventing both voluntary shapechanging through the alternate form ability and involuntary shapechanging because of lycanthropy.

 

Material Component: A hair, scale, or other cast-off item from the type of creature.

 

CRABWALK

Transmutation
Level: Bard 1, druid 1, ranger 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

 

The creature you touch now moves much faster, scuttling about with disconcerting ease.

 

When the subject of this spell charges, it gains a +4 bonus on its attack roll and takes no penalty to Armor Class. This benefit replaces the normal +2 bonus on attack rolls and –2 penalty to AC that a charge attack normally confers. If the creature is capable of multiple attacks after a charge, such as a lion with the pounce ability, the bonus applies only to the first attack.

 

Material Component: A crab’s leg.

 

CRAWLING DARKNESS

Conjuration (Creation)
Level: Cleric 5
Components: V, S, DF
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 minute/level (D)

 

A shroud of dark, writhing tentacles forms around your body as you speak the spell’s final syllables.

 

This spell creates a number of tentacles that surround you but do not interfere with your movement or spellcasting.

 

They provide concealment and completely hide your features. You gain a +4 competence bonus on grapple checks, Climb checks, and Escape Artist checks.

 

When you are attacked, the tentacles strike back at your attacker. They have an attack bonus equal to your base attack bonus + your Wis modifier, and a successful attack deals 1d12 points of damage.

 

CREAKING CACOPHONY

Illusion (Figment) [Sonic]
Level: Bard 3, druid 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft.-radius spread
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

 

Noise swells into a cacophonous din, as if hundreds of intertwined trees and branches were rubbing together in a chaotic medley of groans and creaks.

 

The sound from this spell is as loud as a pitched battle and is audible far beyond the spell’s area. Outside the spell’s area, the sound is merely loud. Inside the spell’s area, the sound is overwhelming.

 

All creatures within the spell’s area take a –4 penalty on Listen checks.

 

Spellcasters are distracted and must make a Concentration check to cast any spell (DC equals this spell’s DC + the level of the spell being cast).

 

A creaking cacophony spell enhances and focuses sonic energy. Creatures in the area that do not have immunity to sonic damage gain vulnerability to sonic damage.

 

CREATE MAGIC TATTOO

Conjuration (Creation)
Level: Sorcerer/wizard 2
Components: V, S, M, F
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes (harmless)

 

You finish the last detail and lean back to look at your work. The tattoo looks good. It should prove useful.

 

This spell creates a single magic tattoo.

 

You determine the exact type of tattoo, though the selection is limited by your caster level, as indicated below. You must possess a modicum of artistic talent to sketch the desired tattoo—at least 1 rank of Craft (drawing), Craft (painting), Craft (calligraphy), or a similar Craft skill. Inscribing a magic tattoo requires a successful Craft check.

 

The DC varies with the kind of tattoo, as noted below.

 

If you are a 3rd- to 6th-level caster, you can inscribe a tattoo that generates any one of the following effects (Craft DC 10).

 

  • +2 resistance bonus on one type of saving throw (Fortitude, Reflex, or Will).
  • +1 luck bonus on attack rolls.
  • +1 deflection bonus to AC.

 

At 7th to 12th caster level, you can add the following tattoos to the list that you can inscribe (Craft DC 15).

 

  • +2 resistance bonus on saving throws.
  • +2 competence bonus on attack rolls.

 

When your caster level reaches 13th, you can add the following to the list of tattoos you can inscribe (Craft DC 20).

 

  • Spell resistance equal to 10 + 1 per three caster levels.
  • +2 enhancement bonus to any one ability score.
  • +1 spellcaster level. This effect increases the subject’s effective level, but not the total number of spells.

 

For example, an 11th-level caster who receives this tattoo functions as a 12th-level caster for the purpose of determining level-based spell variables (such as range, area, effect, and so on), but he does not receive any extra spells.

 

A single creature can have only three magic tattoos at a time. Any attempt to apply more than that automatically fails.

 

A successful erase spell removes a single magic tattoo. A successful dispel magic spell can remove multiple magic tattoos if targeted on the creature bearing them.

 

Material Components: Tattoo inks in appropriate colors costing at least 100 gp.

 

Focus: Tattoo needles.

 

CREEPING COLD

Transmutation [Cold]
Level: Druid 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude half
Spell Resistance: Yes

 

Reaching out your hand and making a crushing motion, you turn the subject’s sweat to ice, creating blisters as the ice forms on and inside the skin.

 

The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round.

 

Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water.

 

CREEPING COLD, GREATER

Transmutation [Cold]
Level: Druid 4
Duration: See text

 

This spell is the same as creeping cold, but the duration increases by 1 round, during which the subject takes 4d6 points of cold damage. If you are at least 15th level, the spell lasts for 5 rounds and deals 5d6 points of cold damage.

 

If you are at least 20th level, the spell lasts for 6 rounds and deals 6d6 points of cold damage.

 

CRITICAL STRIKE

Divination
Level: Assassin 1, bard 1, sorcerer/ wizard 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

 

Upon uttering the ancient phrase that completes the spell, you feel the weapon in your hand drawn toward a creature standing nearby.

 

Whenever you make a melee attack against a flanked foe or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, your weapon’s threat range is doubled (as if under the effect of keen edge), and you gain a +4 insight bonus on rolls made to confirm critical threats. The increased threat range granted by this spell doesn’t stack with any other effect that increases your weapon’s threat range.

 

Creatures immune to extra damage from sneak attacks are immune to the extra damage dealt by your attacks.

 

CROWN OF GLORY

Enchantment (Compulsion) [Mind-Affecting]
Level: Glory 8
Components: V, S, DF
Casting Time: 1 round
Range: 20 ft.
Targets: You and one creature/level in a 20-ft.-radius burst centered on you
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

When you cast this spell, you crown yourself with your deity’s favor and draw all eyes toward you.

 

You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold your terrible perfection and righteousness. You gain a +4 enhancement bonus to Charisma for the duration of the spell.

 

In addition, the subject creatures gain a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).

 

CRUMBLE

Transmutation
Level: Druid 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One structure or construct
Duration: Instantaneous
Saving Throw: Fortitude half (object)
Spell Resistance: Yes (object)

 

With a final word and gesture, time takes control of the object, eroding it away before your eyes, aging it several centuries in a few seconds.

 

You bring the forces of erosion to bear on a fabricated structure such as a stone bridge, a wooden building, an iron wall, a construct, or any other object not formed by nature itself.

 

The erosion deals 1d8 points of damage per caster level to the object (hardness does not apply) to a maximum of 10d8. The maximum size of the object affected depends on your level. If you cast this spell on an object of greater size than you can affect, the spell fails.

 

Level           Size of Object Affected
Up to 9th       Large
10th–15th      Huge
16th–18th      Gargantuan
19th–20th      Colossal

 

CURSE OF ILL FORTUNE

Transmutation
Level: Blackguard 2, cleric 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

 

Letting loose a stream of foul incantations, you curse the subject.

 

You place a temporary curse upon the subject, giving it a –3 penalty on attack rolls, saving throws, ability checks, and skill checks. Curse of ill fortune is negated by any spell that removes a bestow curse spell.

 

CURSE OF ILL FORTUNE, MASS

Necromancy
Level: Cleric 5
Targets: Enemies in a 20-ft.-radius burst

 

This spell functions like curse of ill fortune, except that it affects multiple enemies.

 

CURSE OF IMPENDING BLADES

Necromancy
Level: Bard 2, ranger 2, sorcerer/ wizard 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

 

You grip the nail-pierced hunk of leather and cast the spell. A small black dagger jets from the tip of the nail and strikes your opponent squarely in the chest.

 

The target of the spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm’s way. The subject takes a –2 penalty to AC.

 

The curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

 

Arcane Material Component: A nail through a piece of leather.

 

CURSE OF IMPENDING BLADES, MASS

Necromancy
Level: Bard 3, ranger 3, sorcerer/ wizard 3
Targets: Enemies in a 20-ft.-radius burst

 

This spell functions like curse of impending blades, except that it affects multiple enemies.

 

CURSE OF LYCANTHROPY

Necromancy
Level: Pestilence 6
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch
Target: Humanoid touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

 

Dipping your hand in blood and then gripping the target fiercely, you call on the curse of lycanthropy to destroy your foe.

 

If the target fails its saving throw, it dies, and 1d6 wererats (in wererat form; MM 173) claw their way out of its body.

 

The wererats do not attack you or your allies, but might attack nearby living creatures. If no target is available, the wererats scurry away to spread their lycanthropy.

 

Material Component: A pint of animal blood.

 

CURSED BLADE

Necromancy
Level: Assassin 4
Components: V
Casting Time: 1 swift action
Range: Touch
Target: One melee weapon
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

 

Drawing upon dark powers, you whisper a vehement curse and draw your finger down the weapon.

 

A weapon affected by this spell deals wounds that can’t be healed in the usual fashion. Any damage dealt by the weapon (not including damage from special weapon properties such as flaming, holy, wounding, and so on) cannot be cured by any means until the damaged individual has received a remove curse spell (or some other effect that neutralizes a curse).

 

If a creature is slain by a weapon that is under the effect of this spell, it can’t be raised from the dead unless a remove curse spell (or similar effect) is cast on the body or a true resurrection spell is used.

 

CUTTING HAND

Transmutation
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Your hand
Duration: 1 round/level (D)

 

Your hand tingles as a smooth, metallic edge extrudes from the outside of your palm and curls up along your fingertips, forming a flexible, razor-sharp blade.

 

You alter the structure of your hand so that it becomes as hard and sharp as a blade. Your hand deals 1d6 points of damage (1d4 if you are Small, and 1d8 if you are Large) and gains a +2 enhancement bonus on attack rolls and damage rolls. You are considered armed with this hand. Your hand’s enhancement bonus does not apply to melee touch attacks.

 

CYCLONIC BLAST

Evocation [Air]
Level: Sorcerer/wizard 5
Components: V, S, F
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

 

Cupping a child’s top, you forcefully thrust your hand forward, simultaneously speaking the final words of the spell’s proscribed formula. Immediately thereafter, a blast of whirling wind issues forth from your outstretched fingers, sweeping up within it all who stand in its way.

 

You send a twisting torrent of wind, not unlike a tornado turned on its side, toward your enemies. A cyclonic blast deals 1d6 points of damage per caster level (maximum 15d6 points of damage) to all creatures and objects in the area. Objects bigger than Large take half damage. The cyclonic blast begins at your fingertips.

 

Creatures who fail their Reflex saving throws against a cyclonic blast are additionally in danger of being knocked back by the force of the wind.

 

Treat this as a bull rush attack made with a +12 bonus on the Strength check. The cyclonic blast always moves with the opponent to push that target back the full distance allowed, and (unlike a normal bull rush) you can exceed your normal movement limit with a sufficiently high check result.

 

Airborne creatures are treated as if they were one size category smaller for the purpose of resisting the bull rush.

 

If the damage caused to an interposing barrier by the blast shatters or breaks through it, the cyclonic blast can continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.

 

Focus: A child’s spinning top.