Abjuration
Level: Druid 2, sorcerer/wizard 2
Components: V, F
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)
The daggers in your hands glow silver
as you complete the spell. They feel as if they have become a part of your
body.
While this spell is in effect, if you make
a full attack while holding a dagger in each hand, you gain a +2 insight bonus
on attack rolls and damage rolls made with daggers in that round.
The magical energy that permeates your
daggers while this spell is active allows you to deflect the magical energy of
spells. When wielding two daggers and fighting defensively, you gain spell
resistance equal to 5 + your caster level.
The spell focuses your concentration so
that when you devote all of your attention to defense, you can turn the force
of most blows away from your body with your daggers. When wielding two daggers
and using the total defense action, you gain both the spell resistance benefit
described above and damage reduction 5/magic.
Focus: A pair of daggers.
Abjuration
Level: Druid 5, Purification 5
Components: V, S
Casting Time: 1 standard action
Range: 5 ft./level
Area: 5 ft./level-radius emanation centered on you
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
Whirling your pointed finger through
a complex gesture, you create a cool and fresh mist that cleanses the air of
pollutants.
You surround yourself with a purifying,
swirling mist that washes the air clean of smoke, dust, and poisons.
Nonmagical contaminants, including inhaled
poisons, are automatically negated within the cloud. Dance of the unicorn also grants everyone within the mist a +4
bonus on saving throws against magical or supernatural gas effects, such as acid fog, cloudkill, and green dragon breath.
The cloud of mist leaves everything within
its area damp.
Illusion (Shadow)
Level: Bard 2, cleric 2, sorcerer/ wizard 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One bridge of force 5 ft. wide, 1 in. thick, and up to 20 ft./level
long
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You stand at the edge of the canyon
and invoke the power. At your feet appears a thin black bridge that arches over
the canyon.
You create a ribbonlike, weightless,
unbreakable bridge. A dark way must be anchored at both ends to solid
objects, but otherwise can be at any angle. Like a wall of force (PH 298), it must be
continuous and unbroken when formed.
It is typically used to cross a chasm or a
hazardous space. Creatures can move on a dark way without
penalty, since it is no more slippery than a typical dungeon floor.
A dark way can
support a maximum of 200 pounds per caster level.
Creatures that cause the total weight on a dark way to exceed this limit fall through it as if
it weren’t there. You never fall through a dark way unless
your own weight exceeds the spell’s maximum capacity.
Evocation [Darkness]
Level: Darkness 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) Ef fect: One ray/2 levels
(maximum seven rays) Duration: Instantaneous; see text
Saving Throw: Will partial
Spell Resistance: Yes
With a quick invocation to your
deity, you call forth a nimbus of jet-black night. This terrible radiance,
laced with the will of your deity, allows you to shoot black bolts of power.
You unleash beams of darkness from your
open palm. You must succeed on a ranged touch attack to strike your target. You
can hurl one bolt for every two caster levels you have (maximum seven bolts).
You can hurl all the bolts at once, or you can hurl one bolt per round as a
free action, starting in the round when you cast the spell. You do not have to
hurl a bolt in every round, but if you don’t hurl the bolt you were entitled to
in a round, it is lost. If you hurl all the bolts at once, all your targets
must be within 60 feet of each other.
A darkbolt deals
2d8 points of damage to a living creature, and the creature is dazed for 1
round unless it makes a Will save (a creature struck by multiple bolts during
the same round is dazed for a maximum of 1 round, no matter how many times it
fails its save). An undead creature takes no damage, but is dazed if it fails
its save.
Evocation [Fire]
Level: Cleric 3
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: Flame in your palm
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Your hand feels warm cupping the
eldritch flames. You cannot see the fire in the shadows, but you know it is
there, as will those who will soon feel the hungry flames.
Dark flames appear in your hand. You can
hurl them or use them to touch enemies. The flames appear in your open hand and
harm neither you nor your equipment. They emit no light but produce the same
amount of heat as an actual fire.
Beginning the following round, you can
strike opponents with a melee touch attack, dealing 1d6 points of fire damage
per two caster levels (maximum 5d6).
Alternatively, you can hurl the flames up
to 120 feet as a thrown weapon. When doing so, you make a ranged touch attack
(with no range penalty) and deal the same damage as with the melee attack.
No sooner do you hurl the flames than a new
set appears in your hand.
The darkfire is
invisible to normal vision but can be seen with darkvision as easily as a
normal flame can be seen in darkness (this means that darkfire can be used as a signal or beacon for
creatures with darkvision).
The spell does not function underwater.
Transmutation
Level: Sorcerer/wizard 4
Range: 10
As you conclude the spell’s casting,
you are aware of being able to see without light.
A glance at your allies show that
they too perceive more than before.
This spell functions like darkvision (PH 216), except that all target creatures
receive the spell’s benefits. Unlike with darkvision, recipients
of this spell cannot have the ability made permanent with a permanency spell.
Material Component: A dried carrot or three small agates.
Abjuration
Level: Druid 0, ranger 1
Components: V
Casting Time: 1 swift action
Range: 15 ft.
Target: All creatures in a 15-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
With a cry similar to a rooster’s you
cast the spell. For a moment you feel as if you had just awakened from a
comfortable nap, but as the feeling fades, those around you begin to stir.
All sleeping creatures in the affected area
awaken. Those who are unconscious because of nonlethal damage wake up and are
staggered. This spell does not affect dying creatures.
Illusion (Shadow)
Level: Assassin 1, bard 1, sorcerer/ wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One creature/level touched
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless) or Will disbelief (if interacted with);
see text
Spell Resistance: Yes
Sprinkling spice on the ground, you
complete the final step of the spell. Upon touching your intended targets, you
note with satisfaction that the area around all of you seems a little cleaner
and less tread upon.
This spell flawlessly disguises the spoor
left by the subjects, concealing their tracks, scent, and other signs of their
passage with an illusion that defeats even the senses of taste and touch. Any
creature making a Search check, using the scent ability, or using the Survival
skill to track a creature affected by this spell interacts with the illusion
and can make a Will save to disbelieve.
Creatures that succeed on the save can
detect the subjects normally. Creatures merely passing through an area the
subjects passed through do not count as interacting with the illusion.
Targets of this spell can make a Will save
to negate it, and spell resistance applies.
Material Component: A pinch of some odoriferous spice.
Conjuration (Creation)
Level: Druid 8
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: Mass of dead wood forming in a cylinder (20-ft. radius, 40 ft.
high); see text
Duration: Instantaneous; see text
Saving Throw: Reflex partial; see text
Spell Resistance: No
With the final word of the spell you
call into being a huge tower of logs and branches. It collapses to the ground
with a roar, crushing creatures beneath its weight.
Pick a point on the ground as the center of
the radius and bottom of the cylinder.
Deadfall creates a tangled mass of huge branches,
logs, and fallen trees on the ground. The deadfall immediately collapses in on
itself with terrific force and noise. Creatures and objects in the area take
1d6 points of damage per caster level (maximum 20d6). In addition, creatures in
the area must succeed on a Reflex save or be knocked prone.
Once you cast the spell, a considerable
volume of dead wood remains behind. This pile of brush is 5 feet high, with a
20-foot radius, and it counts as dense rubble (DMG 90).
Transmutation [Sonic]
Level: Paladin 1
Components: V, S, DF
Casting Time: 1 swift action
Range: Touch
Target: Your weapon
Duration: 1 round
Saving Throw: Fortitude partial; see text
Spell Resistance: No
At your touch, the weapon rings like
a struck tuning fork. The sound diminishes until it’s imperceptible, but when
you touch the weapon you can feel the vibration.
You empower the touched weapon with magic
that causes it to emit a loud clang when it is struck against a hard surface,
such as a floor, wall, or creature.
The weapon deals 1d6 points of sonic damage
with each successful hit, and any creature struck by the weapon must succeed on
a Fortitude saving throw or be deafened for 1 minute.
Necromancy
Level: Sorcerer/wizard 2
Components: V, S, M, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You smear yourself with white paste,
drawing a skull on your bare flesh. Immediately, a wreath of black flames
crackles to life around you.
The black flames created by this spell
injure creatures that contact them. Any creature striking you with its body or
handheld weapons takes 1d4 points of damage +1 point per two caster levels
(maximum +10). If the creature has spell resistance, it applies to the damage.
Weapons with reach, such as longspears, do not endanger their users in this
way.
Material Component: Paste made from ground bones.
Focus: An onyx worth 50 gp.
Necromancy [Evil, Fear, Mind- Affecting]
Level: Cleric 7
Components: V, S, DF
Casting Time: 1 round
Range: Personal
Effect: Dragon-shaped armor of energy and bones
Duration: 1 round/level (D)
You summon unholy power to gird
yourself in a dragon-shaped cocoon of bones and negative energy.
The cocoon created by this spell gives you
a +4 enhancement bonus to natural armor and a +4 deflection bonus to Armor
Class. You are treated as armed when you make unarmed attacks, and you deal
damage as if your limbs were short swords of an appropriate size.
You can use your off hand to attack,
incurring the standard two-weapon fighting penalties (PH 160). The cocoon prevents you from casting spells with somatic,
material, or focus (but not divine focus) components, but does not otherwise
hinder your actions or movement.
As a standard action, you can project a
cone of fear or make a melee touch attack to use inflict critical wounds on the creature touched (the caster level
of these effects equals your own). These effects are otherwise identical to the
spells of the same names, but have saving throw DCs equal to what this spell’s
save DC would be if the spell allowed a save.
Necromancy
Level: Cleric 8, Pact 8
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target: Willing living creature touched
Duration: Permanent until triggered
Saving Throw: None
Spell Resistance: No
With the last words of power, you
make the convert’s oath binding and ensure your deity’s aid when the worst
befalls his new servant.
This spell allows the target to enter into
a binding agreement with your deity that brings the target back to life if it
is slain.
When this spell is cast, the subject’s
Constitution is permanently lowered by 2 points. In exchange for this, if the
subject should die, a true
resurrection spell (PH 296) is immediately cast upon the subject.
However, the resurrected creature does not
regain the 2 Constitution points when returned to life.
If the spell is dispelled before the
subject dies, it does not regain its 2 lost Constitution points. A wish or miracle spell can return the
lost Constitution, but only after the death pact has
been activated or dispelled.
Material Component: A diamond worth at least 1,000 gp.
Necromancy [Force]
Level: Cleric 5, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until you are killed
Saving Throw: None
Spell Resistance: No
As the killing blow falls, you smile
with grim satisfaction even as the light of life fades, knowing that your enemy
will soon be joining you in the afterlife.
If you are killed, your body is
instantaneously destroyed in an explosion that deals 1d8 points of damage per
caster level to everyone in a 30-foot-radius burst.
This explosion destroys your body,
preventing any form of raising or resurrection that requires part of the
corpse.
A wish, miracle,
or true
resurrection spell can restore
life.
Necromancy
Level: Cleric 8, druid 9
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/ level, no two of which are more than 30 ft. apart
Sensing the spark of life in your
allies through your magic, you bolster that spark and protect it from harm.
This spell functions like death ward (PH 217), except as noted
above.
Necromancy
Level: Druid 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 50 ft.
Area: Living enemies within a 50-ft.- radius emanation centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
Using your link to the natural world,
you create an air of decay that makes death come quicker to the wounded.
Whenever an enemy within the area takes
normal (not nonlethal) damage, that wound festers for an additional 3 points of
damage at the beginning of its turn each round thereafter for the duration of
the spell. A DC 15 Heal check or the application of any cure spell or other healing magic stops the
festering. Only one wound festers at a time; additional wounds taken while the
first is still festering are not subject to this effect. Once festering has
been stopped, however, any new wound taken while the subject is within the area
(before the spell expires) begins the process anew.
For example, a subject who takes 6 points
of damage from an attack while within the area of a decomposition spell takes 3 points of damage from the
festering wound in the next round, and another 3 points in the round after
that.
In the following round, that subject
receives 4 points of healing from a cure light wounds spell, so the festering stops and the subject takes no festering
damage that round. In the next round, the subject remains within the emanation
and takes another 3 points of damage in battle. The festering begins again,
dealing 3 points of festering damage in the following round.
Illusion (Figment)
Level: Ranger 3
Components: V, S
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: Figment that mimics you and all allies within 50 ft. of you
Duration: 8 hours (D)
Saving Throw: Will disbelief; see text
Spell Resistance: No
You finish the spell, and mystic
duplicates of you and your allies appear ahead of you. As you move forward,
they set out as well.
In order to flush ambushes, you project a
duplicate image of yourself and your companions.
This spell creates an illusion complete
with visual images, sounds (including speech), smells, textures, and
temperature. It mimics exactly what you and any of your allies within 50 feet
of you do. If the terrain differs significantly between that of the illusion
and that of the characters, or if any character takes an action the illusion
can’t duplicate (for instance, climbing a tree if none are present for the
illusory duplicate to mimic) onlookers automatically receive a saving throw. In
addition, anyone who moves out of the spell’s area disappears from the
illusion.
Conjuration (Creation) [Air]
Level: Druid 1, ranger 1, sorcerer/ wizard 1
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/level
You let out a quick cry and instantly
feel your chest swell with air, as if you had taken a deep breath. Strangely,
you feel no need to exhale.
Your lungs instantly fill with air, and
continue to refill with air for the duration of the spell. When the spell’s
duration expires, you can continue to hold your breath as if you had just
gulped down a lungful of air.
You can cast this spell with an instant
utterance, quickly enough to save yourself from drowning after being suddenly
plunged into water.
Transmutation
Level: Ranger 4, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
(harmless)
You toss the powdered dried carrot
into the air as you cast this spell, and it vanishes. You choose yourself as
the spell’s recipient and your eyes begin to glow with an alien purple luster.
The subject gains the ability to see 90
feet in total darkness and ignores the 20% miss chance normally present in
shadowy illumination (such as might be created by a darkness spell). Deeper darkvision is black and white only but otherwise similar to normal sight.
Material Component: A pinch of dried carrot or an agate.
Evocation [Air]
Level: Sorcerer/wizard 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 2-ft.-radius sphere
Duration: 1 round/level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
From the pearl you hold between your
thumb and ring finger erupts a cloudy gray sphere of whirling air and howling
wind that flies to attack your enemies.
When you cast this spell, you create a
violently swirling sphere of air.
As a move action, you can make the sphere
travel up to 30 feet per round
and strike a creature or object you
indicate as a ranged touch attack. Any creature struck by the sphere takes 3d6
points of damage from the force of its winds. In addition, Medium or smaller
creatures must succeed on a Fortitude save or be knocked prone. Creatures that
fall prone must then succeed on a second Fortitude save or be swept up by the
sphere and driven 1d8×10 feet into the air, dropping 1d6 squares from their original
position in a random direction and taking falling damage as normal. If a window
is within range, the subject is automatically thrown in that direction.
If some obstacle prevents the subject creature
from reaching its expelled height, it takes 1d6 points of damage for every 10
feet of movement it was unable to complete, so that a creature hurled 50 feet
up in a room with a 20- foot ceiling would take 3d6 points of damage from the
impact, then take 2d6 points of damage when it falls back to the ground.
The sphere can affect a maximum of one
creature or object per round, and winks out if it exceeds the spell’s range.
Focus: A gray pearl worth at least 100 gp.
Necromancy
Level: Druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
With a squeezing gesture, you
indicate your target and see sweat pour off it.
You afflict the target with a horrible,
desiccating curse that deals 1d6 points of Constitution damage, plus 1
additional point of Constitution damage per three caster levels, to a maximum
of 1d6+5 at 15th level. Oozes, plants, and creatures with the aquatic subtype
are more susceptible to this spell than other targets.
Such creatures take 1d8 points of
Constitution damage, plus 1 additional point of Constitution damage per three
caster levels, to a maximum of 1d8+5.
Conjuration (Summoning)
Level: Cleric 2, Purification 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
You call out to your deity, declaring
your foe’s crimes and asking your deity to punish him.
This spell deals 1d6 points of damage per
two caster levels (maximum 5d6), or 1d6 points per caster level (maximum 10d6)
if the target is undead.
Necromancy
Level: Cleric 4
Components: V, S, DF
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You gesture toward your ally and call
upon the power of your beliefs. A soft, golden glow appears on your companion’s
chest, around his heart.
The subject of this powerful spell is
unable to die from hit point damage.
While under the protection of this spell,
the normal limit of –9 hit points before a character dies is extended without
limit. A condition or spell that destroys enough of the subject’s body so as to
not allow raise dead to work, such as a disintegrate effect, still kills the creature, as does
death brought about by ability score damage, level drain, or a death effect.
The spell does not prevent the subject from
entering the dying state by dropping to –1 hit points. It merely prevents death
as a result of hit point loss.
If the subject has fewer than –9 hit points
when the spell’s duration expires, it dies instantly.
Conjuration (Healing)
Level: Cleric 1, druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You press your focus to the creature
and implore the contagion that ravages it to lie dormant. As the spell takes
effect, a dim yellow glow passes over the creature’s body.
The progress of any nonmagical disease that
already afflicts the target is halted for the duration of the spell.
Delay disease allows the subject to skip the required
saving throw against the disease for the day that the spell is in effect.
During this period, the subject accrues no further ability damage from the
disease. A skipped saving throw counts as neither a success nor a failure for
the purpose of recovery from the disease. Furthermore, the incubation period of
any disease to which the subject is exposed during the spell’s duration does
not begin until the spell expires. Delay disease does
not cure any damage that a disease might already have dealt, and it has no
effect on magical or supernatural diseases.
Illusion (Phantasm) [Mind-Affecting]
Level: Bard 2, sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
By shouting flattering comments at
your intended subject, you release the energy of the spell. The target of your
spell glows momentarily with a white nimbus of crackling energy that fades to a
sickly gray before disappearing completely.
This powerful phantasm fools the subject
into believing itself more competent and safe than it really is.
The spell makes any action the subject
considers attempting seem easily accomplished, requiring only a token effort.
Deadly wounds seem like mere scratches, stalwart foes appear weak and
intimidated, and the subject’s own attacks seem stronger and more effective. As
a result of its skewed perceptions, the subject takes a –2 penalty on attack
rolls, saves, ability checks, and skill checks, as well as to Wisdom.
This penalty cannot reduce the subject’s
Wisdom below 1. Finally, the subject becomes so completely enamored with its
own (false) abilities that it cannot fight defensively or take the total
defense action.
Transmutation
Level: Cleric 3, sorcerer/wizard 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Living creature
Duration: 1d6 rounds; see text
Saving Throw: None or Fortitude partial; see text
Spell Resistance: Yes
You cry out the ancient words and
make the prescribed motions, and your foe lets out a howl of pain as his blood
boils in his veins.
Demon dirge deals 2d6 points of damage each round for
the duration of the spell to any creature that has both the chaotic and evil
subtypes (such as a howler or a demon). No saving throw is allowed against this
damage.
If the target creature also possesses the
tanar’ri subtype (MM 316), the spell has a much more powerful
effect.
In addition to the damage, a tanar’ri is
stunned for the duration of the spell unless it succeeds on a Fortitude save.
Abjuration [Evil]
Level: Blackguard 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Evil creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You touch your minion with your holy
symbol and invoke the horrid words of the lower planes. A fiery glow spreads
across your servant’s skin, leaving it with a deep red luster.
The subject gains damage reduction 5/cold
iron or good.
Necromancy
Level: Sorcerer/wizard 2
Components: S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 3-ft.-radius sphere of air
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes
From your outstretched hand bursts a
small sphere similar in appearance to a soap bubble. It quickly expands and
speeds in the direction you indicate.
A globe of supernaturally dry air rolls in
whichever direction you point and engulfs those it strikes. It moves 30 feet
per round and can leap up to 30 feet to strike a target. If it enters a space
with a creature, it stops moving for the round and deals 2d4 points of damage
as it evaporates moisture from the subject. (The subject can negate this damage
with a successful Reflex save.) Oozes, creatures composed of water (such as
water elementals), and creatures with the aquatic subtype take 2d6 points of
damage.
The bubble moves as long as you actively
direct it (a move action for you); otherwise, it merely stays at rest.
The surface of the bubble has a spongy, yielding
consistency (similar to that of a soap bubble, but not fragile and allowing
objects to pass through it without affecting the spell) and so does not cause
damage except by absorbing moisture. It cannot batter down large obstacles. The
bubble winks out if it exceeds the spell’s range.
Arcane Material Component: A tiny bag or bladder filled with air, and
a sprinkle of dust.
Divination
Level: Ranger 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
Using your passion for fighting your
foe, you reach out with your magic and your mind to sense the presence of your
enemies.
You can sense the presence of a favored
enemy. The amount of information revealed depends on how long you study a
particular area.
1st Round: Presence or absence of a favored
enemy in the area.
2nd Round: Types of favored enemies in the
area and the number of each type.
3rd Round: The location and HD of each
individual present.
Note: Each round you can turn to detect things in
a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks detection.
Transmutation
Level: Cleric 3, sorcerer/wizard 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Living creature
Duration: 1d6 rounds
Saving Throw: None or Fortitude partial; see text
Spell Resistance: Yes
You cry out the ancient words and
make the prescribed motions, and your foe lets out a shriek of agony as it
stumbles under the force of the spell.
This spell deals 2d6 points of damage per
round for the duration of the spell to creatures that have both the lawful and
evil subtypes (such as a barghest or a devil). No saving throw is allowed
against this damage.
If the target creature also possesses the
baatezu subtype (MM 306), it must succeed on a Fortitude save
or be stunned for the duration of the spell.
Transmutation
Level: Paladin 3, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Suit of metal armor touched
Duration: 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You pass your hand over the suit of
armor several times before finally touching it.
As you do so, you feel a warmth grow
in the palm of your hand. The warmth passes into the armor and manifests as a
sparkling shine.
Diamondsteel enhances the strength of one suit of metal
armor. The armor provides damage reduction equal to half the AC bonus of the
armor. This damage reduction can be overcome only by adamantine weapons. For
example, a suit of full plate would provide damage reduction 4/adamantine, and
a +1 breastplate (+6 AC) would provide damage reduction
3/adamantine.
Material Component: Diamond dust worth at least 50 gp.
Conjuration [Teleportation]
Level: Sorcerer/wizard 5
Range: Touch
Target: You and touched objects or other touched willing creatures
Duration: 1 round/2 levels
Your flesh gives an involuntary
shudder as you will yourself elsewhere. You vanish, reappearing some distance
away.
This spell functions like dimension door (PH 221), except as noted
above and that you can transfer the targets once per round, up to a distance of
25 feet + 5 feet per two levels, as a move action that does not provoke attacks
of opportunity.
Evocation [Force]
Level: Druid 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: Reflex half
Spell Resistance: Yes
Throwing down and shattering a fossil
to complete the spell, you call upon potent natural forces and energies, and
manifest them in the form of a swath of intangible, spectral, stampeding
dinosaurs.
Creatures in the spell’s area take 1d12
points of damage +1 point per caster level (up to +20). Creatures more than 10
feet above the ground are not affected by dinosaur stampede.
With a simple gesture (a free action), you
can make the spectral forms move along the ground up to 40 feet per round
(moving its effective point of origin). Creatures cannot be damaged more than
once per round by dinosaur
stampede.
Material Component: A fossil.
Transmutation
Level: Druid 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You feel pangs of hunger well up
within your abdomen as you complete the spell.
A blood-red glow of energy radiates
from your intended target and the hunger you felt subsides. The target
creature’s face elongates into a toothy, dinosaurlike snout filled with
serrated teeth, and its belly distends as if the creature were undernourished.
The spell’s subject becomes maddened by
terrible pangs of hunger, viewing all creatures as food sources.
The subject creature gains a new bite
attack that does damage according to the creature’s size: Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4
Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6 The subject creature adds 1-1/2 times its
Strength bonus to this damage. If the creature already has a bite attack that
deals more damage, use that damage value instead.
The subject creature eschews all other
attacks or actions except for its new bite attack, but it defends itself
normally. It moves to attack the nearest living creature it can get to and
attacks this creature until it is dead or until another living creature is
closer. The subject creature attacks whatever living creature is nearest,
regardless of former allegiance or personal connection.
If moving toward the nearest living
creature would move the creature into a dangerous area (precarious footing, a
huge fire, or a deadly trap is in the way) the subject creature moves around
the hazard if it can or moves to attack another creature if moving around the
hazard isn’t possible. If such movement brings the subject creature closer to
another living creature, it attacks that creature instead. If the subject of
the spell cannot detect or get to a living creature nearby, it goes looking for
one to attack.
Evocation [Sonic]
Level: Bard 6
Components: V, S
Casting Time: 1 round
Range: 50 ft.
Area: All enemies within a 50-ft.- radius burst centered on you
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
As you sing, translucent spectral
skulls float down from the sky like falling snow.
Your song draws the energies of death and
destruction down on your enemies. Each round, any enemy in the area takes 2
points of Strength and Dexterity damage. Subjects can attempt a Fortitude save
each round to negate the damage, but a successful save does not prevent damage
in future rounds.
Enchantment (Compulsion) [Evil,
Mind-Affecting]
Level: Bard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread
Duration: Concentration + 1 round/ level
Saving Throw: Will negates
Spell Resistance: Yes
You create an unholy, cacophonous
dirge that fills the targets’ minds with the screams of the dying, the wailing
of the damned, and the howling of the mad.
Creatures affected by this spell take a –4
penalty on attack rolls and Dexterity, a 50% reduction in their speed (to a
minimum of 5 feet), and must make a Concentration check to cast any spell (DC
equal to this spell’s DC + the level of the spell being cast).
Material Component: A pinch of ashes from a destrachan.
Divination
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 round/level
The smell of wet animal dander
assaults your nose even as the perfume of the material component fades. You
feel suddenly more suspicious of beings around you, as if some of them might
not be what they seem.
By taking a standard action to concentrate,
you can see the true form of creatures within 60 feet. Each round, you can
examine one creature you can see to determine whether it is polymorphed,
disguised, or transmuted, and what its true form is. If you look at a
shapechanger in its true form, you immediately sense its shapechanging ability,
but you can’t determine what other forms it might be capable of assuming.
For the purpose of this spell, a
shapechanger is any creature with the shapechanger type or a supernatural or
extraordinary ability that allows it to assume an alternate form. A wizard who
knows alter self is not a shapechanger (since a spell is not
a supernatural or extraordinary ability), but a barghest is (since it has the
supernatural ability to assume alternate forms, even though its type is
outsider).
Material Component: A balm of honey and lotus flower costing 25
gp, smeared on your eyelids.
Illusion (Glamer)
Level: Bard 2, sorcerer/wizard 2
Components: V, S, M
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 disbelief (if interacted with)
Spell Resistance: No
The color pool glows with the
rust-shade of Hades, but a few words and a spattering of ink, and it glows with
the amber of the Blessed Fields of Elysium. Those who pass through it will not
know their error until it is too late.
This spell causes a color pool on the
Astral Plane—an irregular patch of color containing a portal to another
plane—to appear to be a different color, and thus, to lead to another plane. True seeing or analyze portal reveals the true nature of the pool.
Material Component: Four drops of colored ink.
Illusion (Glamer)
Level: Sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: 1 corporeal undead
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes (harmless)
One cannot just march a ghoul into
the Duke’s Court. But as the fumes issuing from the cocoon surround the
creature, the form of the ghoul is replaced with that of a stately courtier
armed with a rapier. Of course, it will have to keep its mouth shut.
You make one undead—including its clothing,
armor, weapons, and equipment— look different. You can make it seem 1 foot
shorter or taller, thin, fat, or in between. You cannot change the creature’s
body type. For example, a wight could look human, humanoid, or like any other
generally humanshaped bipedal creature. Otherwise, the extent of the apparent
change is up to you. You could add or obscure a minor feature, such as a mole
or a beard, or make it look like an entirely different creature.
The spell does not provide the abilities or
mannerisms of the chosen form.
It does not alter the perceived tactile
(touch) or audible (sound) properties of the undead or its equipment. A bat-
tleaxe made to look like a dagger still functions as a battleaxe.
This spell also foils magical means of
detecting undead. The subject of disguise undead detects as a creature of the type simulated.
Creatures get Will saves to recognize the
glamer as an illusion if they interact with the subject (such as by touching
the undead and having that not match what they see, in the case of this spell).
Focus: A cocoon of a death’s head moth.
Abjuration
Level: Cleric 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One warded object or area
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Your head throbs with energy as you
recite the final few phrases of the spell. A moment later, the energy releases
and the area you designated as the spell’s target glows silver for several
seconds. You hear a sound like a mechanical object winding down.
This spell functions like dispel magic (PH 223), except that it
can be used only in the targeted or area version, and it affects only
abjuration magic placed upon objects or areas (such as arcane lock, explosive runes, fire trap, glyph of warding, and guards and wards.) The maximum bonus on the level check is
+10.
Abjuration
Level: Sorcerer/wizard 5
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round
You exhale a cloud of poisonous gas
mixed with starlight motes that gravitate toward the spellcasters and summoned
monsters within the cloud.
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, your
breath weapon acts as a targeted dispel magic (PH 223).
For each creature or object that fails its
saving throw against your breath weapon and that is the subject of one or more
spells, you make a dispel check against the highest level spell currently in
effect on the object or creature. A dispel check is 1d20 + 1 per caster level
(maximum +15) against a DC of 11 + the spell’s caster level. If that check
fails, you make dispel checks against progressively weaker spells until you
dispel one spell or until you fail all your checks. A creature’s magic items
are not affected, and creatures and objects that rolled successful saving
throws against your breath weapon are likewise not affected.
If a creature that is the effect of an ongoing
spell (such as a monster summoned by monster summoning), is in the area and fails its saving throw against your breath
weapon, you can also make a dispel check to end the spell that conjured the
creature (returning it whence it came).
For each ongoing area or effect spell
centered within the area of your breath weapon, you make a dispel check to
dispel the spell.
Spells are dispelled prior to the effect of
your breath weapon being resolved.
You can choose to automatically succeed on
dispel checks against any spell in the area that you have cast.
Abjuration
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Energy wall whose area is up to one 10-ft. square/level, or a sphere or
hemisphere with a radius of up to 1 ft./level
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
By tossing down the sheet of crystal
in your hand and completing the mysterious words of power needed to release the
energy of the spell, you create an immobile, shimmering screen of violet
energy.
Any spell effect operating on a creature or
unattended object that passes through the screen is affected as by a targeted dispel magic (PH 223) at your caster
level. Attended items that pass through are not affected by the screen, which
is the only way the screen differs from a normal targeted casting of dispel magic—attended items are essentially not
targeted by the screen. Make a caster level check (1d20 + 1 per caster level, maximum
+10) to dispel spell effects (DC 11 + caster level) or suppress an unattended
object’s magical properties for 1d4 rounds (DC equal to the item’s caster
level). Spell effects not operating on objects or creatures cannot pass through
the screen. A disintegrate or successful dispel magic removes dispelling screen, while an antimagic field suppresses it.
Material Component: A sheet of fine lead crystal.
Abjuration
Level: Drow 6, sorcerer/wizard 7 This spell functions like dispelling screen, except that the maximum caster level bonus
on the dispel check is +20.
Transmutation
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You drop to your hands and knees a
moment before your extremities morph into the limbs of a great black panther.
When you cast this spell, you assume the
physical appearance and many of the qualities and abilities of a displacer
beast (MM 66). While under the effect of the spell,
your creature type changes to magical beast, and your size changes to Large.
You have the space and reach of a displacer beast (15 feet/5 feet [10 feet with
tentacles]). You gain two tentacle attacks, which each deal 1d6 points of damage
+ your Str modifier.
You gain the Strength, Dexterity, and
Constitution of an average displacer beast (Str 18, Dex 15, Con 16), but you
retain your own mental ability scores.
Your base land speed becomes 40 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 spell-like abilities of your own form, and you lose any
extraordinary special abilities from your own form. You retain any supernatural
abilities of your own form. 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 can speak and cast spells while in
displacer beast form, but you must physically touch any necessary material
components. Your natural armor bonus becomes +5, regardless of any natural
armor bonus from your normal form.
While in displacer beast form, you gain the
displacer beast’s displacement and resistance to ranged attacks abilities.
Your equipment melds into your new form and
becomes nonfunctional.
Material Component: A single claw from a displacer beast.
Enchantment (Compulsion) [Mind- Affecting,
Sonic]
Level: Bard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Your spell warns of unseen dangers
and untrustworthy allies. As you sing, your target eases away from her
compatriots, doubt written on her face.
The affected subject restricts its movement
to avoid any physical contact, even with allies. Any ally that wishes to touch
the subject must make a successful melee touch attack to do so. The subject
must stay 15 feet away from all other creatures. If, at the beginning of its
turn, the creature is within 15 feet of any creature, it must first move away
(beyond 15 feet from any creature) before taking any action. If the subject
cannot safely move that distance, it instead must take the total defense action
and remain in its space.
Necromancy
Level: Sorcerer/wizard 3
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 black ray fires from your
outstretched hand, piercing and passing through nearby undead.
You must succeed on a ranged touch attack
with the ray to strike a target.
This spell functions like disrupt undead (PH 223), except that this ray deals 1d8
points of damage per caster level to any undead, to a maximum of 10d8. If the
damage is sufficient to destroy the first target, then you can redirect the ray
to another undead target within 15 feet of the first target. If you make a
successful ranged touch attack on the second target, that target takes half of
the damage rolled for the first target.
Abjuration [Sonic]
Level: Bard 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 100-foot-radius emanation
Duration: 1 round/level (D)
Saving Throw: None; see text
Spell Resistance: Yes
Your intricate hand motions slow and
then stop even as you begin chanting the arcane words that unlock the spell’s
power. As you conclude, your disembodied words continue on, growing both in
tempo and volume.
You create a distracting and discordant
chant. Affected creatures that attempt spellcasting or other activities that
require concentration must make Concentration checks (DC equal to this spell’s
DC + the level of the spell being cast).
The DCs of activities that already require
Concentration checks, such as casting defensively, increase by 4.
Creatures within the area gain a +4 bonus
on saving throws against language-dependent effects.
Evocation [Sonic]
Level: Bard 3
Components: V, S
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
You emit a terrible, piercing note.
The note pulses in the air, radiating like a shockwave.
It slams into nearby creatures and
rattles loose objects.
Creatures (other than you) in the affected
area take 1d8 points of sonic damage per two caster levels (maximum 5d8).
Transmutation [Sonic]
Level: Bard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
By pointing and making a number of
loud, nonsensical sounds you release the power of the spell. The target
attempts to speak, but spews forth only gibberish instead.
For the duration of this spell, the subject
has a 50% chance to miscast spells that have verbal components, and any time
the subject speaks (including the use of magic items activated by command
words), there is a 50% chance that the utterance is completely incomprehensible
and therefore ineffective.
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 1, sorcerer/wizard 1
Components: S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell arouses a zest and
appreciation for life in the targets. The targets are distracted as they study
the shapes of the clouds, the texture of tree bark, the patterns carved into a
stone wall, the temperature and scent of a breeze—anything and everything gets
their attention, if just for a moment.
The targets of this spell must succeed on a
Will save or lose themselves to the urge to experience nearly everything.
Failure indicates the creatures take a –4
penalty on all Concentration, Listen, Search, and Spot checks, and can take
only a single standard or move action each round, but not both. Creatures with
more than 6 HD are unaffected.
Enchantment (Compulsion) [Mind-Affecting]
Level: Assassin 1, sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
Buzzing under your breath like a fly,
you swat at the sky and toss the fly’s wing in your hand into the air. The
target of your spell becomes distracted, starting at shadows and looking about
for unseen assailants.
A creature affected by this spell is
flat-footed until the beginning of its next turn.
Material Component: The dried wing of a fly.
Abjuration
Level: Bard 2, sorcerer/wizard 2
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: No
You blast a nearby creature with a
multicolored ray. The ray explodes on contact to form a dizzying array of
bizarre swirling and flashing lights around the targeted creature.
You must succeed on a ranged touch attack
with the ray to strike a target.
This ray attempts to undo magic as it is
being cast. Used in the same manner as a counterspell (as a readied action),
the ray interferes with the manipulation of divine or arcane magic by dazzling
the target. If the ray successfully strikes a spellcaster, and that spellcaster
is in the process of casting a spell, then the target spellcaster must make a
Concentration check to avoid losing the spell.
The DC of the Concentration check is equal
to 17 + the level of the spell the target is casting.
Transmutation
Level: Cleric 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
Calling aloud on the divine power of
your deity, you imbue a living creature with agility and skill in combat.
You grant the subject a +10 enhancement
bonus to Dexterity.
Divination
Level: Cleric 2, paladin 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged (D) Clutching the focus of your spells to
your chest, you let your eyes flutter shut. As you complete the short prayer you
feel your deity’s presence fill you with confidence.
Once during the spell’s duration, you can
choose to use its effect. This spell grants you an insight bonus equal to 5 +
your caster level (maximum bonus of +15) on any single skill check. Activating the
effect requires an immediate action. You must choose to use the insight bonus
before you make the check you want to modify. Once used, the spell ends.
You can’t have more than one divine insight effect active on you at the same time.
Abjuration
Level: Cleric 2
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Area: 10-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 round/level
Saving Throw: Will negates or None (object); see text
Spell Resistance: Yes or No (object); see text
You shout out a plea, calling upon
your deity to quell the power of another deity’s follower.
This spell can be cast at a point in space,
but the effect is stationary unless cast on a mobile object. The spell can be
cast on a creature, and the effect then radiates from the creature and moves as
it moves. A creature can attempt a Will save to negate the spell, and spell
resistance, if any, applies if the spell is cast on a creature.
Divine interdiction interferes with a cleric’s connection to
her divine source of power, resulting in a temporary loss of the ability to
turn or rebuke creatures and loss of granted domain powers. Paladins,
blackguards, and other classes capable of rebuking and turning also suffer a
temporary loss of this ability. This affects the subject’s ability to channel
energy through the use of a turn or rebuke attempt, and so also interferes with
the use of many divine feats.
Enchantment (Compulsion) [Mind-Affecting]
Level: Cleric 2, paladin 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Allies in a 20-ft.-radius burst
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You call upon your holy powers to aid
your companions and a golden light appears from above, bathing them with
sparkling radiance.
Allies gain a +1 morale bonus to their
Armor Class and on saving throws.
Evocation
Level: Blackguard 1, paladin 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Giving up some of your life force to
win the battle, you empower your next blow against your foe.
Your first attack each round for the
duration of the spell deals an extra 5d6 points of damage if it hits, and you
take 10 points of damage each time you make such an attack, whether or not the
attack is successful.
Transmutation
Level: Bard 3, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
A longing for battle fills you as you
complete this spell. Upon touching the intended weapon, the feeling fades even
as a dull red aura encompasses the weapon.
For the duration of the spell, the weapon’s
threat range is doubled, and its critical threats automatically confirm, so
every threat is a critical hit. The latter effect does not apply to any weapon
that already has a magical effect related to critical hits.
Multiple effects that increase a weapon’s
threat range (such as this spell and the Improved Critical feat) don’t stack.
You can’t cast this spell on a natural weapon, such as a claw.
Illusion (Pattern)
Level: Cleric 5
Components: V, S, DF
Casting Time: 1 standard action
Range: 80 ft.
Effect: Eight 10-ft. cubes extending straight from you
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You fill an area with illusory black,
creeping mist that vaguely resembles thousands of slender grasping tentacles.
Creatures within the area must make Will
saves or be dazed for 1 round.
Any creature moving into the mist, or a
creature that begins its turn in the mist, must succeed on a Will save or also
be dazed for 1 round.
The mist filling the area obscures all
sight, including darkvision, beyond 5 feet. A creature within 5 feet has
concealment.
Creatures farther away have total
concealment.
When you cast the spell, you decide if the
effect remains stationary or if its point of origin moves straight away from
you at a rate of 10 feet per round.
A moderate wind disperses the effect in 4
rounds; a strong wind disperses the mist in 1 round.
Evocation [Air]
Level: Cleric 3, druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20- ft. radius, 100 ft. high)
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: Yes
Dropping the small carving in your
hand to the ground, you crush it with your foot as you recite the last few
words of the spell. In the distance you see a column of air turn a hazy gray.
The air column then blasts toward the ground, and you hear a distant whoosh.
Downdraft sends a column of turbulent air rushing
toward the earth. Airborne creatures caught in the area of a downdraft must
succeed on a Reflex save or immediately plummet up to 100 feet straight
downward, taking falling damage (1d6 points of damage per 10 feet fallen) if
the downdraft makes them hit the ground or collide with an object. Those who
succeed on the Reflex save plummet only 50 feet.
Creatures already on the ground must
succeed on a Reflex save or be knocked prone by the spell.
Material Component: A balsa-wood bird carving, which is crushed
underfoot.
Transmutation
Level: Paladin 4, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Upon casting this spell, your ally’s
face is covered briefly with a fine pattern of yellow scales. The scales fade,
but the golden radiance remains.
The subject of the spell gains a +4
enhancement bonus to Strength, Constitution, and Charisma. It also gains a +4
enhancement bonus to natural armor. Finally, it has immunity to magic sleep and
paralysis effects.
Special: Sorcerers cast this spell at +1 caster
level.
Conjuration (Calling)
Level: Dragon 7, sorcerer/wizard 7
Effect: One called dragon of 18 HD or less This spell functions like lesser dragon ally, except you can call a single dragon of up
to 18 HD.
XP Cost: 250 XP.
Conjuration (Calling)
Level: Sorcerer/wizard 9
Effect: One called dragon of 22 HD or less This spell functions like lesser dragon ally, except you can call a single dragon of up
to 22 HD.
XP Cost: 500 XP.
Conjuration (Calling)
Level: Sorcerer/ wizard 5
Components: V, XP
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels) Ef fect: One called dragon of
15 HD or less
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You feel some of your lifeforce being
pulled from you in the casting of the spell. A large dragon lands nearby. “You
wish to discuss something?” it asks, eying your belongings.
This spell calls a dragon. You can ask the
dragon to perform one task in exchange for a payment from you.
Tasks might range from the simple (fly us
across the chasm, help us fight a battle) to the complex (spy on our enemies,
protect us on our foray into the dungeon). You must be able to communicate with
the dragon to bargain for its services.
The summoned dragon requires payment for
its services, which takes the form of coins, gems, or other precious objects
the dragon can add to its hoard.
This payment must be made before the dragon
agrees to perform any services.
The bargaining takes at least 1 round, so
any actions by the creature begin in the round after it arrives.
Tasks requiring up to 1 minute per caster
level require a payment of 50 gp per HD of the called dragon. For a task
requiring up to 1 hour per caster level, the creature requires a payment of 250
gp per HD. Long-term tasks (those requiring up to 1 day per caster level)
require a payment of 500 gp per HD.
Especially hazardous tasks require a
greater gift, up to twice the given amount. A dragon never accepts less than
the indicated amount, even for a nonhazardous task.
At the end of its task, or when the
duration bargained for elapses, the creature returns to the place it was called
from (after reporting back to you, if appropriate and possible).
XP Cost: 100 XP.
Special: Sorcerers cast this spell at +1 caster
level.
Evocation [Good or Evil]
Level: Cleric 5, sorcerer/wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Using magic to mimic a dragon’s
breath, you spew forth a gout of energy.
You gain the ability to breathe a gout of
energy as a standard action that mimics a dragon’s breath. Once you’ve used the
breath attack, you must wait 1d4 rounds before doing so again.
When you cast dragon breath, you choose one true dragon whose breath
you’re emulating. If you choose a chromatic dragon, then the spell gains the
evil descriptor. If you choose a metallic dragon, then it gains the good
descriptor.
Particulars for the breath weapons of each
of the true dragons are provided below.
Chromatic Dragons Black: 30-ft. line of acid, 1d8/2 caster levels
(maximum 10d8); Reflex half.
Blue: 30-ft. line of electricity, 1d8/2 caster
levels (maximum 10d8); Reflex half.
Green: 15-ft. cone of acid, 1d8/2 caster levels
(maximum 10d8); Reflex half.
Red: 15-ft. cone of fire, 1d8/2 caster levels
(maximum 10d8); Reflex half.
White: 15-ft. cone of cold, 1d8/2 caster levels
(maximum 10d8); Reflex half.
Metallic Dragons Brass: 15-ft. cone of sleep, lasts 1d6 rounds; Will negates.
Bronze: 30-ft. line of electricity, 1d8/2 caster
levels (maximum 10d8); Reflex half.
Copper: 15-ft. cone of slow, lasts 1d6 rounds; Will negates.
Gold: 15-ft. cone of fire, 1d8/2 caster levels
(maximum 10d8); Reflex half.
Silver: 15-ft. cone of paralysis, lasts 1d6 rounds;
Fort negates.
Arcane Material Component: A dragonscale of the appropriate color.
Transmutation
Level: Bard 5, sorcerer/wizard 5
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
You cast this spell and your eyes enlarge
and turn yellow and catlike, like those of a dragon.
You gain the visual acuity of a dragon,
including low-light vision, darkvision, and blindsense.
You can see four times as well as a normal
human in low-light conditions and twice as well in normal light. Your
darkvision is effective out to 10 feet per caster level. You take half the
normal penalties for distance on Spot checks.
Your blindsense has a range of 5 feet per
caster level.
None of these effects stack with any
low-light vision, darkvision, or blindsense you might already have.
Focus: A dragon’s eye.
Transmutation
Level: Sorcerer/wizard 3
Components: S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
You say nothing, but make the motions
in the prescribed pattern and hold the dragon’s scale aloft. Your flesh erupts
with hard, colorful scales.
Your skin toughens and becomes scaly like
that of a chromatic dragon, of a color that you select. You gain an enhancement
bonus to natural armor equal to +1 per two levels (to a maximum of +5 at 10th
level), as well as energy resistance 10 against the type of energy appropriate
to the color you select: acid (black or green), cold (white), electricity
(blue), or fire (red).
Your energy resistance increases to 20 at
10th level.
Material Component: A dragon’s scale.
Special: Sorcerers cast this spell at +1 caster
level.
Illusion (Phantasm) [Mind-Affecting]; see
text
Level: Sorcerer/wizard 6
Casting Time: 1 hour
Target: You and one dreamer
Duration: 24 hours/level; see text
Saving Throw: Will negates; see text
You complete the spell with a few
last gestures and arcane words. You feel a pressure in your mind as you begin
to relay the intent of your dreaming contact.
This spell functions like dream (PH 225), except as noted
above and that you can alter the sleeping person’s dreams to produce a specific
desired effect. The dreamer gets a Will saving throw to resist the additional
effects of this spell; if the save succeeds, the dream casting spell can send only a message, in the
manner of the dream spell. If the saving throw fails, you
decide what additional effect the message carries.
Fear: Your image in the dream is surrounded by
intimidating imagery and an aura of power. For the duration of the spell, any
time the dreamer can see you or knows you are present, he is shaken. This is a
compulsion and fear effect.
Charm: Your image in the dream appears
particularly helpful and kind. For the duration of the spell, the dreamer is
under the effect of a charm monster spell. This is a charm effect.
Rage: Your image in the dream taunts and harasses
the dreamer. For the duration of the spell, any time the dreamer can see you or
knows you are present, he preferentially attacks you if in a combat situation.
The dreamer gains a +2 morale bonus on saving throws, attack rolls, ability
checks, skill checks, and weapon damage rolls when attacking you while under
this effect. This is a compulsion effect.
Divination
Level: Dream 6
Components: S, DF
Casting Time: 1 round
Range: See text
Target: You
Duration: 1 minute/level (D)
In sleep your spirit rises to travel
about and observe the world.
You fall into a deep sleep while your
spirit leaves your body invisibly in incorporeal form and travels to distant
locations. Your spirit can move 100 feet per round, and can see and hear
anything you could if you were in the same location. The spirit can be blocked
by any spell that wards incorporeal creatures, and it can be detected and
attacked in the same way as incorporeal creatures can. Your spirit can do
nothing but move and observe—it cannot speak, attack, cast spells, or perform
any other action.
At the end of the spell, your spirit
instantaneously returns to your body and you wake up. If your body is disturbed
or attacked while your spirit is wandering, the spell ends immediately.
Conjuration (Creation) [Water]
Level: Druid 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You speak the words and make the sign
of the wave. Your foe sputters, water gushing from his mouth, then collapses.
You create water in the lungs of the
subject, causing it to begin drowning (DMG 304) as if it had
failed to continue holding its breath. The subject’s hit points immediately
drop to 0, and it falls unconscious. In the next round, it loses another hit
point (bringing its hit points to –1) and is dying. In the following round, it
dies.
Coughing and other attempts by the subject
to physically expel the water from its lungs are useless. However, another
creature can stabilize the subject by making a DC 15 Heal check on the creature
before it dies.
Undead, constructs, creatures that do not
need to breathe, and creatures that can breathe water are unaffected by this
spell.
Conjuration (Creation) [Water]
Level: Druid 9
Targets: One or more creatures, no two of which are more than 30 ft. apart.
You speak the words and make the sign
of the wave, indicating each of your foes in turn. They sputter and pitch
forward, water gushing from their mouths and nostrils.
This spell functions like drown, except that it affects multiple
creatures.
Abjuration
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until discharged (D)
The air around you crackles with
magical energy as you finish uttering the last syllables of the spell’s
formula.
You immediately feel as if your link
to the arcane somehow has increased, filling you with confidence and a sense of
security.
While a duelward spell
is in effect, counterspelling is an immediate action for you, allowing you to
counterspell even when it is not your turn without having previously readied an
action. You also gain a +4 competence bonus on Spellcraft checks made to
identify spells being cast.
The first time you successfully
counterspell while the spell is in effect (whether you counterspell as an
immediate action or not), duelward is
discharged.
Material Component: A miniature silk glove.