DAGGERSPELL STANCE. 2

DANCE OF THE UNICORN.. 2

DARK WAY.. 3

DARKBOLT. 3

DARKFIRE. 4

DARKVISION, MASS. 4

DAWN.. 5

DEAD END.. 5

DEADFALL. 6

DEAFENING CLANG.. 6

DEATH ARMOR.. 6

DEATH DRAGON.. 7

DEATH PACT. 7

DEATH THROES. 8

DEATH WARD, MASS. 8

DECOMPOSITION.. 8

DECOY IMAGE. 9

DEEP BREATH.. 9

DEEPER DARKVISION.. 10

DEFENESTRATING SPHERE. 10

DEHYDRATE. 11

DEIFIC VENGEANCE. 11

DELAY DEATH.. 12

DELAY DISEASE. 12

DELUSIONS OF GRANDEUR.. 12

DEMON DIRGE. 13

DEMONHIDE. 13

DESICCATING BUBBLE. 14

DETECT FAVORED ENEMY.. 14

DEVIL BLIGHT. 15

DIAMONDSTEEL. 15

DIMENSION DOOR, GREATER.. 16

DINOSAUR STAMPEDE. 16

DIRE HUNGER.. 16

DIRGE. 17

DIRGE OF DISCORD.. 17

DISCERN SHAPECHANGER.. 18

DISCOLOR POOL. 18

DISGUISE UNDEAD.. 19

DISPEL WARD.. 19

DISPELLING BREATH.. 20

DISPELLING SCREEN.. 20

DISPELLING SCREEN, GREATER.. 21

DISPLACER FORM... 21

DISQUIETUDE. 22

DISRUPT UNDEAD, GREATER.. 22

DISSONANT CHANT. 22

DISSONANT CHORD.. 23

DISTORT SPEECH.. 23

DISTRACT. 24

DISTRACT ASSAILANT. 24

DISTRACTING RAY.. 24

DIVINE AGILITY.. 25

DIVINE INSIGHT. 25

DIVINE INTERDICTION.. 25

DIVINE PROTECTION.. 26

DIVINE SACRIFICE. 26

DOLOROUS BLOW... 26

DOOMTIDE. 27

DOWNDRAFT. 27

DRACONIC MIGHT. 28

DRAGON ALLY.. 28

DRAGON ALLY, GREATER.. 28

DRAGON ALLY, LESSER.. 29

DRAGON BREATH.. 29

DRAGONSIGHT. 30

DRAGONSKIN.. 30

DREAM CASTING.. 31

DREAM SIGHT. 31

DROWN.. 32

DROWN, MASS. 32

DUELWARD.. 33

DAGGERSPELL STANCE

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.

 

DANCE OF THE UNICORN

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.

 

DARK WAY

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.

 

DARKBOLT

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.

 

DARKFIRE

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.

 

DARKVISION, MASS

Transmutation
Level: Sorcerer/wizard 4
Range: 10
ft.
Targets
: Allies in a 10-ft.-radius burst centered on you

 

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.

 

DAWN

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.

 

DEAD END

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.

 

DEADFALL

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).

 

DEAFENING CLANG

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.

 

DEATH ARMOR

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.

 

DEATH DRAGON

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.

 

DEATH PACT

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.

 

DEATH THROES

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.

 

DEATH WARD, MASS

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.

 

DECOMPOSITION

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.

 

DECOY IMAGE

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.

 

DEEP BREATH

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.

 

DEEPER DARKVISION

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.

 

DEFENESTRATING SPHERE

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.

 

DEHYDRATE

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.

 

DEIFIC VENGEANCE

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.

 

DELAY DEATH

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.

 

DELAY DISEASE

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.

 

DELUSIONS OF GRANDEUR

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.

 

DEMON DIRGE

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.

 

DEMONHIDE

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.

 

DESICCATING BUBBLE

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.

 

DETECT FAVORED ENEMY

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.

 

DEVIL BLIGHT

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.

 

DIAMONDSTEEL

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.

 

DIMENSION DOOR, GREATER

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.

 

DINOSAUR STAMPEDE

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.

 

DIRE HUNGER

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.

 

DIRGE

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.

 

DIRGE OF DISCORD

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.

 

DISCERN SHAPECHANGER

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.

 

DISCOLOR POOL

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.

 

DISGUISE UNDEAD

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.

 

DISPEL WARD

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.

 

DISPELLING BREATH

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.

 

DISPELLING SCREEN

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.

 

DISPELLING SCREEN, GREATER

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.

 

DISPLACER FORM

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.

 

DISQUIETUDE

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.

 

DISRUPT UNDEAD, GREATER

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.

 

DISSONANT CHANT

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.

 

DISSONANT CHORD

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).

 

DISTORT SPEECH

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.

 

DISTRACT

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.

 

DISTRACT ASSAILANT

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.

 

DISTRACTING RAY

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.

 

DIVINE AGILITY

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.

 

DIVINE INSIGHT

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.

 

DIVINE INTERDICTION

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.

 

DIVINE PROTECTION

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.

 

DIVINE SACRIFICE

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.

 

DOLOROUS BLOW

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.

 

DOOMTIDE

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.

 

DOWNDRAFT

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.

 

DRACONIC MIGHT

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.

 

DRAGON ALLY

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.

 

DRAGON ALLY, GREATER

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.

 

DRAGON ALLY, LESSER

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.

 

DRAGON BREATH

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.

 

DRAGONSIGHT

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.

 

DRAGONSKIN

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.

 

DREAM CASTING

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.

 

Harrow: Your image in the dream behaves in a bizarre and irrational manner. For the duration of the spell, the dreamer behaves in an unusual manner, gaining two random traits from Table 4–24: One Hundred Traits (DMG 128), rerolling any results not pertinent to behavior. If the dreamer can see you or knows you are present, he is confused for 1 round/level.

 

DREAM SIGHT

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.

 

DROWN

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.

 

DROWN, MASS

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.

 

DUELWARD

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.