Abjuration [Earth]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One 1-foot length of tunnel with a diameter of up to 10 feet
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You scribe a spiral in the air with
the diamond-tipped bit of charcoal, chanting the words of the spell.
Immediately the sides of the cavern begin to contract, sealing the passage
behind you.
You cause a 1-foot length of subterranean
tunnel to constrict, “locking” it against others who might wish to traverse its
length. This spell affects only naturally occurring tunnels or worked tunnels
that are surrounded on all sides by unworked, natural, subterranean earth. You
can affect any tunnel whose diameter does not exceed 10 feet.
A square-sided or rough tunnel can also be
affected, as long as its diameter at the point where the spell is cast does not
exceed 10 feet.
The constriction takes 1 round to complete.
Any Large or smaller object or creature that partially blocks the constriction
point is pushed, unharmed, to one side or the other. (A creature can decide
which way to move; an object moves randomly.) A Large or larger object or
creature that blocks the constriction point prevents the spell from working
until moved.
You can freely pass through tunnels that
you have secured with this spell.
(The constriction opens and closes on your
command, taking 1 round for either process). A tunnel secured with earth lock can be bypassed by others in several ways.
A DC 20 Escape Artist check allows the creature making the check to squeeze
through the constriction but leaves it intact.
A DC 25 Strength check breaks the
constriction and ends the spell. A successful dispel magic or
knock spell opens the constriction—the former by
ending the spell and the latter by suppressing it for 10 minutes. If a creature
burrows through the earth lock, the spell ends. The constricted tunnel can
also be dug out normally.
Identifying a tunnel secured with earth lock (as opposed to a tunnel that just ends)
requires a DC 20 Search check.
Material Component: A diamond chip worth at least 50 gp,
embedded in a piece of charcoal.
Transmutation [Fire]
Level: Cleric 5, sorcerer/ wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft.
+ 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes
With a stern, commanding word, you
point at a spot on the ground. An instant later, the earth at the indicated
spot erupts in a shower of rock, dirt, and fire.
Creatures and objects within the area take
4d6 points of damage from the impact of the rock shards, as well as 3d6 points
of fire damage; no saving throw applies to the damage. Creatures in the area
must also succeed on a Reflex saving throw or be knocked prone.
Transmutation
Level: Druid 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
Your foe will reach you in seconds.
You cast this spell, and yellow strips of magical energy loop about its wings,
hampering its flight and dragging it to ground.
You hinder the subject creature’s ability
to fly (whether through natural or magical means) for the duration of the
spell. If the target fails its saving throw, its fly speed (if any) becomes 0
feet. An airborne creature subjected to this spell falls to the ground as if
under the effect of a feather fall spell. Even if a new effect would grant the
creature the ability to fly, that effect is suppressed for the duration of the earthbind spell.
Earthbind has no effect on other forms of movement,
or even on effects that might grant airborne movement without granting a fly
speed (such as jumping or levitate or
air walk spells).
Abjuration [Earth]
Level: Druid 2, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You sprinkle the spell’s component on
your target, causing its skin to momentarily take on the speckled gray look of
granite. The smell of dust hangs heavily in the air.
You grant the subject an affinity for earth
and stone. Any damage the subject takes from a stone or earthen source counts
as nonlethal damage for the duration of the spell. Natural attacks by creatures
made of earth or stone (such as stone golems), natural attacks by creatures of
the earth subtype, and attacks by stone weapons (such as a stone hammer or a
sling stone) instead deal nonlethal damage, as does falling damage when the
subject lands on rock or earth. When the nonlethal damage the subject has taken
(from any source) equals the subject’s current hit points, the spell ends, and
any further damage from a stone or earthen source causes damage normally.
Material Component: A chunk of granite.
Transmutation [Earth]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Animated earthen arm
Duration: 2 rounds/level
Saving Throw: None
Spell Resistance: Yes
You raise your arm above your hand,
your fingers flexed like talons. Nearby, an arm made of earth but as large as a
person erupts from the ground, its hand grasping at the air.
You bring forth from the ground an arm made
of dense, compacted earth or soil that can grapple your foes. You can cause the
arm to rise only out of earth, mud, grass, or sand, and the spell fails if you
attempt to cast it in an area with the wrong materials (including stone).
Treat the arm as a Medium creature, with a
base attack bonus equal to your caster level and a Strength of 14 +2 per three
caster levels (16 at 3rd level, 18 at 6th level, and so on). The arm doesn’t
move from the square it appears in, but can make one grapple attempt per round
against any creature in its square or any adjacent square. Doing so does not
provoke attacks of opportunity. If the arm can target multiple creatures, you
choose one. If you are unable to choose a target, the arm attacks a random
creature within reach (possibly including your allies). Each round
when it successfully pins a target, the
hand deals lethal damage equal to 1d6 points + its Str modifier.
The earthen arm has AC 15, hardness 4, and
3 hit points per caster level. If reduced to 0 or fewer hit points, it crumbles
to dust.
Material Component: A miniature hand sculpted from clay.
Transmutation
Level: Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One stone structure or rock formation, up to 25 cubic ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (object)
Gray bands extend from your
fingertips, wrapping themselves around the wall like a brace, strengthening it
for the coming assault.
You reinforce a rock formation or stone
structure. The earthfast spell doubles the structure’s hit points
and increases its hardness to 10. This spell does not function on constructs.
Transmutation
Level: Ranger 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Vertical path 10 ft. wide and 20 ft. tall/level
Duration: 10 minutes/level (D)
Saving Throw: None (object)
Spell Resistance: Yes (object)
By pushing upward with your hand and
speaking in a commanding voice, you cause indentations to form in the surface
you designate.
You create a path of handholds and
footholds up the surface of a cliff face, tree trunk, wall, or other vertical
obstacle.
This effect changes the surface to the
equivalent of a very rough wall (Climb DC 10).
Abjuration
Level: Druid 2, ranger 1
Components: V, S
Casting Time: 1 standard action
Range: 40 ft.
Area: 40-ft.-radius emanation centered on you
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: Yes
You sweep your arm as if to push
aside a branch and simultaneously call out for the plants around you to move
aside. Obediently, the plants surrounding you oblige.
Anyone in the area of the spell (including
you) finds the undergrowth held aside while they pass. This effect essentially
provides a trail through any kind of undergrowth, and you treat any trackless
terrain as having a trail (PH 164). Once the effect
of the spell passes, the plants return to their normal shape. The DC to track
anyone who traveled within the area of this spell increases by 5 (the
equivalent of hiding the trail).
This spell has no effect on plant crea-tures
(that is, they aren’t pushed or held aside by its effect).
Transmutation
Level: Assassin 1, cleric 1, sorcerer/ wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
You feel, more than see, a black haze
form at the corner of your eyes. Upon touching your intended subject the haze
disappears and the creature’s eyes become shrouded in blackness.
The subject of this spell gains the ability
to see normally in natural and magical darkness, although it does not otherwise
improve the subject’s ability to see in natural dark or shadowy conditions. The
subject ignores the miss chance due to lack of illumination other than total
darkness. While the spell is in effect, a jet-black film covers the subject’s
eyes, a visual effect that gives the spell its name.
Material Component: A pinch of powdered black gemstone of any
type.
Divination
Level: Druid 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Animal skull touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: Yes (object)
You cast the spell and the animal
skull in your hand glows green, the radiance fading quickly. You cast your
perception into the skull and see your own form holding it. You switch your
viewpoint back and set the skull aside, able to eavesdrop and surprise any
trespassers.
You can see, hear, and speak through a tiny
dried animal skull at any distance.
As long as you and the skull remain on the
same plane, you can see and hear as if you were standing where it is, and
during your turn you can switch your perception from its location to your own
or back again as a free action.
Focus: A tiny dried animal skull.
Abjuration
Level: Sorcerer/wizard 1
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
With a final word, shimmering
translucent slime appears around the target and fits to its form like a suit of
plate.
The subject of the spell gains a +5 armor
bonus to AC, with an additional +1 to the bonus for every four caster levels
you have (maximum +9 bonus at 16th level). This armor bonus applies only
against incorporeal touch attacks. All other attacks ignore the armor bonus
from ectoplasmic armor.
Abjuration
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: See text
A shimmering sheath of energy
surrounds you, promising harm to incorporeal creatures that touch you.
Any creature that hits you with an
incorporeal touch attack takes 1d6 points of force damage +1 point per caster
level (maximum +10). If the attacker has spell resistance, it applies to this
effect.
Abjuration
Level: Sorcerer/wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One magic-absorbing sphere per caster level
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Completing the powerful spell, you
bring into being floating spheres of silver, like bubbles of mercury.
When you cast this spell, you bring forth
one floating, silvery sphere per caster level, each about the size of your
head. These spheres hover around you to provide protection from magical
effects. As a standard action, you can shift the spell’s effect (and thus all
the spheres) to any other creature within range. You can shift the effect once
per round.
Each of these spheres can absorb and
completely negate any spell or spell-like ability, regardless of level, that
directly targets the subject. The spheres do not automatically absorb all
spells; the subject can choose whether or not to let them absorb any given
spell cast upon it. (This option allows the creature to benefit from helpful
spells.) Area spells and spells that do not actually have a target cannot be
absorbed. Once a sphere has absorbed a spell or spell-like ability, it simply
fades away. Only spells and spell-like abilities of deific power can overcome
the protection provided by effulgent epuration.
Evocation [Electricity]
Level: Sorcerer/wizard 0
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 white-hot electric spark dances on
your fingertip and then bolts toward your target.
You release a small stroke of electrical
energy. You must succeed on a ranged touch attack with the ray to strike a
target. The spell deals 1d3 points of electricity damage.
Evocation [Electricity]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/3 levels, each of which is adjacent to another target
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
Spitting a harsh-sounding arcane
word, you snap your fingers, and lightning leaps among your foes.
You create one small stroke of lightning
that targets one creature per three caster levels you possess (maximum four
creatures). Each target must be in a square adjacent to another target.
The spell deals 1d6 points of electricity
damage per two caster levels (maximum 5d6) to each target. A creature that
fails its Reflex save must make a successful Will save or be stunned for 1
round.
Material Component: A loop of copper wire and a magnet.
Transmutation [see text]
Level: Sorcerer/wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Drawing upon the power of the
elemental planes, your transform your body in a flash of light.
You can transform your body into a
particular type of elemental substance.
You and your possessions appear to be made
of that element, though in the same general shape and size as your normal
appearance.
You gain the following abilities when you
cast elemental body: • You have the benefits of the attune form spell (page 17) with respect to the
appropriate element. If you choose a water body, for example, you can breathe
normally on waterdominant planes.
• You are immune to poison, sleep,
paralysis, and stunning, and are not subject to extra damage from critical hits
or flanking. You gain darkvision out to 60 feet.
• Your creature type remains unchanged, so
you are unaffected by spells that target elementals, but you gain the air,
earth, fire, or water subtype depending on the elemental substance you chose.
In addition, you gain the following
exceptional abilities according to the element chosen: Air: Fly at your normal speed (perfect maneuverability), air mastery
(airborne creatures take a –1 penalty on attack rolls and damage rolls against
you).
Earth: Earth mastery (you gain a +1 bonus on
attack rolls and damage rolls if both you and your foe touch the ground), push
(you can start a bull rush maneuver without provoking attacks of opportunity),
+3 natural armor bonus to AC.
Fire: Fire immunity, burn (those you hit in melee
and those who attack you with natural weapons must make a Reflex save or catch
fire, with a save DC equal to that of a fire elemental of the same size).
Water: Swim at your normal speed, water mastery
(you gain a +1 bonus on attack rolls and damage rolls if both you and your
opponent touch water), drench (you can use your elemental form to put out
nonmagical open flames and dispel magical fire you touch as if casting dispel magic at your caster level).
The elemental body spell has the descriptor of the element you choose. So, if you
choose a body of fire, elemental body is a fire spell.
Material Component: A bit of the element in question from a
plane other than the one where the spell is being cast.
Transmutation
Level: Druid 2, ranger 1
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
While picturing a certain kind of
animal in your mind, you cry out in imitation of its most common call.
Immediately thereafter, you perceive your surroundings as the animal you
imagined would.
Upon casting the spell, you gain the senses
of animal creatures. You gain low-light vision and either blindsense out to 30
feet or scent (your choice).
You also gain a +2 bonus on Listen and Spot
checks.
Evocation [Fire]
Level: Sorcerer/wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: 1 round/level; see text
Saving Throw: See text
Spell Resistance: Yes
Crackling emerald flames wreathe your
hand as you finish the spell, lighting the area around you in a green glow.
One of your hands bursts into an aura of
brilliant emerald flame, shedding light equal to that of a torch. With a
standard action, you can make a melee touch attack that deals 3d6 points of
fire damage +1 point per caster level (maximum +20). The creature you touch is
engulfed by the fiercely hot aura of flame. Each round at the beginning of its
turn, the creature is allowed a Fortitude save to prevent further damage, but
on a failed save the creature is still engulfed in the flaming aura and again
takes 3d6 points of fire damage +1 point per caster level (maximum +20).
An engulfed creature that fails its
Fortitude save can use a full-round action to attempt a DC 15 Reflex save,
which extinguishes the flames and ends the spell.
You can use this spell to attack an object.
Nonmagical, unattended objects are automatically engulfed in green flame and
take 3d6 points of fire damage +1 point per caster level each round.
Abjuration [see text for lesser energized shield]
Level: Cleric 3, paladin 2 This spell functions like lesser energized shield, except that the energy resistance is 10 and
damage dealt is 2d6.
Abjuration [see text]
Level: Cleric 2, paladin 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Shield touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
A silver aura surrounds the touched
shield for a moment before it appears to transform into the chosen type of
energy. The shield hums with power.
When this spell is cast, the shield touched
appears to be made entirely out of one type of energy (fire, cold, electricity,
acid, or sonic). Whoever bears the shield gains resistance 5 against the chosen
energy type. Additionally, if the wielder successfully hits someone with the
shield with a shield bash attack, the victim takes 1d6 points of the
appropriate energy damage in addition to the normal shield bash damage. The
energy type must be chosen when the spell is cast and cannot be changed during
the duration of the spell. The energy resistance overlaps (and does not stack)
with resist elements.
A given shield cannot
be the subject of more than one lesser energized shield or energized shield
spell at the same
time.
The descriptor of this spell is the same as
the energy type you choose when you cast it.
Necromancy [Evil]
Level: Cleric 7, sorcerer/wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
You point your finger and utter the
incantation, releasing a black needle of crackling negative energy that
suppresses the life force of any living creature it strikes.
This spell functions like enervation (PH 226), except the creature struck gains
negative levels over an extended period.
You must succeed on a ranged touch attack
with the ray to strike a target. If the attack succeeds, the subject initially
gains one negative level, then continues to gain another negative level each
round thereafter as its life force slowly bleeds away. The drain can be stopped
only by a successful DC 23 Heal check or the application of a heal, restoration, or greater restoration spell.
Each round after the first, on your turn,
the affected creature can attempt a Fortitude saving throw to end the effect.
If you strike an undead creature, that
creature gains 4d4×5 temporary hit points that last for up to 1 hour.
Abjuration
Level: Cleric 6, druid 6, sorcerer/ wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes (harmless)
A sense of security fills you as you
complete the spell. As you touch the intended target of the spell, the feeling
lingers for a moment before fading.
This abjuration grants a creature and its
equipment complete immunity to damage from one of the five energy types—acid,
cold, electricity, fire, or sonic. Energy immunity absorbs only hit point damage, so the recipient could still suffer
side effects such as drowning in acid, being deafened by a sonic attack, or
becoming immobilized in ice (and thus helpless).
Energy immunity overlaps protection from energy and resist energy. As long as energy immunity is in effect, the other spells absorb no damage.
Evocation [Acid, Cold, Electricity, Fire,
Sonic]
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Five floating spheres
Duration: 1 round/level or until discharged
Saving Throw: Reflex half; see text
Spell Resistance: Yes; see text
You toss each of the marbles into the
air, making the incantation as you do so. Each marble turns a different
color—pale green, white, blue, red, and violet—and settles into orbit around
your head.
You create a circle of five colored spheres
that orbit your head at a distance of 1 foot. These spheres provide as much
light as a torch and can be used offensively or defensively. Each sphere
corresponds to one of the five types of energy (acid, cold, electricity, fire,
sonic).
If used to attack, on your turn as a
standard action you can direct one or more spheres to strike a creature or
creatures in range, no two of which are more than 30 feet apart. Each sphere
deals 5 points of energy damage per five caster levels (maximum 20 points of
damage) to a single creature, so an 11th-level caster’s sphere deals 10 points
of energy damage. The subject can make a Reflex save for half damage against
each sphere.
If you are attacked with an effect that
causes energy damage, and the sphere of that type of energy is still present,
you can have that sphere absorb some of that energy damage. Each sphere grants
you energy resistance 5 per five caster levels. If a sphere is used to absorb
damage, that sphere is destroyed.
When used to attack a creature with spell
resistance, make one spell resistance roll for all spheres that attack the
target in a round. Success or failure applies to all spheres striking the
creature that round.
Material Component: Five glass marbles.
Transmutation
Level: Sorcerer/wizard 7
Components: V, S, M, XP
Casting Time: 4 rounds
Range: Close (25 ft. + 5 ft./2 levels)
Area: 40-ft.-radius spread
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
You hold the eye in your palm,
sprinkle it with blood and diamonds, and speak the words. Slowly it rises from
your hand, emitting a soft beam that illuminates the chosen area. Then it
disappears, and you place the spell within the magic trap.
You create a lingering zone of
transformative magic that absorbs magic energy from magic items or spellcasting
and uses it to power another spell tied to that location. For example, you
could have an energy
transformation field tied to a summon monster V spell that would summon a monster when the
field had absorbed enough magic.
The field absorbs the magic of spells cast,
spell-like or supernatural abilities that are activated, and magic items used
within its dimensions. Each source of magic provides spell levels of energy to
the field equal to the spell level of the effect used. Supernatural abilities
that emulate spells provide energy equal to the spell level of the effect.
Supernatural abilities that do not emulate spells provide energy equal to the
HD of the creature using the ability. For example, a cast fireball spell or a charge from a wand of fireball would add three spell levels to the field’s
store, a potion of cure light wounds would
add one, and a wish from a ring of three wishes would add nine. Items that don’t have a clearly defined spell
level (such as the effects of most rods) use the prerequisite caster level
needed to create that item (so an immovable rod would
provide two spell levels every time it was activated because of its levitate prerequisite).
Effects that are absorbed give no
indication of where the magic went; they simply vanish.
The field absorbs only magic that is
actually used within its area. Ongoing magical effects that enter the area,
including spells cast from outside the area into the field or continually
functioning items such as a +1 mace, are often visibly
reduced, but do not have their actual effects hindered. For example, a continual flame would dim slightly, but its overall magic
would not be affected.
An energy transformation field has a single spell linked to it. When the field has absorbed spell
levels equal to the spell level of its linked spell, it automatically casts
that spell at a point within the field designated by you at the time of the
casting of the field. This expends those absorbed spell levels (although unused
levels remain until they are used or expire). The cast spell functions as if
cast by you in terms of duration and all level-based spell effects. Absorbed
spell levels fade at a rate of one per day if not used. The field automatically
triggers its linked spell if it has enough stored spell levels and the duration
of its previous casting has expired.
If a linked spell requires concentration to
maintain, the field expends one spell level for every hour of concentration
(the field’s concentration is interrupted only by its complete destruction).
Spells that require a target will target
the living creature nearest to the field.
Typical spells linked to an energy
transformation field are blindness/deafness, fireball, suggestion,
summon monster, or wall of force.
Spells that have a costly material component or an XP cost cannot be linked to
a field, but those with a costly focus can if the focus object is present
within the field (typically sealed into a wall or in a secret compartment).
Only Mordenkainen’s disjunction, limited wish, wish, or similar spells
can destroy the energy
transformation field.
Spells of lower level, such as dispel magic and greater dispel magic, are absorbed by it, and an antimagic field prevents it from absorbing magical energy within the field but
does not otherwise hamper this spell. If two or more field spells share an
overlapping area, each field has an equal chance of absorbing a spell effect in
that area.
Material Component: Three drops of your blood, an eye from any
humanoid, and 5,000 gp worth of powdered diamond.
XP Cost: 250 XP.
Evocation [see text]
Level: Cleric 3, druid 3
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Targets: All creatures within a 20-ft.- radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Energy wells up inside you and
explodes outward in a furious burst.
When you cast energy vortex, you choose one of four energy types:
acid, cold, electricity, or fire. A blast of that energy type bursts in all
directions from you, dealing 1d8 points of damage +1 point per caster level
(maximum +20) to nearby creatures other than you. If you are willing to take
the damage yourself, you deal twice as much damage. You don’t get a Reflex
save, but spell resistance applies, as do any resistances and immunities you
have to the energy type.
The descriptor of this spell is the same as
the energy type you choose when you cast it.
Necromancy
Level: Sorcerer/wizard 9
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round
Your breath weapon explodes from your
mouth, brilliant but mixed with sharp spikes of living darkness.
For this spell to function, you must have a
breath weapon, either as a supernatural ability or as the result of casting a
spell such as dragon breath (page 73).
When you successfully cast this spell, you
can modify your breath weapon so that it is laced with negative energy. In
addition to the normal energy damage your breath weapon deals, creatures that
fail their saving throws against the breath weapon gain 2d4 negative levels.
If the subject gains at least as many
negative levels as it has Hit Dice, it dies.
Each negative level gives a creature the
following penalties: –1 penalty on attack rolls, saving throws, skill checks,
ability checks, and effective level (for determining the power, duration, DC,
and other details of spells or special abilities). Additionally, a spellcaster
loses one spell or spell slot from her highest available level.
Assuming the subjects survive, they regain
lost levels after a number of hours equal to your caster level.
Ordinarily, negative levels have a chance of
permanently draining the subject’s level, but the negative levels from enervating breath don’t last long enough to do so.
If an undead creature is caught within the
breath weapon, it gains 2d4×5 temporary hit points before taking damage from the breath
weapon.
These temporary hit points last for up to 1
hour.
Universal
Level: Sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Familiar touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)
After you touch the target familiar,
the creature perks up and appears more alert.
You infuse your familiar with vigor,
granting it a +2 competence bonus on saves, attack rolls, and melee damage
rolls, as well as a +2 dodge bonus to Armor Class.
Transmutation
Level: Druid 4
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 1 hour/level
You call upon the primordial energies
of nature to fill you with the raw power of nature. A feral feeling grows
within you, seeking release.
This spell infuses your wild shape ability
with magical energy, magnifying and enhancing its power. The type of
enhancement must be chosen at the time the spell is cast and cannot be changed
once the spell is in effect.
The next time you activate your wild shape
ability (during the duration of enhance wild shape), this spell enhances your new form in the way you selected.
The enhancement to your wild shape remains
as long as you stay in that form (or until the spell’s duration expires) but
does not apply to your next wild shape form. If you do not activate your wild
shape ability during the duration of enhance wild shape, the spell has no effect.
You select one of the following
enhancements when you cast this spell.
• Assume the form of a plant with your next
wild shape.
• Gain the extraordinary abilities of the
new form.
• The new form assumed is stronger than
normal and gains a +2 bonus to Strength.
• The new form assumed is more agile than
normal and gains a +2 bonus to Dexterity.
• The new form assumed is healthier than
normal and gains a +2 bonus to Constitution.
A druid can be affected by more than one enhance wild shape spell at a time, but a different wild shape
enhancement must be chosen each time.
Transmutation
Level: Sorcerer/wizard 5
Range: Touch
Duration: 1 hour/level (D)
Your intended subject begins to grow
rapidly as you complete the spell.
This spell functions like enlarge person (PH 226), except as noted
above.
Enchantment (Compulsion) [Mind-Affecting]
Level: Druid 1, ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One animal
Duration: Concentration +1 round/ level
Saving Throw: None
Spell Resistance: Yes
You feel inexplicably angry as you
near the conclusion of the spell’s casting. The feeling subsides slightly as
you release the spell into your target.
Enrage animal affects only creatures of the animal type
and bestows a +4 morale bonus to Strength and Constitution, a +2 morale bonus
on Will saves, and a –2 penalty to Armor Class.
This effect is otherwise identical to a
barbarian’s rage (PH 25), except that the animal is not fatigued
at the end of the rage.
Transmutation
Level: Druid 3, sorcerer/wizard 4
Components: V, S, F
Casting Time: 1 swift action
Range: Touch
Target: Quarterstaff touched
Duration: 1 round/level (D)
Saving Throw: Yes (harmless, object)
Spell Resistance: Yes (harmless)
Rapping your staff with a knuckle,
you cause it to sprout wriggling vines that grab and lash at the air.
Each time you successfully strike a foe
with the staff (a normal melee attack), you deal normal damage and can attempt
to start a grapple as a free action without provoking attacks of opportunity.
This grapple attempt does not require a separate touch attack. You gain a +8
bonus on grapple checks you cause by striking a foe with the entangling staff.
You can attempt to grapple creatures up to one size category larger than you.
If your grapple check succeeds, your
quarterstaff’s vines constrict your foe, dealing 2d6 points of damage (you can
choose to deal nonlethal damage instead of normal damage if you wish).
You then have two choices: Release: You release your opponent from the grapple.
Some vines remain clinging to your foe, leaving it entangled for the duration
of the spell. You can attack different enemies in later rounds with the staff,
potentially grappling and constricting or entangling them.
Maintain: You maintain your hold. In subsequent
rounds, you deal constriction damage with a successful grapple check. You can
then choose to release or maintain the hold again.
Focus: A quarterstaff.
Enchantment [Mind-Affecting]
Level: Bard 2, Greed 2, sorcerer/ wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
You cast the spell and a purple glow
appears in your mark’s eyes. You hold out your hand and demand the object it
holds in a compelling voice.
You enchant a creature so that it feels
suddenly compelled to give you what it is holding when you cast this spell. On
the creature’s next action, it moves as close to you as it can get in a single
round and offers you the object as a standard action. This spell allows you to
act out of turn and accept the “gift” if the creature reaches you to hand you
the object (assuming you have a free hand and can accept it). The subject
defends itself normally and acts as it wishes on subsequent rounds, including
attempting to get the object back if desired. If the subject is prevented from
doing as the spell compels, the spell has no effect. For example, if the
subject is paralyzed and cannot move or drop the item, nothing happens.
Evocation [Force]
Level: Druid 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cocoon of force around one Large or smaller creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
Crushing a caterpillar between your
fingers, you create a tight cocoon of shimmering blue-green energy around your
foe.
A cocoon of force encloses a creature of
size Large or smaller, containing it for the spell’s duration or until the
cocoon is destroyed. The cocoon has hardness 10 and 10 hit points per caster
level. The enveloping cocoon prevents the creature trapped inside from moving
or casting spells with somatic components. The cocoon is too confining to
permit effective attacks with anything larger than a natural or light weapon
(and the creature inside can attack only the cocoon in any event).
You can attach a second spell to the cocoon
by casting it at the cocoon.
When the enveloping cocoon spell ends or is dismissed, the attached spell automatically
affects the creature inside, with no save allowed (although spell resistance,
if any, still applies). If the cocoon is destroyed before it is dismissed or
the spell duration ends, the attached spell is wasted.
Any of the following spells from this book
can be attached to an enveloping cocoon: infestation of maggots, languor, miasma, and phantasmal disorientation.
In addition, a cocoon can be used in
conjunction with these spells from the Player’s Handbook: baleful polymorph, blight, contagion, dominate
animal, flame strike, and
poison (the subject fails the initial save but can
attempt the second save).
Material Component: A live caterpillar.
Abjuration [Earth]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: 40 ft.
Area: 40-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
You grasp the stone firmly and point
your fist outward. You feel the stone vanish, and a huge, silent explosion
ripples through the air.
A shock wave radiates from you, seismically
damaging all nearby creatures that have the earth subtype. Any such creature
that is within the area of the spell takes 1d8 points of damage per caster
level (maximum 10d8).
Material Component: A small stone.
Transmutation
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
You infuse yourself with the essence
of a prehistoric raptor. New sensations assault you as you notice sounds,
smells, and other elements of your surroundings that you could not perceive
before.
Your physical appearance does not change.
Your speed increases to 60 feet (if it is already 60 feet or faster, it does
not change), and you gain a +8 bonus on Hide, Jump, Listen, Spot, and Survival
checks.
You also gain the scent ability (MM 314).
Transmutation
Level: Sorcerer/wizard 5
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round
You exhale a blast of fire down the
corridor, but none of the furnishings take any damage. On another plane of
existence, a horde of ethereal marauders is now nothing more than smoldering
meat.
For this spell to function, you must have a
breath weapon, either as a supernatural ability or as the result of casting a
spell such as dragon breath (page 73).
When you successfully cast this spell, you
can modify your breath weapon to manifest on the Ethereal Plane instead of on
the Material Plane. (You must be on the Material Plane, or on another plane
with a coexistent Ethereal Plane, for this spell to function.) Your breath
weapon affects ethereal creatures as if they were material, and does not affect
material creatures in its area.
Evocation [Force]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One ethereal creature
Duration: 1 minute/ level Sa ving Throw: Reflex
negates Sp ell Resistance: Yes You pinch a piece of glass between your fingers and as it crumbles
to nothingness, a glassy prison springs into being.
You create a translucent prison of pure
crystalline force around a target on the Ethereal Plane. You must be able to
see or otherwise target the creature you wish to affect.
The subject affected by the chamber cannot
move on either the Ethereal Plane or its coterminous planes for the duration of
the spell but is otherwise unaffected. The subject cannot move onto another
plane while inside the chamber, including the Material Plane.
The subject within the crystalline prison
cannot make physical attacks or be attacked and is unaffected by most spells
and supernatural abilities.
Gaze attacks and sonic spells function
through the walls of the crystalline prison, but a creature within the chamber
gains a +2 bonus on saving throws.
The target of ethereal chamber can break the crystalline prison by making
a Strength check (DC 10 + caster level).
A disintegrate spell
destroys an ethereal
chamber.
Material Component: A piece of translucent glass.
Conjuration (Creation)
Level: Bard 4, sorcerer/wizard 4
Effect: One quasi-real mount, plus one additional mount/2 levels Your spell draws ether into form,
creating a misty mount for you to ride.
This spell functions like phantom steed (PH 260), except as noted
here. You call into being one or more quasi-real mounts. These mounts accept
only you and those that you designate as riders.
The mounts appear as horses or any other
commonly ridden mounts, but they have a foggy, almost translucent nature, and
their colors shift across the spectrum over time.
These mounts have AC 18 (–1 size, +4
natural armor, +5 Dex), and hit points equal to 10 + your caster level.
They do not fight and have no attacks.
If reduced to 0 hit points, an ethereal mount melts into the ethereal fog from which it
came.
An ethereal mount has a speed of 240 feet
on the Ethereal Plane and can carry its rider’s weight plus 10 pounds per
level. (If the Deep Ethereal is used in your cosmology, then the amount of time
to reach destinations is halved while on an ethereal mount.)
Necromancy [Evil, Fear, Mind-Affecting]
Level: Cleric 7, sorcerer/wizard 7
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 feet
Target: Living creatures
Duration: 1 round/level; see text
Saving Throw: Will negates
Spell Resistance: Yes
You cast this spell and your eyes
begin to tingle, brimming with dark energy. You shoot a glance at your rival,
and she freezes in her tracks from your malignant glare.
Immediately upon completion of the casting
of this spell, you target a living creature within range with your glare; that
creature becomes paralyzed with fear for 1d8 rounds. You must be able to see
the creature, and it must be able to see you (though it need not meet your
gaze).
Once per round after that for the duration
of the spell, you can target another creature with your glare as a standard
action. You can’t target the same creature twice with a single casting of the
spell, regardless of the outcome of its saves.
Transmutation
Level: Ranger 2
Components: V, S
Casting Time: 1 swift action
Range: Touch
Target: Ranged weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
As you complete the complicated
ritual of the spell you see in your mind’s eye the vital areas of your favored enemy’s
anatomy.
All rolls made to confirm critical threats
by the target weapon against your favored enemies automatically succeed, so
every threat is a critical hit. The affected weapon also ignores any miss
chance due to concealment whenever you fire at a favored enemy (unless the
target has total concealment, in which case the normal miss chance applies). If
the ranged weapon or the projectile fired has any magical effect or property
related to critical hits, this spell has no effect on it.
Transmutation
Level: Sorcerer/wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One 5-ft.-by-5-ft. opening, 1 ft./level deep
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You toss the bit of earth against the
wall and it glitters and burns as it strikes the stone. The rock vaporizes
where it hits and a passage opens before you, burrowing into the wall.
As with passwall (PH 259), this spell allows you to create a passage through wooden,
plaster, or stone walls, but not through metal or harder materials. If a wall’s
thickness is more than 1 foot per caster level, then a single excavate spell simply makes a niche or short tunnel
with the stated dimensions. Several excavate spells
can be used in succession to breach very thick walls by forming a continuing
passage. Unlike passwall, excavate is
an instantaneous effect that does not end and cannot be dispelled; any passage
it creates is permanent.
Material Component: A pinch of excavated earth.
Transmutation
Level: Bard 1, sorcerer/wizard 1
Components: V
Casting Time: 1 swift action
Duration: 1 round
In a breathless voice you call out,
as if you were already running a race.
This spell functions like expeditious retreat (PH 228), except as noted above.
Evocation [Fire]
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One 5-ft. square/level, all of which must be connected in one continuous
path (S)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You hold the metal tube out from your
body and cast the spell. A bright ball of flame manifests and skips across the
battlefield, immolating targets in its path.
You create a path of flame when you cast
this spell. Anything along this path takes 1d6 points of fire damage per caster
level (maximum 10d6) to all creatures and objects it touches. The flame lights
up the area as if it were a torch, and small sparks and decaying flames remain
in the area for 1 round, shedding light as candles but dealing no damage. A
creature or object can be affected only once by each casting of this spell.
If the damage from the flame destroys an
interposing barrier, the flame can move beyond the barrier if it has area
remaining.
Material Component: Bat guano, sulfur, and copper packed into a
metal tube with one closed end.
Transmutation
Level: Cleric 2, sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You wriggle your tentacles in a
complicated choreography of movement, and your tentacles lengthen.
This spell lengthens your tentacles,
increasing the reach of your tentacle attacks by 5 feet. The tentacles attack
as normal. If you do not already have tentacles, the spell has no effect on
you.
Transmutation [Water]
Level: Druid 6, sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Calling upon the essence of elemental
water, you surround your target creature with a swirling blue and red aura. The
aura seeps into the creature a moment before water spurts forth from its pores.
It cries out in pain.
This brutal spell causes the targeted
creature to dehydrate horribly as the moisture in its body is forcibly
extracted through its eyes, nostrils, mouth, and pores. This deals 1d6 points
of damage per caster level (maximum 20d6), or half damage on a successful
Fortitude save. If the targeted creature is slain by this spell, the extracted
moisture is transformed into a water elemental of a size equal to the slain
creature (up to Huge). The water elemental is under your control, as if you
summoned it, and disappears after 1 minute.
This spell has no effect on living
creatures with the fire subtype.
Abjuration [Air]
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: 40 ft.
Area: 40-ft.-radius emanation centered on you, with 10-ft.-radius quiet area
centered on you
Duration: 1 round/level
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
Your voice trails off into whispers
as you near the end of the spell’s complex ritual.
The whispers begin to build upon one
another, echoing in the air around you, swirling and twisting until they become
a steady cacophony. The wind gathers speed, creating a spherical vortex around
you.
With this spell, you create a swirling
miniature storm that provides a measure of protection, but leaves you and those
near you unaffected.
The storm that surrounds you has
hurricane-force winds spinning in a circle with you at the center.
Normal ranged attacks through the
hurricane’s windy area are impossible, and even heavier projectiles such as
siege weapons and giant boulders take a –8 penalty on the attack roll.
Creatures who move inside the spell’s area
suffer effects depending on their size and whether they’re airborne.
Each creature must make a saving throw at
the beginning of its turn or when it enters the affected area.
Medium or smaller creatures must succeed on
a Fortitude save or be knocked 1d4×10 feet away from the eye of the
hurricane’s center and take 1d4 points of nonlethal damage per 10 feet traveled
in this manner. Creatures blown away are knocked prone as well.
Flying creatures are blown back 2d6×10 feet and take 2d6
points of nonlethal damage.
Large creatures must succeed on a Fortitude
save or be knocked prone by the force of the wind. Flying creatures are instead
blown back 1d6×10 feet.
Huge creatures must succeed on a Fortitude
save or be checked. Flying creatures are instead blown back 1d6×5 feet.
Gargantuan and Colossal creatures can move
through the spell’s area without adverse consequences.
Even creatures that succeed on their saving
throws must attempt them again whenever they start a turn inside the spell’s
area or whenever they move back into it.
The spell’s area is effectively a sphere.
Although the area is centered on you,
you’re not within the wind. If you move, the eye of the hurricane moves as well
to keep you in the center. If you cast eye of the hurricane so that creatures are inside the eye when the spell begins, they
must make Fortitude saves when your movement brings the area of wind upon them.
Thereafter, if you move the spell area into a square occupied by another
creature, that creature makes a Fortitude save at the beginning of its next
turn (assuming the windy area of the spell is still on it).
Divination (Scrying)
Level: Sorcerer/wizard 9
Components: V, S, M
Casting Time: 10 minutes
Range: Unlimited
Effect: Magical sensor
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
Your invocation creates a miniature
floating eye of faintly glowing blue energy. Spying your enemy from the safety
of your magical sensor, you unleash your spell.
This spell functions like arcane eye (PH 200), except as noted here. You can
cast any spell of 3rd level or lower that has a range other than personal
through the eye. Any spell so cast functions as though it had been cast from
the eye’s location rather than yours. Casting any spell of higher than 3rd
level through the eye not only produces no effect (though the spell is still
expended), but it destroys the eye of power and
ends the spell.
Unlike an arcane eye, an
eye of power is visible and corporeal, so it can be
destroyed. The eye is a Fine object with AC 18 and 77 hit points. It uses your
save bonuses for saving throws.
Material Component: A bit of bat fur.
Conjuration (Summoning) [Evil]
Level: Hunger 6
Components: V, S, M
Casting Time: 1 minute
Range: Unlimited
Effect: Magical sensor
Duration: Concentration + 5 rounds, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
Letting a bit of bat fur loose to
float on the air, you summon huge, glowing green bats to serve as your eyes.
You summon four fiendish dire bats (MM 62) that blaze with a faint ghoulgreen light (they glow as bright
as a candle). These fiendish dire bats have damage reduction 5/magic;
resistance to acid 5 and fire 5; spell resistance 9; and a smite good attack
that provides a +4 bonus on one damage roll.
The bats allow you to see through their
eyes, from their perspective, using your own visual senses. If you have
darkvision, low-light vision, or spells cast that enhance your visual senses,
such as true seeing or see invisibility, you continue to gain the benefit of those abilities or spells
through the eyes of your bat minions. The bats also give you the benefit of
their blindsense ability for the purpose of viewing their surroundings for the
duration of the spell.
You can summon the bats at any point you
can see, but they can then travel outside your line of sight without hindrance.
Even while outside your line of sight, they follow your mental directions on
where to explore. The dire bats travel together, never separating by more than
40 feet. They fly with a speed of 40 feet if viewing an area ahead as a human
would (primarily looking at the floor) or at half speed (speed 20 feet) if
examining the ceiling and walls as well as the floor ahead. The bats can travel
in any direction as long as the spell lasts.
You must concentrate to control the dire
bats. If you do not concentrate, the bats move to attack the closest active
creature. Once concentration lapses, the spell ends 5 rounds later.
Material Component: A bit of bat fur.