FAITH HEALING.. 2

FALSE GRAVITY.. 2

FAMILIAR POCKET. 3

FANGS OF THE VAMPIRE KING.. 3

FANTASTIC MACHINE. 4

FANTASTIC MACHINE, GREATER.. 4

FAVOR OF THE MARTYR.. 5

FAVORABLE SACRIFICE. 5

FEARSOME GRAPPLE. 6

FELL THE GREATEST FOE. 6

FIELD OF GHOULS. 7

FIELD OF ICY RAZORS. 7

FIENDFORM... 8

FIERCE PRIDE OF THE BEASTLANDS. 8

FIND THE GAP. 9

FIND TEMPLE. 9

FINS TO FEET. 10

FIRE SHIELD, MASS. 10

FIRE SHURIKEN.. 10

FIRE SPIDERS. 11

FIRE STRIDE. 11

FIRE WINGS. 12

FIREBRAND.. 12

FIREBURST. 13

FIREBURST, GREATER.. 13

FIRES OF PURITY.. 14

FIREWARD.. 14

FIST OF STONE. 14

FLAME DAGGER.. 15

FLAME OF FAITH.. 15

FLAME WHIPS. 16

FLASHBURST. 16

FLENSING.. 16

FLESHSHIVER.. 17

FLIGHT OF THE DRAGON.. 17

FLOATING DISK, GREATER.. 18

FLY, MASS. 18

FLY, SWIFT. 19

FOCUSING CHANT. 19

FOEBANE. 19

FORCE CHEST. 20

FORCE CLAW... 20

FORCE LADDER.. 21

FORCE MISSILES. 21

FORCEWARD.. 22

FORCEWAVE. 22

FORESTFOLD.. 22

FORTIFY FAMILIAR.. 23

FORTUNATE FATE. 23

FOUNDATION OF STONE. 24

FREEZE. 24

FREEZING FOG.. 25

FROST BREATH.. 25

FUGUE. 26

FUSE ARMS. 26

FAITH HEALING

Conjuration (Healing)
Level: Blackguard 1, cleric 1, paladin 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)

 

You place your hands on your loyal acolyte and blue-silver radiance discharges from your hands. The horrendous wounds across his chest heal, leaving no scar.

 

When laying your hand upon a living creature, you channel positive energy that cures 8 points of damage +1 point per caster level (up to +5). The spell works only on a creature that worships the same deity as you. A target with no deity or a different deity from yours is unaffected by the spell, even if the target would normally be harmed by positive energy.

 

FALSE GRAVITY

Transmutation
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

You clatter the magnets in your hand and set your foot on the wall. Your second step carries you onto the wall, and you can walk up it with ease.

 

The subject of this spell can travel on any solid surface as though that surface possessed its own gravity. For example, the subject could walk or even run up a wall as though the wall were a perfectly level floor. The subject can switch “down” as often as it likes during the spell’s duration, though only once per round, as a free action. Unattended objects fall, as normal.

 

The subject of false gravity can fly by choosing a solid surface and letting itself fall through the air toward it. A character “flying” in this fashion moves at 30 feet per round

 

and can make one turn, in any direction, once per round, by redefining its personal gravity.

 

A creature falling in this fashion loses all “downward” momentum when it changes its gravity.

 

Material Component: A pair of magnets.

 

FAMILIAR POCKET

Universal
Level: Sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One container or garment with a pocket touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

 

You move your hand along the mouth of the pocket intended for your familiar, and a line of glowing white energy follows in its wake. The glow fades, and the space seems strangely larger inside than a normal pocket.

 

When you cast this spell, a garment or container becomes a safe haven for a Tiny or smaller familiar. The spell turns the target pocket into a comfortable extradimensional space (about 1 cubic foot). The familiar can fit inside the space without creating any noticeable bulge in the item. Whenever the familiar is touching you, you can whisk it inside the space as a free action by speaking a command word chosen by you when the spell is cast. If the familiar can speak, it can command itself inside. As a free action, you can call the familiar forth or it can leave the space on its own.

 

Once inside, the familiar has total cover and total concealment, and as a free action, you or the familiar can further seal the space to make it airtight and waterproof. The air supply inside the sealed space lasts for 1 hour, but with the pocket unsealed, the familiar can remain inside indefinitely. The familiar cannot attack or cast spells from within the space, but can use supernatural or spell-like abilities as normal (provided they don’t require line of sight, which the pocket blocks). You continue to gain the special ability granted by your familiar. While inside the pocket, the familiar continues to benefit from the share spells ability as if it were adjacent to you.

 

The spell ends if the familiar pocket is placed within or taken into another extradimensional space (such as a portable hole). If your familiar is within the pocket when the spell duration expires or if the spell ends abnormally (as above), the familiar appears in your space unharmed.

 

Material Component: A tiny golden needle and a strip of fine cloth given a half twist and fastened at the ends.

 

FANGS OF THE VAMPIRE KING

Transmutation [Evil]
Level: Assassin 3, blackguard 3, Deathbound 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

 

Hissing an evil laugh, you sprout sharp fangs to drain the blood of your foes.

 

You grow vampirelike fangs that allow you to make bite attacks as a natural attack.

 

Your bite attack deals 1d6 points of damage + your Str modifier, and 1 point of Constitution damage. If you make a full attack with other weapons, you can make a bite attack as a natural secondary attack (–5 penalty on the attack roll).

 

FANTASTIC MACHINE

Conjuration [Creation]
Level: Craft 6, Gnome 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A 10-ft. machine
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

 

Your spell generates an illusory, manyarmed, noisy, massive mechanical construct of impressive appearance.

 

This spell creates a bizarre, but useful, machine that you can command to perform any simple, physical task that can be described in twenty-five words or less. You can order the machine to perform the same task over and over, but you can’t change the task. You must specify the task when you cast the spell.

 

The machine always acts on your turn in the initiative order. (It can act during the turn you cast the spell.) The machine functions as a Large animated object (MM 13). It trundles over the ground at a speed of 40 feet.

 

It can swim or fly at a speed of 10 feet (clumsy). It has 22 hit points, AC 14 (–1 size, +5 natural), and hardness 10. Its saving throw modifiers are Fortitude +1, Reflex +1, Will –4.

 

The machine has a Strength of 16.

 

A light load for the machine is up to 172 pounds; a medium load is 173–346 pounds; and a heavy load is 347–520 pounds. The machine can fly or swim only when lightly loaded.

 

The machine can lift a weight of up to 1,040 pounds to a height of 15 feet.

 

It can push or drag 2,600 pounds. It can excavate 7,000 pounds of loose rock each minute (which is sufficient to clear a 5-by-5-by-5-foot space in 3 rounds). It can excavate sand or loose soil at twice that rate.

 

The machine has an attack bonus of +5 and can make one slam attack each round that deals 1d8+4 points of damage. It deals triple slam damage (3d8+12) against stone or metal. The machine can hurl Small rocks (if any are at hand) with an attack bonus of +3. Its range increment is 150 feet, and it can throw a rock up to 10 range increments. A thrown rock deals 2d6+4 points of damage.

 

FANTASTIC MACHINE, GREATER

Conjuration [Creation]
Level: Craft 9 This spell functions like
fantastic machine, but you can concentrate on controlling the machine’s every action or specify a simple program, such as to collect all the logs in an area and stack them in a neat pile, plow a field, drive piles, or the like. The machine can perform only fairly simple physical tasks. Directing the machine’s actions or changing its programmed movement is a standard action for you. The machine always acts on your turn in the initiative order. (It can act during the turn you cast the spell.) Except where noted below, the machine functions as a Large animated object (MM 13) constructed from adamantine.

 

It trundles over the ground at a speed of 60 feet. It can swim or fly at a speed of 20 feet (poor). It has 16 HD, 88 hit points, AC 20 (–1 size, +11 natural), and hardness 20. Its saving throw modifiers are Fortitude +5, Reflex +5, and Will +0.

 

The machine has a Strength of 22.

 

A light load for the machine is up to 346 pounds, a medium load is 347–692 pounds, and a heavy load is 693–1,040 pounds. The machine can fly or swim only when lightly loaded.

 

The machine can lift a weight of up to 2,080 pounds to a height of 15 feet.

 

It can push or drag 5,200 pounds. It can excavate 20,000 pounds of loose rock each minute (which is sufficient to clear a 5-by-5-by-5-foot space in 1 round). It can excavate sand or loose soil at twice that rate.

 

The machine makes slam attacks with an attack bonus of +17/+12 for 1d8+9 points of damage. It deals triple slam damage (3d8+27) against stone or metal. The machine can hurl Small rocks (if any are at hand) with an attack bonus of +12/+7. Its range increment is 150 feet, and it can throw a rock up to 10 range increments. A thrown rock deals 2d6+9 points of damage.

 

FAVOR OF THE MARTYR

Necromancy
Level: Paladin 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One willing creature
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)

 

Calling upon the saints of your order, you imbue the person in need with the power to resist the dire forces arrayed against you.

 

The subject gains immunity to nonlethal damage, charm and compulsion effects, and attacks that function specifically by causing pain, such as the wrack spell (see page 243). It is further immune to effects that would cause it to be dazed, exhausted, fatigued, nauseated, sickened, staggered, or stunned. The subject remains conscious at –1 to –9 hit points and can take a single action each round

 

while in that state, and does not lose hit points for acting. If any of the above conditions were in effect on the subject at the time of casting, they are suspended for the spell’s duration.

 

(Thus, an unconscious subject becomes conscious and functional.) When the spell ends, any effects suspended by the spell that have not expired in the interim (such as the fatigued condition, which normally requires 8 hours of rest to recover from) return. Effects that expired during the duration of this spell do not resume when it ends.

 

In addition to these effects, the subject gains the benefit of the Endurance feat for the duration of the spell.

 

FAVORABLE SACRIFICE

Abjuration
Level: Cleric 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)

 

The gems vaporize in your hand as you intone the spell. The rising vapors surround your ally, granting him the blessing of your beliefs.

 

The subject receives the protection of a divine power commensurate with the value of the expended material component. Only one of the benefits described below applies per casting of this spell; they do not stack.

 

By expending 250 gp, you grant the subject damage reduction 5/magic; resistance to acid, cold, electricity, fire, and sonic 10; and spell resistance equal to your caster level.

 

By expending 1,000 gp, you grant the subject damage reduction 10/magic; resistance to acid, cold, electricity, fire, and sonic 15; and spell resistance equal to your caster level +5.

 

By expending 10,000 gp, you grant the subject damage reduction 20/magic; resistance to acid, cold, electricity, fire, and sonic 20; and spell resistance equal to your caster level +10.

 

Material Component: Gems worth a total of 250 gp, 1,000 gp, or 10,000 gp.

 

FEARSOME GRAPPLE

Transmutation
Level: Sorcerer/wizard 2
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/level

 

Two short, otyughlike tentacles sprout from under your arms to hang limply at your sides. When you think of grappling, the tentacles twitch to life and wave about as if seeking a foe.

 

You grow two tentacles that grant you a +4 circumstance bonus on grapple checks. These tentacles cannot attack, hold objects, manipulate items, or perform any action other than grappling.

 

If your caster level is at least 9th, you grow four tentacles instead, and the circumstance bonus increases to +8.

 

FELL THE GREATEST FOE

Transmutation
Level: Assassin 2, cleric 3, paladin 2, ranger 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

 

You touch the creature, and its muscles ripple with yellow energy.

 

The subject gains the ability to deal greater damage against larger creatures.

 

For every size category of an opponent bigger than the subject of the spell, the subject deals an extra 1d6 points of damage on any successful melee attack.

 

For example, a Medium creature would deal an extra 1d6 points of damage against a Large creature, 2d6 against Huge, 3d6 against Gargantuan, or 4d6 against a Colossal creature.

 

Material Component: A dragon’s claw or a giant’s fingernail.

 

FIELD OF GHOULS

Necromancy [Death, Evil]
Level: Hunger 7
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

 

Wrenching life from their bodies with your magic, your foes’ remains stir and rise as ghouls under your control.

 

Humanoid creatures in the area with –1 to –9 hit points that fail their saving throws die and immediately rise as ghouls (MM 118) under your control.

 

You choose whether the ghouls follow you, or whether they can remain where formed and attack any creature (or just a specific kind of creature) the ghouls notice. The ghouls remain until they are destroyed.

 

The ghouls that you create remain under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

 

Creatures that fall to –1 hit points or fewer in the area after the spell is cast are likewise subject to its effect and rise as ghouls on your next turn.

 

No creature can be affected by this spell more than once per round, regardless of the number of times that the area of the spell passes over it. This spell does not affect creatures that are already dead, or creatures that are killed by reducing their hit points to –10.

 

FIELD OF ICY RAZORS

Evocation [Cold]
Level: Sorcerer/wizard 8
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which are more than 60 ft. apart
Duration: Instantaneous plus 1 round/level; see text
Saving Throw: Reflex partial
Spell Resistance: Yes

 

Your breath becomes cold and frosty as you intone this spell, and blue-white crystals erupt from the soil, chill air swirling around their needle-sharp tips.

 

Razor-sharp ice crystals surround the targets. Each target takes 1d6 points of damage per caster level (maximum 20d6); half of this damage is cold damage, and half is slashing. In addition, each target’s speed is reduced by 20 feet for 1 round per caster level.

 

Creatures that succeed on Reflex saving throws take half damage and their movement is unaffected.

 

Focus: A silver shuriken worth 50 gp that looks like a snowflake.

 

FIENDFORM

Transmutation [Evil]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

 

The bone in your hand cracks and then crumbles to dust as you complete the spell.

 

You see within your subconscious a bestiary of terrible fiends even as dark whispers in your mind attempt to convince you which form to take.

 

This spell functions like alter self (PH 197), except that you can take the form of any fiendish creature, demon, or devil that can be summoned by a summon monster I, II, III, or IV spell (MM 287), regardless of size. You can assume only one form with each use of the spell, but you gain all that form’s extraordinary, spell-like, and supernatural abilities, and your type changes to outsider. Spells and effects that harm or ward evil outsiders affect you, and any effect that would normally banish an outsider to its home plane instead ends the spell and leaves you dazed for 1 round per caster level.

 

Material Component: A bone from any fiendish creature, half-fiend, demon, or devil.

 

FIERCE PRIDE OF THE BEASTLANDS

Conjuration (Summoning) [Chaotic, Good]
Level: Cleric 8, sorcerer/wizard 8
Components: V, S
Casting Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

 

Green-white fog rises from the ground as you intone this spell, and great feline shadows takes shape within the misty cloud. The first of a pride of golden-pelted lions with silver eyes emerges from the fog.

 

When the spell is complete, 2d4 celestial lions (MM 274) appear. Ten minutes later, 1d4 celestial dire lions (MM 63) appear. Each creature has maximum hit points per Hit Die. Once these creatures appear, they serve you for the duration of the spell.

 

A celestial lion called by this spell has damage reduction 5/magic; resistance to acid 5, cold 5, and electricity 5; spell resistance 9; and a smite evil attack that provides a +5 bonus on one damage roll.

 

A celestial dire lion called by this spell has damage reduction 5/magic; resistance to acid 10, cold 10, and electricity 10; spell resistance 13; and a smite evil attack that provides a +8 bonus on one damage roll.

 

The creatures obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the creatures. You can dismiss them singly or in groups at any time.

 

FIND THE GAP

Divination
Level: Assassin 3, paladin 3, ranger 3
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

 

You speak the words of this spell, and a blue mark that only you can see appears on your opponent, highlighting a weak spot in her defense.

 

You gain the ability to perceive weak points in your opponent’s armor.

 

Your first melee or ranged attack each round is resolved as a touch attack, disregarding the subject’s armor, shield, and natural armor bonuses (including any enhancement bonuses) to Armor Class. Other AC bonuses, such as dodge bonuses, deflection bonuses, and luck bonuses, still apply.

 

FIND TEMPLE

Divination
Level: Paladin 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 10 miles + 1 mile/level
Area: Circle centered on you, with a radius of 10 miles + 1 mile/level
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

 

At ease and filled with a reassuring calm, you close your eyes for a moment to allow your deity to guide you to a holy place.

 

With this spell, you can easily find a place to worship and possible aid or shelter from the priests within. When the spell is cast, you sense the direction of the nearest temple to your god. If there is none within the spell’s area, the spell instead shows you the direction of the nearest temple dedicated to a god of the same alignment as yours. You can also specify a particular temple to search for, but you must have visited the temple personally at some point in the past (seeing the temple through a divination does not count).

 

FINS TO FEET

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

 

The naga’s lower extremities thrash about and slowly transform into humanoid limbs.

 

This spell transforms tails, tentacles, or finned extremities into humanoid legs and feet. Creatures so affected lose any natural swim speed they possess, but gain a land speed instead. Transmuted Medium creatures have a base land speed of 30 feet, Small and smaller creatures have a base land speed of 20 feet, and Large or larger creatures have a base land speed of 40 feet.

 

The subject loses any natural attacks based on its tail or tentacles.

 

FIRE SHIELD, MASS

Evocation [Fire or Cold]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more allied creatures, no two of which are more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

With a few frenzied motions you complete the spell, bathing your allies in halos of magical flame.

 

This spell functions like fire shield (PH 230), except as noted above.

 

FIRE SHURIKEN

Evocation [Fire]
Level: Assassin 2
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: One magic shuriken/3 levels
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

 

With dark intent you complete the quick motions of the spell and find in your hand several shuriken composed of flame.

 

This spell creates shuriken formed of magical fire that you can throw as a normal ranged attack. You are automatically considered proficient with the fire shuriken, which have a range increment of 10 feet, threaten a critical hit on a roll of 19–20, and deal 3d6 points of fire damage each on a successful hit (although you and your possessions take no damage as the shuriken are thrown). Any additional damage dealt by the fire shuriken (including your Strength bonus and sneak attack damage) is also fire damage. The shuriken disappear when they hit, so they cannot set fire to combustibles or damage objects.

 

You can create one fire shuriken per three caster levels, up to a maximum of six at 18th level.

 

Material Component: A shuriken coated with pine sap and sulfur.

 

FIRE SPIDERS

Conjuration (Summoning) [Fire]
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Fiery spiders that cover a 10-ft.-radius spread
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes

 

Tiny lights appear in the darkness—one, ten, over a hundred. As they appear, the sound of insectile chittering increases, until a swarming army of flaming, otherworldly arachnids is gathered together at your command.

 

You call forth a teeming mass of fire elementals the size of common spiders.

 

A creature that starts its turn in the affected area takes 4d6 points of fire damage. Each round, you can use a move action to direct the spiders to move up to 30 feet. If the spiders are left undirected, they move at a speed of 15 feet toward the nearest living creature, if one isn’t already in the affected area.

 

As fire elementals, the fire spiders have immunity to fire and are thwarted by barriers that block neutral outsiders.

 

Any cold spell of 3rd level or higher can disperse the fire spiders, ending the spell.

 

Material Component: A pinch of sulfur.

 

FIRE STRIDE

Transmutation [Teleportation]
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level or until expended; see text

 

You draw arcane power into your body, wrapping your feet and legs with wisps of flame.

 

You gain the ability to step into fires and move from one fire to another. The fires you enter and move between must be at least as big around as you are. Fire elementals and other fire creatures are not considered “fires” for the purpose of this spell, nor are sources of great heat, such as pools of lava.

 

Once in a fire, you instantly know the locations of all suitable fires within long range (400 ft. + 40 ft./level) and can transport yourself to one of them.

 

Each transport counts as a full-round action. With each casting of the spell, you can transport yourself once per caster level. If a fire’s location doesn’t offer enough space for you (for example, a fire contained inside a furnace too small to hold you or a fire already occupied by a big cauldron), it is not a viable destination and you don’t sense its location. If a fire rests on a surface that can’t support you, it is still a viable destination and you suffer the appropriate consequences if you transport yourself to it. For example, if you transport yourself into a fire burning in a pit full of oil, you fall into the oil when you arrive there.

 

Fire stride provides no protection against fire, so it is advisable to obtain such protection before using the spell.

 

FIRE WINGS

Transmutation [Fire]
Level: Druid 3
Components: V, S, M, F
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 minute/level

 

In a flash of light and a roar of fire, your arms become wings of flame.

 

This spell transforms your arms into wings of brilliant fire. The flame does not damage you or any items you carry.

 

Because your arms are transformed, you cannot hold items in your hands or cast spells that require somatic components, but rings, bracers, and other items worn on your arms when you cast the spell still function normally. The wings allow you to fly at a speed of 60 feet (or 40 feet if you wear medium or heavy armor), with good maneuverability.

 

You can charge but not run while flying, and you cannot carry more than a light load aloft. Using a fire wings spell requires only as much concentration as walking, so you can take other actions normally.

 

If the spell duration expires while you are aloft, you descend at a rate of 60 feet per round for 1d6 rounds, then fall the rest of the distance if you haven’t already landed. Because dispelling a spell effectively ends it, the subject also descends in this way if the fire wings spell is dispelled, but not if it is negated by an antimagic field.

 

If you are not flying, you can make up to two attacks each round with the fire wings as if they were natural weapons.

 

A successful attack deals 2d6 points of fire damage.

 

The wings can be extinguished (and the spell canceled) by a quench spell, immersion in water, or a wind of hurricane or greater force.

 

Material Component: The feather of a bird, which you must burn when you cast the spell.

 

Focus: A golden amulet shaped like a phoenix (worth 150 gp).

 

FIREBRAND

Evocation [Fire]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 5-ft.-radius burst/level (S)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

 

The flask of alchemist’s fire vanishes from your hand and the ground erupts beneath your foes, shooting multiple fountains of fiery liquid upward.

 

Each burst deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures within the area.

 

All subjects hit by the burst in the round the spell is cast or within the area in the following round take 1d6 points of fire damage per two caster levels (maximum 5d6). A character struck in the round the spell is cast can attempt to extinguish the flames on itself as a full-round action with a successful DC 15 Reflex save.

 

Burst effects that overlap do not deal additional damage (a creature can be affected by only one burst).

 

Material Component: A flask of alchemist’s fire (worth 20 gp).

 

FIREBURST

Evocation [Fire]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: 10 ft.
Effect: Burst of fire extending 10 ft.

 

from you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

 

With a grand circular gesture the air around you fills with flame. An instant later the fire explodes outward, engulfing everything close to you.

 

Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 10 feet of you. All creatures and objects within that area, except for you and any creatures or objects that share your space, take 1d8 points of fire damage per caster level (maximum 5d8).

 

Material Component: A bit of sulfur.

 

FIREBURST, GREATER

Evocation [Fire]
Level: Sorcerer/wizard 5
Effect: Burst of fire extending 15 ft.from you

 

This spell functions like fireburst, except that it affects creatures within 15 feet of you and deals 1d10 points of fire damage per caster level (maximum 15d10).

 

FIRES OF PURITY

Evocation [Fire]
Level: Druid 6, Purification 6, sorcerer/wizard 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes (harmless); see text

 

You touch the target, and it bursts into flames that do not harm it, although the heat you feel from the fire seems quite real to you.

 

The creature you touch bursts into magical flames that do not harm the subject, but are capable of harming anyone else who comes into contact with the creature.

 

With a successful melee attack, the subject deals an extra 1 point of fire damage per caster level (maximum +15). If the defender has spell resistance, it applies to this effect.

 

Creatures that make successful melee attacks against the subject are susceptible to the same damage unless they attack with weapons that have reach, such as longspears.

 

The subject of fires of purity takes only half damage from fire-based attacks.

 

If such an attack allows a Reflex save for half damage, the subject takes no damage on a successful save.

 

FIREWARD

Transmutation
Level: Druid 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. cube/level (S)
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

 

You stomp on the ground, and fire snuffs out all around you, rippling away to nothingness faster than you can blink.

 

This spell functions like quench (PH 267), except as noted above. In addition, it has the following effects.

 

While fireward remains in effect, no magical fire effect can function inside its area. This effect is similar to that of an antimagic field, but only magical fire is suppressed. Any nonmagical fire created inside or brought into the spell’s area is immediately extinguished as well.

 

FIST OF STONE

Transmutation [Earth]
Level: Sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute
The complicated gestures of the spell end with a punch of your fist, which now has the texture and look of stone.

 

You transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus to Strength for the purposes of attack rolls, grapple checks, or breaking and crushing items. In addition, you gain the ability to make one natural slam attack, dealing 1d6 points of damage + your new Strength bonus (or 1-1/2 times your Strength bonus if you make no other attacks in that round). You can make the slam attack as a natural secondary attack with the normal –5 penalty, or a –2 penalty if you have the Multiattack feat (MM 304), as part of a full attack action. However, you cannot gain more than one slam attack per round with this spell due to a high base attack bonus (+6 or higher).

 

Your fist undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the spell’s effect.

 

Material Component: A pebble inscribed with a stylized fist design.

 

FLAME DAGGER

Evocation [Fire]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: A daggerlike beam
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes

 

You evoke the spell and a blazing beam of red-hot fire springs forth from your hand, ready to be used as a weapon.

 

You create a bladelike beam that you can wield as if it were a dagger. Attacks with a flame dagger are melee touch attacks, and the blade deals 1d4 points of fire damage +1 point per caster level (to a maximum of +10). Because the blade is immaterial, your Strength modifier does not apply to the damage.

 

A flame dagger can ignite combustible materials such as parchment, straw, dry sticks, cloth, and so on.

 

This spell does not function underwater.

 

Material Component: A candle.

 

FLAME OF FAITH

Evocation
Level: Cleric 3, paladin 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Nonmagical weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

 

Using your faith as a guide for your magic, you touch the weapon and it bursts into flame.

 

You can temporarily turn any single normal or masterwork melee weapon into a magic, flaming one. For the duration of the spell, the weapon acts as a +1 flaming burst weapon.

 

Material Component: A lump of phosphorus, touched to the target weapon.

 

FLAME WHIPS

Transmutation
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Effect: Flaming whips
Duration: 1 round/level (D)

 

At the conclusion of this spell, your arms stretch into whiplike appendages and burst into flames.

 

Your forelimbs transform into flaming whips. You gain two melee touch attacks with a 15-foot reach that each deal 6d6 points of fire damage. Attacks with these flaming whips replace any natural attacks you had with those limbs.

 

While this spell is in effect, you cannot cast spells with material components, nor can you carry items with your forelimbs. Any items worn on your forelimbs cease functioning while the spell is active.

 

FLASHBURST

Evocation [Fire]
Level: Sorcerer/wizard 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous; see text
Saving Throw: Will partial; see text
Spell Resistance: Yes

 

A blinding flash of light follows the casting of this spell.

 

Flashburst creates a blinding, dazzling flash of light. Sighted creatures within the area are blinded for 2d8 rounds.

 

A successful Will save negates the blindness. Creatures in the area are dazzled for 1 round even if their save was successful. Creatures outside the area, but within 120 feet of the burst, can be blinded for 2d8 rounds if they have line of sight to the burst (Will negates). Creatures outside the burst area are not dazzled.

 

Arcane Material Component: A pinch of sulfur or phosphorus.

 

FLENSING

Transmutation [Evil]
Level: Sorcerer/wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corporeal creature
Duration: 4 rounds
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

 

With a cruel utterance, you complete the spell and unleash its terrible energy. A sickeningly wet ripping sound accompanies the sight of strips of flesh being torn away, as if some invisible hand was attempting to peel your target like an onion.

 

When you cast this spell, you literally strip the flesh from a corporeal creature’s body, inflicting incredible pain and psychological trauma. Each round, the subject takes 2d6 points of damage, 1d6 points of Charisma damage, and 1d6 points of Constitution damage. A successful Fortitude save negates the ability damage and reduces the hit point damage by half for that round, but does not end the spell.

 

Flensing has no effect on creatures in gaseous form.

 

Material Component: An onion.

 

FLESHSHIVER

Necromancy
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

 

Breaking the bone in the grip of your fist, you hear the sickening but satisfying crunch of your foe’s bones breaking beneath his squeezing flesh.

 

A creature with Hit Dice less than or equal to your caster level is automatically stunned for 1 round (no saving throw). A creature with Hit Dice greater than your caster level is allowed a saving throw to negate the stunning effect.

 

In the following round, the target must make a Fortitude save or take 1d6 points of damage per caster level (maximum 15d6) and be nauseated by the pain for 1d4+2 rounds.

 

Material Component: A bone, which is snapped during the casting of the spell.

 

FLIGHT OF THE DRAGON

Transmutation
Level: Sorcerer/wizard 4
Components: V, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)

 

The wing-claw vaporizes in a puff of acrid smoke, and you feel the muscles of your shoulders warm from the eldritch energies coursing within. Great draconian wings unfurl from your shoulders and reach toward the sky.

 

A powerful pair of wings sprout from your shoulders, granting you a fly speed of 100 feet (average). You can’t carry aloft more than a light load.

 

When flying long distances, you can fly at 15 miles per hour (or 24 miles per hour at a hustle).

 

Material Component: A dragon’s wing claw.

 

Special: Sorcerers cast this spell at +1 caster level.

 

FLOATING DISK, GREATER

Evocation [Force]
Level: Sorcerer/ wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 3-ft.-diameter disk of force
Duration: 1 hour/level
Saving Throw:
 None
Spell Resistance:
 No

 

Letting the mercury drip to the ground you create a slightly concave disk of energy. It hovers several feet above the ground.

 

This spell functions like Tenser’s floating disk (PH 294), except that the created disk does not need to stay within 3 feet of the surface beneath it. However, the disk must remain within 15 feet of you at all times. You can concentrate (as a standard action) on the disk to make it move with a fly speed of 20 feet (perfect).

 

This allows you to sit on the disk and command it to carry you about.

 

Material Component: A drop of mercury.

 

FLY, MASS

Transmutation
Level: Sorcerer/wizard 5
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart

 

As your gestures point out which creatures receive the benefits of your spell, they seem lighter on their feet.

 

This spell functions like fly (PH 232), except as noted here. This spell confers the power of flight upon all targeted creatures. Each recipient of the spell must remain within 30 feet of at least one other recipient, or the spell ends for the creature that is separated from the others. If only two individuals are affected, the spell ends for both if the distance between them exceeds 30 feet.

 

FLY, SWIFT

Transmutation
Level: Bard 2, druid 3, sorcerer/wizard 2
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

 

You squawk twice like an eagle and suddenly long for the freedom of the skies.

 

This spell functions like fly (PH 232), except as noted above.

 

FOCUSING CHANT

Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 minute (D)
You chant softly under your breath and concentrate on the sound of your voice. Distractions fade from your consciousness, allowing you to focus on the task at hand.

 

You gain a +1 circumstance bonus on attack rolls, skill checks, and ability checks for the duration of the spell.

 

FOEBANE

Evocation
Level: Ranger 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

 

 Holding aloft the weapon, you name the kind of creature you wish to slay. With a flash, the weapon takes on a blue glow that quickly fades to a barely perceptible aura surrounding it.

 

When you cast this spell, choose one of your favored enemies. Against creatures of the selected enemy kind, the weapon acts as a +5 magic weapon and deals an extra 2d6 points of damage.

 

Furthermore, while you wield the weapon, you gain a +4 resistance bonus on saving throws against effects created by creatures of that kind.

 

The spell is automatically canceled 1 round after the weapon leaves your hand for any reason. You cannot have more than one foebane weapon active at a time.

 

If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell.

 

This spell is not cumulative with any other spell that might modify the weapon in any way. This spell does not work on artifacts.

 

FORCE CHEST

Evocation [Force]
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: Box of force 2 ft. on a side
Duration: 24 hours/level

 

(D)
Saving Throw: None
Spell Resistance: No

 

Holding your hands as if to grip a box, you feel the pressure of one appear as you complete the spell. The password you choose to unlock the box echoes through your mind.

 

This spell brings into being a lidded box of force. The box appears in your hands, and you can choose to make it either invisible or merely translucent. The chest has no weight worth noting.

 

Solid walls of force form the chest’s five sides and lid. You and other creatures cannot open the lid except by first speaking the password (determined by you at the time of casting). Both objects and Tiny and smaller creatures can fit in the box; it holds enough air to supply one Tiny, two Diminutive, or four Fine creatures for 1 hour.

 

Like a wall of force spell, a force chest is immune to damage of all kinds and resists dispel magic, but it is susceptible to disintegrate and Mordenkainen’s disjunction, and it can be destroyed by a sphere of annihilation or a rod of cancellation.

 

The box is a spell effect, and Open Lock and Use Magic Device cannot open it.

 

Material Component: A 2-inch-square glass cube.

 

FORCE CLAW

Evocation [Force]
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Invisible claw of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

 

Curling your hand into a claw, you finish the final gesture. Your foes see no result from your spell, but you know they’re in for a surprise.

 

Force claw creates a Medium claw of invisible force at any spot you designate within the spell’s range. The claw guards the area of a 20-foot cube that you specify. You can move the claw’s location up to 60 feet to another point within range each round on your turn as a move action.

 

The claw is able to make attacks of opportunity against any enemy that provokes such attacks within the guarded area. It has a +10 bonus on the attack roll and deals 1d8+6 points of damage with a successful hit. It can make an unlimited number of attacks of opportunity each round, though it can make only one such attack per opportunity.

 

Material Component: A small, dried claw from an animal.

 

FORCE LADDER

Evocation [Force]
Level: Sorcerer/ wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One ladder of force up to 60 ft. long
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

 

You concentrate on the small silver model of the ladder in your outstretched hand.

 

A transparent ladder, visible only by its edges, appears.

 

You create an immobile transparent ladder made of force. The ladder is 2 feet wide and anywhere from 10 to 60 feet long, with rungs spaced 1 foot apart.

 

The ladder functions as a normal ladder and can support any weight. It can be destroyed by anything that destroys a wall of force.

 

Focus: A miniature silver ladder (50 gp).

 

FORCE MISSILES

Evocation [Force]
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to four creatures, no two of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

 

Sparking bolts of blue magic, like giant magic missiles, streak from your outstretched hand to strike your foes and explode in sparkling bursts.

 

You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage.

 

The missile then explodes in a burst of force that deals half this amount of damage to any creatures adjacent to the primary target.

 

The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects.

 

You gain one missile for every four caster levels. You can make more than one missile strike a single target, if desired. However, you must designate targets before rolling for spell resistance or damage.

 

FORCEWARD

Abjuration [Force]
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 round
Range: 15 ft.
Effect: 15-ft.-radius sphere centered on you
Duration: 1 minute/level
Saving Throw: Will negates; see text
Spell Resistance:
 Yes Waiving your arm about your head to trace the curve of a dome, you call up a hemisphere of force as clear as glass.

 

You create an unmoving, transparent sphere of force centered on you.

 

The sphere negates force effects and provides an impassable barrier against incorporeal creatures. Spells with the force descriptor do not affect anything within the sphere, and any force spell that overlaps the area, such as wall of force, is automatically countered. Incorporeal creatures, or creatures with the force descriptor must make a Will save to enter the area of the sphere.

 

Forceward does not push a creature out of the way if you move toward an incorporeal creature or force effect, and such creatures are treated as if they automatically succeeded on their saving throws against this spell.

 

FORCEWAVE

Evocation [Force]
Level: Sorcerer/wizard 4
Components: V, S, F
Casting Time: 1 swift action
Range: 10 ft.
Effect: 10-ft. burst of force centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

 

You catch the drop of water on the string and snap it at your target. The waterdrop swells and becomes a blue-green wave of magical force, tumbling toward your opponents.

 

This spell initiates a bull rush against all creatures within 10 feet. The forcewave has a +10 bonus on the bull rush attempt. All creatures are pushed to the extent of the bull rush result, and the result of the bull rush can push creatures beyond the spell’s normal range.

 

Focus: A small piece of string and a drop of water.

 

FORESTFOLD

Transmutation
Level: Druid 3, ranger 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

 

Warmth fills your feet, and as you glance down, you see that your feet have changed shape slightly, enabling you to better traverse a particular type of terrain. You also notice a shift in the color of your skin and clothing to match the colors most commonly found in your environment.

 

You change your coloring and attune your footfalls to one specific kind of terrain (aquatic, desert, plains, forest, hills, mountains, marsh, or underground).

 

While you are in terrain of that kind, you gain a +10 competence bonus on Hide and Move Silently checks. You retain these bonuses even if you leave the designated terrain and return within the duration of the spell.

 

FORTIFY FAMILIAR

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)

 

You touch your familiar, and you see that the creature seems more robust.

 

This spell makes your familiar tougher, granting it 2d8 temporary hit points and a +2 enhancement bonus to its natural armor. It also has a 25% chance to avoid extra damage from sneak attacks or critical hits (although such attacks still deal normal damage if successful). Temporary hit points gained in this fashion last for up to 1 hour.

 

FORTUNATE FATE

Conjuration (Healing)
Level: Cleric 7
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Living creature touched
Duration: 10 minutes/level or until discharged
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)

 

A golden aura spreads out from your fingertips, suffusing your ally with a golden glow that brightens, then fades into her skin.

 

You surround the subject with an aura that immediately heals the creature if it is subjected to an effect that would kill it (reduce its hit points to –10 or below).

 

When this event occurs, the fortunate fate spell intervenes by immediately triggering a heal spell upon the target. If the effect is one that causes harm in a way that a heal spell can repair (disease, hit point damage, ability damage, or poison), the target does not actually die, saved by the heal. If the effect is one that heal cannot countermand (such as ability drain, old age, negative levels, disintegration, ability drain, or death effects), the fortunate fate spell cannot prevent the creature’s death.

 

FOUNDATION OF STONE

Transmutation [Earth]
Level: Cleric 1, druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

 

Calling upon the strength of the earth, you lend some of the stability of stone to your allies.

 

As long as they do not move and remain standing on solid ground, the subject creatures gain a +2 bonus to Armor Class and a +4 bonus on Strength checks made to resist being bull rushed or tripped.

 

If this spell is cast in mountainous terrain, the bonus on Strength checks granted by this spell increases to +6.

 

FREEZE

Conjuration (Creation) [Cold]
Level: Druid 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/2 levels
Saving Throw: Reflex partial; see text
Spell Resistance: Yes

 

Calling upon divine power, your hand turns cold and numb as you complete the spell.

 

A moment later, a thin blue ray swirled with white streaks from your outstretched hand, leaving a light fog in the air where it passed.

 

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

 

A target struck takes 2d6 points of cold damage. A creature struck must succeed on a Reflex save or be encased in a 5-inch-thick sheath of ice and be immobilized (and thus helpless). A creature encased in ice takes 2d6 points of cold damage each round until freed.

 

A target encased in ice is aware and breathes normally but cannot speak or move other than to attempt to escape by making a Strength check (see below). It can still execute purely mental actions, such as using a spell-like ability. A spellcaster can cast a spell with no verbal or somatic component as long as the spell lacks a focus or material component, or the material component, focus, or divine focus is already in the spellcaster’s hand.

 

The ice blocks line of effect. A winged creature cannot flap its wings and falls. A swimmer can’t swim but, because ice floats, the encased swimmer will rise to the surface and bob about.

 

A DC 22 Strength check breaks the ice, freeing the encased creature. Creatures other than the target can also attack the ice. The ice has hardness 0 and 15 hit points. When the duration of the spell expires, the ice melts and the encased creature is freed. Damage that would harm the creature must first deal enough damage to destroy the ice before the creature takes damage, and damage dealt to the ice is subtracted from damage that would be dealt to the creature.

 

FREEZING FOG

Co njuration (Creation) [Cold]
Level: Sorcerer/ wizard 6
Components: V, S
Casting Time: 1 standard action
R ange: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in a 20-ft. radius, 20 ft. high
Duration: 1 minute/level
Saving Throw: Reflex partial; see text
Spell Resistance: No

 

A cool mist rises from the area you indicate.

 

The thick mist blocks your ability to see within it, but the ground at its edge has turned white with frost.

 

A bank of freezing mist billows out from the point you designate, obscuring all sight (including darkvision) beyond 5 feet. A creature within 5 feet has concealment, while creatures farther away have total concealment.

 

Each round on your turn, the frigid mist deals 1d6 points of cold damage to each creature and object within it.

 

The fog is so thick that any creature attempting to move through it progresses at a maximum speed of 5 feet (regardless of its normal speed) and takes a –2 penalty on melee attack rolls and damage rolls and a –6 penalty on ranged weapon attack rolls (but not ranged spell attack rolls). A creature or object that falls into the fog from above is slowed, so that each 10 feet of mist it passes through effectively reduces overall falling damage by 1d6.

 

Freezing fog also coats all solid surfaces in its area with a slick, icy rime, and on your turn each round, each creature in the area of the fog must make a successful Reflex save or fall prone. A creature that manages to stand must make a DC 10 Balance check in order to move, falling prone if it fails its save by 5 or more. Creatures in the fog can’t take a 5-foot step.

 

A severe wind disperses the cloud in 1 round. The spell does not function underwater.

 

FROST BREATH

Evocation [Cold]
Level: Cleric 2, druid 2, sorcerer/ wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

 

Giving a forceful exhale across your cupped hand, your breath shoots forth tinged with frost and crystals of ice.

 

You breathe a cone of intense cold at your foes. The spell deals 1d4 points of cold damage per two caster levels (maximum 5d4). In addition, all creatures damaged by the frost breath that fail their Reflex save are dazed for 1 round

 

by the sudden shock of cold.

 

Material Component: Three drops of water or fragments of ice (which are held in a cupped palm and blown toward the target).

 

FUGUE

Evocation [Sonic]
Level: Bard 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius spread
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

 

Upon completing the spell, a discordant cacophony of haunting and alien music rises up in the area you designate. Although the strange music reaches your ears, you feel no effect from it.

 

Creatures that fail their save become affected by the haunting fugue in semirandom ways. On each affected creature’s turn (as long as it remains in the affected area), you make a Perform check. The check result determines how the victim’s mind and body are affected by the spell. You can select any of the effects for which your Perform check equals or exceeds the required DC.

 

DC         Result
15          Victim takes 3d6 points of nonlethal damage
20          Victim takes 3d6 points of sonic damage
25            Victim is knocked prone
30            Victim is nauseated for 1 round
35           Victim is stunned for 1 round
40           Victim attacks nearest target

All creatures that succeed on their saves against the spell are disoriented and take a –2 penalty on attack rolls and skill checks as long as they remain in the affected area.

 

Focus: A miniature violin bow made of platinum worth 250 gp.

 

FUSE ARMS

Transmutation
Level: Cleric 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature with at least two arms or tentacles touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

 

Convulsing, the touched subject’s limbs begin to ooze together with a sickening noise like a pot of melted wax splattering on the floor. With a lurch they form into one pair of massive limbs.

 

You cause a creature’s multiple arms or tentacles to fuse together into a single pair of stronger limbs. Only limbs that the creature can use as arms or grasping limbs are affected by the spell (so basilisks and monstrous centipedes, neither of which use their limbs to attack or manipulate objects, are unaffected).

 

For every set of limbs fused into the primary set of limbs, the creature gains +4 to Strength when using those fused limbs (affecting activities that would use those limbs, but not activities relying on its bite, legs, and so on). For example, a girallon under the effect of this spell would have one pair of arms and Strength 26 for the purpose of using those arms. A behir, which has three pairs of limbs that it can use as arms, would end up with one pair of arm-limbs with a +8 bonus to Strength for those arms (its six legs would be unaffected).

 

The loss of limbs might reduce the number of attacks available to the subject.

 

If the subject has only two arms or tentacles, they are fused into a single limb, and the creature gains a +4 bonus to Strength on attack rolls made with that limb.