G’ELSEWHERE CHANT. 1

GEMBOMB.. 2

GEMJUMP. 2

GENERAL OF UNDEATH.. 3

GHOST TOUCH ARMOR.. 3

GHOST TOUCH WEAPON.. 3

GHOST TRAP. 4

GHOSTFORM... 4

GHOSTHARP. 5

GHOUL GAUNTLET. 6

GHOUL GESTURE. 6

GHOUL GLYPH.. 7

GHOUL LIGHT. 7

GIANT’S WRATH.. 8

GIRALLON’S BLESSING.. 8

GLASS STRIKE. 9

GLOWING ORB.. 10

GOLDEN BARDING.. 10

GOLEM STRIKE. 11

GRACE. 11

GRAVE STRIKE. 11

GRAYMANTLE. 12

GREAT THUNDERCLAP. 12

GUIDED SHOT. 13

GUIDING LIGHT. 13

GUTSNAKE. 13

G’ELSEWHERE CHANT

Conjuration [Sonic, Teleportation]
Level: Bard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature or object touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

 

You touch the target and it vanishes in a shower of golden sparks. Almost instantly, it appears a short distance away.

 

You teleport a target to a random, safe location up to 100 feet distant and visible to you.

 

To randomly determine the subject’s destination, roll 1d8 to determine the direction, then roll 1d10×10 to determine the distance from the subject’s previous location. Roll direction and distance again if this new destination is outside your line of sight, within a solid object, or more than 5 feet above the ground.

 

If your target is being held (whether an object held by a character or a character being grappled by a creature), the holding or grappling creature also receives a Will saving throw to resist.

 

GEMBOMB

Evocation [Force]
Level: Gnome 2, Trade 2
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Gem touched
Duration: 10 minutes/ level or until used
Saving Throw: Reflex half
Spell Resistance: Yes

 

You place a small spark of energy in the heart of a valuable gem.

 

You turn a gem into a bomb that you (and only you) can lob at enemies. You must hold the gem in your hand when casting the spell.

 

You can toss the bomb with perfect accuracy anywhere within 60 feet.

 

The gembomb explodes in a 5-footradius burst dealing 1d8 points of force damage per two caster levels (maximum 5d8). Tossing a gembomb is a standard action.

 

Material Component: A gem worth at least 1 gp.

 

GEMJUMP

Conjuration [Teleportation]
Level: Sorcerer/wizard 6
Components: V, S, F
Casting Time: 1 round
Range: Unlimited; see text
Target: You and willing creatures totaling up to one/3 levels; see text
Duration: Until triggered
Saving Throw: None; see text
Spell Resistance: No; see text

 

You mutter over the iridescent, faceted gem. It twinkles in response, and you feel a strong link between you and the stone.

 

When you speak the word, the two of you will be reunited.

 

This spell teleports you to the location of a specially prepared gem.

 

You initially cast gemjump upon the focus, which you must touch. As a standard action any time after you prepare the stone, you can utter a command word and instantly teleport to the location of the gem, provided you and the stone are on the same plane.

 

The teleport is always on target (as though you are using a greater teleport spell). If the area containing the gem is too small for you, you appear in the nearest sufficiently large space.

 

You can transport, in addition to yourself, one Medium or smaller creature per three caster levels, and can bring along objects as long as their weight does not exceed your maximum load.

 

An unwilling creature can’t be teleported by gemjump. Likewise, a creature’s Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw.

 

Focus: A gem worth 500 gp.

 

GENERAL OF UNDEATH

Necromancy [Evil]
Level: Cleric 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 24 hours
You focus on the darkness within your soul, willing it to grow and grant you the power to control a greater number of undead minions.

 

This spell increases the number of Hit Dice of undead that you can control by an amount equal to your caster level.

 

When the duration expires, you lose control of the extra undead as if you had voluntarily relinquished control of them.

 

GHOST TOUCH ARMOR

Transmutation
Level: Cleric 2, sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Armor of creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

Confronted with incorporeal enemies, you give the armor you touch the power to defend against such foes.

 

The subject’s armor gains the ghost touch special ability (DMG 219).

 

Material Component: A tiny shield made of resin.

 

GHOST TOUCH WEAPON

Transmutation
Level: Cleric 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

 

 With a few words and a gesture, you empower a weapon to strike true against incorporeal foes.

 

Ghost touch weapon makes a weapon magically capable of dealing damage normally to incorporeal creatures, regardless of its enhancement bonus.

 

(An incorporeal creature’s 50% chance to avoid damage does not apply to attacks made with weapons under the effect of this spell.) A ranged weapon affected by this spell does not bestow the ability on its ammunition.

 

The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a weapon under the effect of this spell counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.

 

GHOST TRAP

Abjuration
Level: Cleric 6, sorcerer/wizard 7
Components: V, S
Casting Time: 1 standard action
Range: 5 ft./level
Area: 5 ft./level-radius emanation centered on you
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

 

Energy ripples outward from you, rendering solid the insubstantial.

 

You are surrounded by a field of energy that negates incorporeality. The radius of the field is 5 feet per caster level.

 

All incorporeal creatures in this field become corporeal. Creatures cannot turn ethereal while in this area, and ethereal creatures cannot enter or affect the plane this spell was cast on while in this field.

 

GHOSTFORM

Transmutation
Level: Sorcerer/wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

 

Laughing at death, you assume a ghostly form in which you can pass through walls.

 

You assume a visible, incorporeal form like that of a manifesting ghost.

 

You gain the incorporeal subtype for the duration of the spell, providing you with the following abilities and characteristics.

 

You have no physical body while in this state. You can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities.

 

You are immune to all nonmagical attack forms. Even when hit by spells, including touch spells, or magic weapons, you have a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons).

 

Nondamaging spell effects affect you normally unless they require corporeal targets to function (such as implosion) or they create a corporeal effect that incorporeal creatures would normally be unaffected by (such as a web or wall of stone spell).

 

Your attacks while in ghostform pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against you. Nonmagical attacks you make with a melee weapon have no effect on corporeal targets, and any melee attack you make with a magic weapon against a corporeal target has a 50% miss chance, except for attacks you make with a ghost touch weapon, which are made normally (no miss chance). Spells you cast while in ghostform affect corporeal targets normally, including spells that require you to make an attack roll (such as rays or melee touch spells).

 

Any equipment you are wearing or carrying is also incorporeal as long as it remains in your possession. An object that you relinquish loses its incorporeal quality (and you lose the ability to manipulate the object). If you use a thrown weapon or a ranged weapon, the projectile becomes corporeal as soon as it is fired and can affect a corporeal target normally (no miss chance). Magic items you possess work normally with respect to their effects on you or on another target.

 

As an incorporeal creature, you have no natural armor bonus but have a deflection bonus equal to your Charisma bonus (always at least +1, even if your Charisma score does not normally provide a bonus).

 

You can enter or pass through solid objects while in ghostform, but you must remain adjacent to the object’s exterior, and so you cannot pass entirely through an object whose space is larger than your own. You can sense the presence of creatures or objects within a square adjacent to your current location, but enemies have total concealment from you while you are inside an object. In order to see farther from the object you are in and attack normally, you must emerge. While inside an object, you have total cover, but when you attack a creature outside the object you have cover only, so a creature outside with a readied action could strike at you as you attack. You cannot pass through a force effect.

 

You can pass through and operate in water as easily as you do in air. You cannot fall or take falling damage. You cannot make trip or grapple attacks, nor can you be tripped or grappled.

 

In fact, you cannot take any physical action that would move or manipulate an opponent or its equipment, nor are you subject to such actions. You have no weight while in ghostform and do not set off traps that are triggered by weight.

 

You move silently and cannot be heard with Listen checks if you don’t wish to be while in ghostform. You have no Strength score while incorporeal, so your Dexterity modifier applies to both your melee attacks and ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to you.

 

You have an innate sense of direction and can move at full speed even when you cannot see.

 

GHOSTHARP

Divination
Level: Bard 0
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Object touched
Duration: 5 minutes/level (D)
Saving Throw: None
Spell Resistance: No

 

You place the coin on the table, touch it, and whisper the words of the spell. Softly the coin begins to replay the music of the previous night’s performance.

 

You prepare an object that records and replays a song previously played or sung in its vicinity. When cast, the spell searches a radius of 50 feet for the lingering notes of a tune played there within the last day. It records these notes and reverberations. At your verbal command, “Play,” the ghostharp replays the music. The tune repeats until you command it to stop, or until its duration comes to an end. The ghostharp does not record conversations. Its imperfect replay can’t reproduce bardic music or other magical effects, nor can it cast spells.

 

GHOUL GAUNTLET

Necromancy [Death, Evil]
Level: Hunger 5, sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One living humanoid creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

 

Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul.

 

The subject takes 3d6 points of damage per round while its body slowly dies and its flesh is transformed into the cold, undying flesh of the undead.

 

When the victim reaches 0 hit points, it becomes a ghoul (MM 118).

 

If the target fails its initial saving throw, remove disease, dispel magic, heal, limited wish, miracle, Mordenkainen’s disjunction, remove curse, wish, or greater restoration negates the gradual change.

 

Healing spells can temporarily prolong the process by increasing the victim’s hit points, but the transformation continues unabated.

 

The ghoul that you create remains 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.

 

GHOUL GESTURE

Necromancy
Level: Hunger 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes

 

A green ray stabs from your pointing finger to strike the belly of your enemy.

 

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

 

A subject that is successfully targeted must make a Fortitude save or be paralyzed for the duration of the spell.

 

A subject of the ray that succeeds on its Fortitude save is instead sickened for the duration of the spell.

 

Neutralize poison removes the sickened condition.

 

Material Component: A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul’s lair.

 

GHOUL GLYPH

Necromancy
Level: Hunger 2, sorcerer/ wizard 2
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Object touched
Duration: Permanent until discharged
Saving Throw: Fortitude partial
Spell Resistance: Yes

 

The faint, green glow of the glyph flares to life. A sickly green light fills the room, illuminating the paralyzed forms of its victims, and bringing with it the stench of death.

 

You inscribe a glyph, approximately 1 foot across, that paralyzes any living creature of Large or smaller size that comes within 5 feet of the glyph.

 

You can scribe the glyph to be visible as faintly glowing lines, or invisible. You can inscribe a ghoul glyph on a portable object, but if the object is moved more than 5 feet, the glyph fades.

 

Conditions for triggering a ghoul glyph are stringent. It takes effect on any creature except yourself that moves within 5 feet. It affects invisible creatures normally but is not triggered by those that travel past it ethereally. Only a single ghoul glyph can be inscribed in a 5-foot square.

 

Ghoul glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead and nondetection can fool a ghoul glyph.

 

Read magic allows identification of a ghoul glyph with a successful DC 13 Spellcraft check, if the glyph is noticed before it is activated. A rogue can use the Search skill to find a ghoul glyph and Disable Device to thwart it. The DC in each case is 27.

 

When a glyph is activated, the target is paralyzed for 1d6+2 rounds. Additionally, if the target fails a Fortitude save, the paralyzed subject exudes a carrion stench that causes distress in all creatures within a 10-foot radius. Those in the radius, including the target, must make a Fortitude save or take a –2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks until the paralysis effect wears off.

 

Material Component: You trace the glyph with earth from a ghoul’s lair.

 

GHOUL LIGHT

Necromancy
Level: Hunger 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: Magical, heatless flame
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

 

A sickly green flame springs forth from an object that you touch.

 

The effect looks like a regular flame, equivalent in brightness to a torch, except for its green hue, but it creates no heat and doesn’t use oxygen.

 

Ghoul light can be covered and hidden, but not smothered or quenched.

 

All undead within 30 feet of a source of ghoul light gain +1 turn resistance. Multiple ghoul light sources do not stack.

 

Darkness spells of 2nd level or higher can counter ghoul light.

 

Material Component: A bit of rendered fat.

 

GIANT’S WRATH

Transmutation [Earth]
Level: Druid 3, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 swift action
Range: Personal
Targets: One pebble/ 3 levels
Duration: 1 round/level
Saving Throw: None
Spell Resistance: None

 

With your best giant’s shout you rattle some pebbles in your closed hand, completing the spell that will allow them to become boulders.

 

You infuse a handful of stone pebbles with powerful transmutation magic.

 

For the duration of the spell, you can hurl one pebble as an attack action that provokes attacks of opportunity.

 

The instant the pebble leaves contact with your hand, its size and the force of your throw increase dramatically, as the pebble transforms into a boulder.

 

The boulder has a range increment of 120 feet, and you must succeed on a ranged attack to strike a target with the boulder. If you hit the target, the boulder deals 2d6 points of bludgeoning damage + your Str modifier. You gain an insight bonus equal to your caster level on attack rolls and damage rolls (maximum +10) with these boulders.

 

If you drop a pebble or give it to another creature, the pebbles’ magic dissipates harmlessly.

 

Material Component: The pebbles to be transmuted.

 

GIRALLON’S BLESSING

Transmutation
Level: Cleric 3, druid 3, sorcerer/ wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

 

The touched subject appears to be in discomfort for an instant before arms erupt from its torso with a damp squelch.

 

You give the subject an additional pair of arms. Each of its arms—new and old—ends in a clawed hand with fingers and an opposable thumb. The creature’s original arms (if any) are its primary arms, and new limbs are secondary limbs (if the subject had no arms, the arms created by the spell are its primary arms).

 

The creature gains four claw attacks, each using its base attack bonus + its Str modifier for attack rolls. Each claw deals 1d4 points of damage + the subject’s Str modifier, and if an opponent is struck by two or more claws in 1 round, the subject can rend it for an additional 2d4 points of damage + 1-1/2 times its Str modifier.

 

A creature cannot use normal weapons and the claw attacks in the same round, and the subject does not gain additional claw attacks from a high base attack bonus.

 

Material Component: A few strands of girallon hair.

 

GLASS STRIKE

Transmutation
Level: Sorcerer/wizard 7
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or 4 cubic ft. of material
Duration: 1 hour/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

 

The spell erupts from the surface of the mirror you hold, striking your foe square in the chest and transforming it to glass.

 

You transform the target into glass. You can cast either of these two versions: Glass Creature: As flesh to stone (PH 232), but the subject becomes glass.

 

Glass Object: An object of up to 4 cubic feet in volume is affected. Part of a larger object (such as a floor or wall) can be transformed by this spell. Glass has hardness 1, and 1 hit point per inch of thickness.

 

Neither version of the spell affects magic items (magic items carried by a transformed creature remain intact).

 

When the duration ends, the subject returns to its original materials. If the subject was broken or damaged while in glass form, its normal form has similar damage.

 

Focus: A piece of glass from a mirror.

 

GLOWING ORB

Evocation [Light]
Level: Cleric 4, sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Effect: Magical, controllable light source
Duration: Permanent
Saving Throw: None
Spell Resistance: No

 

Calling on the limitless light of the Positive Energy Plane, you coax a tiny portion of its power into a fragile glass sphere.

 

This spell places a magical light source inside a glass sphere roughly the size of a human fist. You can control the light level generated by a glowing orb by mental command (a standard action), provided that the orb is within 30 feet of you. The light level ranges from no light at all to illumination within a 60-foot radius. There is no limit to the number of glowing orbs you can possess, and you can control their light levels independently or in concert.

 

If a glowing orb is smashed, the magic is lost. If you die, however, an orb retains its magic. Any character with an Intelligence or Wisdom of at least 13 can gain control of an orb simply by touching it.

 

Focus: A glass sphere (50 gp) into which the light is placed. An orb usable for this purpose has hardness 0 and 2 hit points.

 

GOLDEN BARDING

Conjuration (Creation)
Level: Blackguard 1, paladin 1
Components: V, DF
Casting Time: 1 standard action
Range: Touch
Target: Special mount touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

 

With a flash, a glowing, golden suit of barding for your special mount appears.

 

You create a suit of barding for your mount to wear. The armor appears on your mount, fitting perfectly. The golden barding you create has no armor check penalty and has no effect on your mount’s speed. The exact nature of the barding depends on your caster level.

 

2nd–3rd: Scale mail barding (+4 armor bonus).
4th–5th: Chainmail barding (+5).
6th–7th: Splint mail barding (+6).
8th–9th: Half-plate barding (+7).
10th+: Full plate barding (+8).

 

You can cast magic vestment or other spells that target a suit of armor on the golden barding.

 

GOLEM STRIKE

Divination
Level: Sorcerer/wizard 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

 

A dim glow fills your eyes, allowing you to see—briefly—weak points in the magic infused within a nearby construct.

 

For 1 round, you can deliver sneak attacks against constructs as if they were not immune to extra damage from sneak attacks. To attack a construct in this manner, you must still meet the other requirements for making a sneak attack.

 

This spell applies only to sneak attack damage. It gives you no ability to affect constructs with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of constructs.

 

GRACE

Transmutation [Good]
Level: Bard 2, cleric 3
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

 

With a single word, you call upon the might and grace of your deity, bathing your body with divine energy. Your body glows with silvery light and you feel quick and light on your feet.

 

You create a silvery glow around your body that provides illumination to a radius of 60 feet. You gain a –20 circumstance penalty on Hide checks made while under the effect of this spell.

 

For the duration of the spell, you gain a +2 sacred bonus to Dexterity, and your base land speed increases by 10 feet.

 

Your touch attacks and any melee weapons you wield become infused with this power as well. They are treated as good-aligned weapons for the purpose of overcoming damage reduction.

 

GRAVE STRIKE

Divination [Good]
Level: Cleric 1, paladin 1
Components: V, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

 

Golden motes of light dance before your eyes. They converge on undead you look at, hovering about them and forming wedges of positive energy.

 

For 1 round, you can deliver sneak attacks against undead as if they were not immune to extra damage from sneak attacks. To attack an undead creature in this manner, you must still meet the other requirements for making a sneak attack.

 

This spell applies only to sneak attack damage. It gives you no ability to affect undead with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of undead creatures.

 

GRAYMANTLE

Necromancy
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

 

You create a cloud of sickly gray energy that streaks toward a living creature, wrapping it in the foul essence of unlife.

 

A skull-shaped cloud of gray energy strikes your target. The gray radiance is transferred to the creature, covering it entirely. For the duration of the spell, a living subject cannot regain hit points or ability score points by any means (undead creatures can still gain hit points), nor can the creature remove negative levels. Regeneration or fast healing abilities the subject has from any source are suppressed for the duration of the spell. Spells that heal damage do not work on that individual. The subject can improve its current hit points by boosting its Constitution score and can receive temporary hit points (from an aid spell, for example).

 

When the spell ends, automatic healing abilities, such as a troll’s regeneration, and items that restore hit points, such as a ring of regeneration, begin to function again.

 

Material Component: A skull.

 

GREAT THUNDERCLAP

Evocation [Sonic]
Level: Sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No

 

You grip the bell in your fist and raise it over your head, intoning the spell and calling down a thunderous blast in the midst of those who oppose you.

 

You create a loud noise equivalent to a peal of thunder. The spell has three effects. First, all creatures in the area must make Will saves to avoid being stunned for 1 round. Second, the creatures must make Fortitude saves or be deafened for 1 minute. Third, they must make Reflex saves or fall prone.

 

Creatures that cannot hear are not stunned, but might still fall prone.

 

Focus: An iron bell.

 

GUIDED SHOT

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

 

With a guttural utterance made with unmoving lips, you magically focus your attention on a distant foe. Upon aiming your weapon, you note how clearly defined your intended target is.

 

While this spell is in effect, your ranged attacks do not take a penalty due to distance.

 

In addition, your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and also ignore the miss chance granted to targets by anything less than total concealment.

 

This spell does not provide any ability to exceed the maximum range of the weapon with which you are attacking, nor does it confer any ability to attack targets protected by total cover.

 

GUIDING LIGHT

Evocation [Light]
Level: Bard 1, cleric 1, sorcerer/ wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: Creatures in a 5-ft.-radius burst
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes

 

Across the murky plain, a beam of radiance shoots down, highlighting your foes.

 

Bright lights shine at the targets. The lights grant a +2 circumstance bonus on ranged attack rolls against any highlighted target. If a creature gains total cover or total concealment relative to you, or if it leaves the area, the spell ends for that target.

 

GUTSNAKE

Transmutation
Level: Sorcerer/wizard 5
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

 

You concentrate on the tooth, speak the words, and a 15-foot-long tentacle sprouts from your stomach. The tentacle has no eyes, but it ends in a set of snapping reptilian jaws.

 

The tentacle created by the gutsnake spell is equivalent to a giant constrictor snake (MM 280) except that it is completely obedient to you and moves as you command. The snake has hit points equal to your own full normal total. Attacks against the snake cause you no discomfort and do not disrupt your spellcasting.

 

If it is “killed,” the tentacle disappears without causing harm to you. The tentacle does not interfere with spellcasting in any way.

 

Once each round as a free action, you can have the tentacle attack a creature up to 10 feet away with its bite attack, and if it successfully hits, the tentacle can use the snake’s improved grab ability to deal damage through constriction.

 

In each round when the gutsnake is constricting a target, you cannot move more than 5 feet away from that target, unless the gutsnake makes a successful grapple check to carry the opponent with you when you move (see PH 155 for grappling rules). This is the only way in which the tentacle restricts movement.

 

While the snake is present, you can use its Balance and Climb skill modifiers instead of your own, and you gain a climb speed of 20 feet.

 

Focus: A fang from any reptile.