ICE AXE. 1

ICE CLAW... 2

ICE DAGGER.. 3

ICE FLOWERS. 3

ICE GAUNTLET. 3

ICE KNIFE. 4

ICELANCE. 4

ILLUSORY FEAST. 5

ILLUSORY PIT. 5

IMBUE FAMILIAR WITH SPELL ABILITY.. 6

IMPERIOUS GLARE. 6

IMPLACABLE PURSUER.. 7

IMPROVISATION.. 7

INCITE. 8

INCORPOREAL ENHANCEMENT. 8

INCORPOREAL NOVA.. 8

INDOMITABILITY.. 9

INFERNAL THRENODY.. 9

INFERNAL TRANSFORMATION.. 10

INFERNAL TRANSFORMATION, LESSER.. 10

INFERNAL WOUND.. 11

INFERNO.. 11

INFESTATION OF MAGGOTS. 11

INHIBIT. 12

INKY CLOUD.. 12

INSIDIOUS RHYTHM... 13

INSIGHTFUL FEINT. 13

INSPIRATIONAL BOOST. 13

INSTANT LOCKSMITH.. 14

INSTANT REFUGE. 14

INSTANT SEARCH.. 14

INTERPLANAR MESSAGE. 15

INTERPLANAR TELEPATHIC BOND.. 15

INVISIBILITY, SUPERIOR.. 16

INVISIBILITY, SWIFT. 16

IRON BONES. 16

IRON SILENCE. 17

IRONGUARD.. 17

IRONGUARD, LESSER.. 17

IRONGUTS. 18

IRONTHUNDER HORN.. 18

ICE AXE

Evocation [Cold]
Level: Cleric 3
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: Battleaxe-shaped weapon of swirling ice
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

 

A thin layer of frost forms around your hand as shards of ice descend from the sky and coalesce into the form of a battleaxe.

 

This spell creates a battleaxe-shaped formation of jagged, fast-swirling ice shards in your hand. You are automatically considered proficient with the ice axe. Attacks with the ice axe are melee touch attacks. The axe deals 2d12 points of cold damage +1 point per two caster levels (maximum +10) with a successful hit. You cannot be disarmed of the ice axe nor can it be sundered. Since the axe is virtually weightless, your Strength modifier does not apply on damage rolls. If your base attack bonus is high enough to allow for multiple attacks in a round, you can make them with the ice axe.

 

If you choose to hold something other than the ice axe in your hand or use the hand in some other way, the ice axe vanishes until the hand is empty again.

 

Material Component: A shard of ice, glass, or crystal.

 

ICE CLAW

Evocation [Cold]
Level: Sorcerer/wizard 7
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10-ft. ice claw
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

 

You finish this evocation and a great white claw appears before you, cold air wafting off its crystalline surface.

 

This spell creates a massive reptilian claw made of ice. The ice claw can make one grapple attack per round. Its attack bonus and grapple modifier are equal to your caster level + your Int modifier or Cha modifier (for wizards and sorcerers, respectively) + 7 for the claw’s Strength (24).

 

In any round when the claw is grappling a target, it deals 1d8 points of cold damage.

 

The claw can attack in the round it appears.

 

Directing it to change targets is a standard action.

 

It always attacks from your direction and does not get a flanking bonus or help a combatant get one. The claw has as many hit points as you do when undamaged and has AC 20 (+10 natural). It takes damage as a normal creature, but most magical effects that do not deal damage do not affect it. The claw cannot push through a wall of force or enter an antimagic field. It suffers the full effects of a prismatic wall or prismatic sphere. The claw has your saving throw bonuses.

 

Disintegrate or a successful dispel magic destroys it. It has immunity to cold and vulnerability to fire.

 

Focus: A white leather glove and a piece of clear rock crystal.

 

ICE DAGGER

Evocation [Cold]
Level: Sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Dagger of ice
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

 

The melted ice cupped in your palm crystallizes into a daggerlike shard of ice that then flies at your foe, exploding into a ball of icy fragments at its feet.

 

The ice dagger created by this spell launches itself at a target. Treat the attack as a thrown splash weapon (PH 158) that requires a ranged touch attack to hit. The ice dagger deals 1d4 points of cold damage to the target per caster level (maximum 5d4), and splash damage of 1 point of cold damage to adjacent creatures.

 

Material Component: A few drops of water made from melted ice.

 

ICE FLOWERS

Transmutation [Cold]
Level: Cleric 6, druid 5
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

 

A lance of ice and earth thrusts up where you point, flinging pebbles, rocks, and dirt into the sky. Stone rains down, covering the ground with debris.

 

This spell causes moisture in the ground at a point you designate to freeze into a mound of solid ice covered by a layer of soil, which bursts violently through the surface. This flings dangerous ice shards and small stones throughout the area, turning the surface of the ground in the spell’s area into dense rubble (DMG 90). The shards and stones deal 1d6 points of damage per caster level (maximum 15d6). Half the damage is cold damage. The origin point of the spell must be on the ground. This spell has no effect in desert terrain or on solid stone.

 

ICE GAUNTLET

Evocation [Cold]
Level: Cleric 1
Components: V, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

 

All warmth leaves your hand as at first a sheen of white frost covers it, then larger crystals of clear ice form around it. In seconds a large bristling ball of rock-hard ice spikes surrounds your fist, a cold mist enshrouding your forearm.

 

You can attack with your fist in all respects as if you were wearing a +1 spiked gauntlet. The +1 spiked gauntlet deals normal damage for your size and 1d4 points of cold damage. Damage reduction applies to the ice gauntlet’s normal damage, but it does not affect the cold damage. If you fail a saving throw against a fire effect, the ice gauntlet melts and the spell ends.

 

ICE KNIFE

Conjuration (Creation) [Cold]
Level: Assassin 2, sorcerer/wizard 2
Components: S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One icy missile
Duration: Instantaneous
Saving Throw: Fortitude partial or Reflex half; see text
Spell Resistance: Yes

 

You shake your hand as if to free it from some substance you disdain. As you do, a magical shard of ice blasts from your hand and speeds to its target, the sound of cracking ice following in its wake.

 

You must succeed on a normal ranged attack to hit (with a +2 bonus on the attack roll for every two caster levels). If it hits, an ice knife deals 2d8 points of cold damage and 2 points of Dexterity damage (a successful Fortitude save negates the Dexterity damage). Creatures that have immunity to cold also take no Dexterity damage automatically.

 

A knife that misses creates a shower of ice crystals in a 10- foot-radius burst (see Missing with a Thrown Weapon, PH 158, to determine where the shard hits). The icy burst deals 1d8 points of cold damage to all creatures within the area (Reflex half).

 

Material Component: A drop of water or piece of ice.

 

ICELANCE

Conjuration (Creation)
Level: Druid 3, sorcerer/ wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One lance of ice
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

 

You clutch the quartz in your hand, focusing the energy of the spell into a sharp spear.

 

With a thought, you send it whistling through the air at your foe.

 

You must succeed on a normal ranged attack to strike a target with an icelance.

 

You gain a +4 bonus on your attack roll. If you hit, the icelance deals 6d6 points of damage to the target. Half of this damage is piercing damage; the rest is cold damage. In addition, the target must make a Fortitude save or be stunned for 1d4 rounds. Regardless of the result of the attack, the icelance shatters upon its first use.

 

Focus: A 50-gp clear quartz gemstone.

 

Alternatively, if you are in a cold region, you can substitute 10 pounds of ice or snow for the quartz.

 

ILLUSORY FEAST

Illusion (Pattern) [Mind-Affecting]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 40-ft.-radius spread
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

 

Your stomach growls as an entire feast appears in the distance. You perceive the composition of the feast continuously shifting, its contents sometimes appealing to the point where you almost forget it is an illusion.

 

Tantalizing food and drink appears, causing creatures in the area to stop what they are doing and eat. A creature in the area that fails its save stops its current activities, drops held or carried items, and begins consuming the illusory food and drink. The food looks, feels, smells, tastes, and even sounds real to the affected creature, and it appears to be whatever kind of food the creature prefers. The creature is considered dazed. An attack on an affected creature frees it from the spell immediately. Sightless creatures are affected by this spell due to its effect on all the senses. Creatures that do not eat are unaffected by this spell.

 

Material Component: A piece of trail rations.

 

ILLUSORY PIT

Illusion (Glamer)
Level: Sorcerer/wizard 6
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft. cube/level
Duration: Concentration + 1 round/ level
Saving Throw: Will disbelief
Spell Resistance: No

 

You shove downward with your hand, speaking the spell’s arcane words as you do so. The ground disappears where you indicate, forming an impossibly deep pit.

 

You create the illusion of a pit, and each creature entering or within the area is forced to make a Will save or believe the floor on which it stands has become a bottomless chasm. Those that fail their saves fall prone and are unable to take any action except clawing desperately at the floor in the hopes of stopping their apparent fall. An attack on an affected creature frees it from the effect of the illusion but leaves it stunned for 1 round. Likewise, when the spell ends, creatures that believed they were falling are stunned for 1 round.

 

Flying creatures passing over an illusory pit are unaffected by the spell.

 

IMBUE FAMILIAR WITH SPELL ABILITY

Universal
Level: Sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Familiar touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

Upon completion of this spell, you feel as if you had just cast a number of spells in quick succession. Your familiar gives you a knowing nod.

 

This spell allows you to transfer a number of your spells and the ability to cast them into your familiar. Spontaneous spellcasters, such as sorcerers, can imbue a familiar with any spells they know how to cast, subject to the restrictions below. Arcanists who prepare spells, such as wizards, can imbue a familiar with any spell they have currently prepared. In either case, you can imbue one spell per three caster levels, with a maximum spell level of one-third your caster level, rounded down (maximum 5th level). Multiple castings of imbue familiar with spell ability have no effect on these limits.

 

The transferred spell’s variable characteristics (range, duration, area, and so on) function according to your level. Once you cast imbue familiar with spell ability on your familiar, both the spell slot from which you cast the spell and the spell slots of the transferred spells remain unavailable for the preparation or casting of new spells until the familiar uses the transferred spells or imbue familiar with spell ability expires.

 

The spell can be dispelled; if this happens, the spells transferred are lost as if the familiar had cast them.

 

In an antimagic field, the familiar loses the ability to cast the imbued spells, but regains it again if it leaves the field (as long as the spell’s duration hasn’t expired).

 

If any transferred spell requires a focus or material component, you must have it on your person when the spells are cast (components are consumed as normal without requiring you to bring them to hand). Any XP costs from a transferred spell are deducted from your total when the familiar casts the spell.

 

IMPERIOUS GLARE

Necromancy [Fear, Mind-Affecting]
Level: Sorcerer/wizard 6
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One living creature/level, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

 

You regard your foes with a steely glare that would peel paint from a wagon. Motes of dark energy dance before your eyes and they, to a body, freeze in fear.

 

The targets must make successful Will saves or cower. The saving throw DC to resist this effect is either the normal save DC for the spell or the save DC for your natural frightful presence ability, whichever is higher. You cannot cast this spell if you do not have a frightful presence ability, either natural or magically bestowed (such as from the aura of terror spell, for example).

 

IMPLACABLE PURSUER

Divination
Level: Assassin 4, blackguard 4, ranger 4
Components: V, S
Casting Time: 1 minute
Range: Long (400 ft. + 40 ft./level); see text
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes

 

With this spell, you become an unerring tracker, instantly aware of your quarry’s location whenever it’s on the move.

 

The implacable pursuer spell gives you the direction and distance to the target creature whenever it finishes a turn more than 10 feet away from where it started. If you are a ranger, you apply your favored enemy bonus to the DC of the Will save.

 

Once you successfully target a creature with implacable pursuer, you know its location as long as the subject is moving, no matter where it goes on the same plane. Even if it leaves the plane, implacable pursuer tells you what plane the subject creature went to. The spell then provides no further information until you and the subject creature are on the same plane, in which case the spell resumes functioning normally.

 

IMPROVISATION

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

 

With an elaborate flourish and call for luck, you toss the dice in your hand into the air.

 

Immediately you feel as though fate favors you, filling you with confidence.

 

You gain access to a floating “pool” of luck, which manifests as bonus points you can use as desired to improve your odds of success at various tasks. This bonus pool consists of 2 points per caster level, which you can spend as you like to improve attack rolls, skill checks, and ability checks, although no single check can receive a bonus greater than one-half your caster level.

 

You must declare any bonus point usage before the appropriate roll is made.

 

Used points disappear from the pool, and any points remaining when the spell ends are wasted. These points count as luck bonuses for the purpose of stacking.

 

For example, a 14th-level bard pauses while chasing a pickpocket to cast improvisation. At any time during the next 14 rounds, he could use the points to provide himself a +7 luck bonus on a Spot check, a +7 luck bonus on a Climb check, and a +7 luck bonus on two of his attacks.

 

Material Component: A pair of dice.

 

INCITE

Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 1, cleric 1, sorcerer/ wizard 1
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Creatures in a 10-ft. burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

 

You cast this spell and your opponent is swallowed in a spiral of sparkling motes that urge your targets to act.

 

Affected creatures are not allowed to delay or to ready an action. If a subject is currently delaying, it acts as soon as the spell is cast. If the subject currently has an action readied, it loses that action.

 

INCORPOREAL ENHANCEMENT

Necromancy [Evil]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One incorporeal undead/ level
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

 

Calling upon the dark power of the Plane of Negative Energy, you bolster the power of incorporeal undead.

 

The undead affected by this spell gain a +1 deflection bonus to Armor Class, +1d8 bonus hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus to turn resistance. Each of these enhancements improves by the base amount for every five caster levels beyond 5th, so that a 20th-level caster grants undead +4 to AC, +4d8 bonus hit points, +4 on attack rolls, and +8 to turn resistance.

 

INCORPOREAL NOVA

Necromancy [Death]
Level: Cleric 5, sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 50-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

 

A nova of dissolution dissipates the immaterial bodies of incorporeal and gaseous creatures, destroying them instantly.

 

The spell destroys 1d4 HD worth of creatures per caster level (maximum 20d4) in the area. Usually, creatures such as shadows, wraiths, spectres, ghosts, and similar creatures are destroyed, though vampires and living creatures in gaseous form are also affected, as are other incorporeal creatures. Creatures with the fewest HD are affected first; among creatures with equal HD, those that are closest to the point of origin of the burst are affected first. No creature with 9 or more HD is affected, and HD that are not sufficient to affect a creature are wasted.

 

INDOMITABILITY

Abjuration
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level or until discharged
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)

 

The spell’s energy makes you feel impervious to wounds, if only for a limited time.

 

The indomitability spell protects its recipient from the first incapacitating attack the creature suffers during the spell’s duration. An incapacitating attack is one that would reduce the recipient to fewer than 1 hit point.

 

The attack must be one that deals damage; the indomitability spell offers no protection from nondamaging effects or attacks that kill or destroy without dealing any damage, such as death effects. Regardless of how much damage the attack deals, the recipient of the indomitability spell takes only enough damage to be reduced to 1 hp.

 

The remaining damage from the attack is ignored. Once the spell protects the subject in this manner, the spell is discharged.

 

INFERNAL THRENODY

Evocation [Evil, Sonic]
Level: Bard 3
Components: V, S
Casting Time: 1 round
Range: 50 ft.
Area: 50-ft.-radius emanation centered on you
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

 

The melody you create is a low but melodious dirge that blankets the area in a barely perceptible red aura. You feel invigorated with dark power.

 

You can strike up a pulsing, powerful rhythm that temporarily boosts by 2 the effective caster level of each evil-aligned divine spellcaster within range. This increase does not grant access to additional spells, but it does improve all spell effects that are dependent on caster level. Within the spell’s area, each evil-aligned divine spellcaster gains a +4 profane bonus on Charisma checks to rebuke undead, and each good-aligned divine spellcaster takes a –4 profane penalty on Charisma checks to turn undead.

 

INFERNAL TRANSFORMATION

Transmutation [Evil]
Level: Cleric 7

 

This spell functions like lesser infernal transformation, except when you cast this spell, you assume the physical appearance and many of the qualities and abilities of a bone devil (MM 52).

 

While under the effect of the spell, your creature type changes to outsider (baatezu, evil, lawful), and your size changes to Large. You have the space and reach of a bone devil (10 feet/10 feet). You gain a +4 profane bonus to Strength and Constitution and darkvision out to 60 feet. You gain damage reduction 5/good.

 

You also grow a tail like that of a scorpion. Whenever you take a full attack action, you can use the tail to make an additional attack each round at your highest attack bonus. A successful attack deals 3d4 points of damage + your Str modifier. This attack overcomes damage reduction as if it were an evil weapon. Creatures hit by the tail attack must make a Fortitude saving throw (DC 10 + 1/2 character level + Con modifier) or be subjected to poison (injury, initial damage 1d6 Str, secondary damage 2d6 Str). Your equipment grows to match your new size and form, allowing the tail attack to function even if you are wearing heavy armor or other restrictive clothing.

 

You gain the ability to speak and understand Infernal.

 

INFERNAL TRANSFORMATION, LESSER

Transmutation [Evil]
Level: Cleric 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

 

Your blood runs cold as a feeling of utter evil imbues you with unholy power. A cackle of sadistic glee escapes your changing mouth, and you feel your body grow in both size and power.

 

When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a bearded devil (MM 52). While under the effect of the spell, your creature type changes to outsider (baatezu, evil, lawful), and your size changes to Medium. You have the space and reach of a bearded devil (5 feet/5 feet). You gain a +2 profane bonus to Strength and Constitution and darkvision out to 60 feet.

 

You grow a snaky beard.

 

Whenever you take a full attack action, you can use the beard to make an additional attack each round at your highest attack bonus plus all appropriate modifiers. A successful attack deals 1d8 points of damage + your Str modifier.

 

This attack overcomes damage reduction as if it were an evil weapon.

 

Creatures hit by the beard attack must make a Fortitude saving throw (DC 10 + 1/2 character level + Con modifier) or be affected by the devil chills disease (DMG 292). You gain the ability to speak and understand Infernal.

 

INFERNAL WOUND

Transmutation [Evil]
Level: Cleric 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

 

You wave your hands over the blade and it takes on a gray pallor. Its attacks will now leave a lingering, painful memory in their wake.

 

A creature injured by a weapon with infernal wound cast upon it loses 2 additional hit points each round for the duration of the spell (regardless of how many times it is struck during that time). The continuing hit point loss can be stopped by a Heal check (DC 10 + spell level + your relevant ability modifier), a cure spell, or a heal spell.

 

INFERNO

Transmutation [Fire]
Level: Druid 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Target: One creature
Duration: 6 rounds; see text
Saving Throw: Fortitude negates and Reflex partial; see text
Spell Resistance: Yes

 

Singling out the target, you call upon elemental forces to surround it in fire.

 

The target of the inferno takes 6d6 points of fire damage unless it makes a Fortitude save. In each round thereafter, the fire deals 1d6 fewer points of damage (minimum 1d6) until the spell ends or the subject manages to extinguish the flames. Thus, the fire deals 5d6 points of damage in the second round, 4d6 points in the third round, and so forth.

 

Flammable, nonmagical items carried by the target automatically fail their saves to resist this damage.

 

After the first round, the subject can attempt a DC 15 Reflex save as a full-round action to extinguish the flames before taking additional damage. Rolling on the ground (the subject becomes prone) allows the target a +2 bonus on this save. Leaping into a large body of water or magically extinguishing the flames automatically ends the effect.

 

Material Component: A gob of beeswax.

 

INFESTATION OF MAGGOTS

Necromancy
Level: Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/2 levels
Saving Throw: Fortitude negates
Spell Resistance: Yes

 

You touch your foe with the dust of dead flies on your fingers, giving birth to hundreds of writhing maggots in his flesh.

 

With a successful melee touch attack, you infest a creature with maggotlike creatures. If the touched creature fails a Fortitude saving throw, the magical maggots deal 1d4 points of Constitution damage each round at the beginning of your turn. The subject makes a new Fortitude save each round

 

to negate the damage in that round and end the effect.

 

The infestation can be removed with a remove disease or heal spell.

 

Material Component: A handful of dead, dried flies.

 

INHIBIT

Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 1, cleric 1, sorcerer/ wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

 

You cast this spell and a spiral of dark motes surrounds your foe, slowing and distracting him from the task at hand.

 

You inhibit your foe from acting.

 

The subject is forced to delay until the following round, acting immediately before you on your initiative count.

 

INKY CLOUD

Conjuration (Creation)
Level: Cleric 2, sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.

 

Ar ea: 30-ft.-radius spread centered on you
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

 

Black bubbles of ink boil up from the vial in your hand and quickly spread to fill all the water around you with darkness, blocking your vision.

 

You create an inky cloud that billows out from your location. The cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment.

 

A moderate current disperses the cloud in 4 rounds; a strong current disperses the cloud in 1 round.

 

This spell functions only underwater.

 

Material Component: A small vial containing the ink of a squid or octopus.

 

INSIDIOUS RHYTHM

Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 1
Components: V, S
Casting Time: 1 immediate action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

 

You recite a foolhardy ditty, tapping your foot in time. With a wink and a grin you mark your target, who shortly thereafter follows suit.

 

The subject takes a –4 penalty on Intelligence-based skill checks and Concentration checks due to an endlessly recycling melody stuck in its mind. Whenever the subject attempts to cast, concentrate on, or direct a spell, it must succeed on a Concentration check (DC equal to insidious rhythm’s save DC + spell’s level) or fail at the attempt.

 

INSIGHTFUL FEINT

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

 

With a chuckle you whisper the words that will make your ruse more effective.

 

You gain a +10 insight bonus on the next single Bluff check that you make to feint in combat (if it is made before the start of your next turn). You can make the feint as a move action, or once as a free action if you have the Improved Feint feat.

 

INSPIRATIONAL BOOST

Enchantment (Compulsion) [Mind- Affecting, Sonic]
Level: Bard 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round or special; see text

 

You concentrate on assisting your friends as you begin the short chant and simple handchopping motion necessary to cast the spell.

 

As you finish, the spell’s chant allows you to segue easily into bolstering your allies.

 

While this spell is in effect, the morale bonus granted by your inspire courage bardic music increases by 1.

 

The effect lasts until your inspire courage effect ends. If you don’t begin to use your inspire courage ability before the beginning of your next turn, the spell’s effect ends.

 

INSTANT LOCKSMITH

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

 

You point at a mechanism, twist your hand, and make a clicking sound with your tongue. You now have a better idea of how the mechanism works.

 

You can make one Disable Device check or one Open Lock check in this round as a free action. You gain a +2 insight bonus on the check.

 

INSTANT REFUGE

Evocation
Level: Sorcerer/wizard 9
Components: V, S, M, XP
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Until discharged

 

You set invisible arcane triggers within your mind and body, allowing you to escape great peril in an instant.

 

This powerful variant of the contingency spell automatically transfers you and everything you carry or touch (except for other creatures or objects that weigh more than 50 pounds) to a locale you name.

 

When casting instant refuge, you must specify the locale and detail up to six specific conditions that trigger the spell.

 

When any of these situations occurs, you are whisked away to the location.

 

The location can be any place you have visited, even on another plane.

 

Material Component: A concoction made from demon skin and rare herbs worth 250 gp.

 

XP Cost: 100 XP.

 

INSTANT SEARCH

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

 

By pointing at a small area nearby and whistling briefly, you release the power of the spell, granting you knowledge of the area you indicated.

 

You can make one Search check in this round as a free action. You gain a +2 insight bonus on the check.

 

INTERPLANAR MESSAGE

Evocation [Language-Dependent]
Level: Cleric 3
Components: V, S
Casting Time: 1 standard action
Range: See text
Target: One creature
Duration: 24 hours/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

Your spell creates a bond between yourself and the creature you touch, a bond unbroken even by the distance between planes.

 

This spell allows you to send a limited message of twenty-five words or less to the targeted creature, who can be on another plane when the message is received.

 

Casting the spell takes a standard action, during which you touch the creature you intend to communicate with.

 

That creature should be able to understand a language you know (otherwise, when the magic is activated, the creature knows that you sent the message, but has no idea what the message is). At any time afterward, you can send your interplanar message to that creature.

 

The message pops into the target’s mind, awake or asleep, and the target is aware that the message has been delivered. If the message arrives when the target is asleep, it might appear as a vivid dream that the target remembers upon awakening.

 

This spell does not obligate nor force the creature you communicate with to act. The target cannot reply to tell you its plans or intentions. The message travels through the Astral Plane to reach its target, so the spell cannot reach planes separate from (not coterminous to or coexistent with) the Astral Plane.

 

You can have only one interplanar message active at any given time.

 

INTERPLANAR TELEPATHIC BOND

Divination
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: You plus one willing creature/3 levels, no two of which are more than 30 ft. apart
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

 

You crush the eggshells as you cast this spell, indicating your comrades in the party. Now, regardless of where they might end up, you will able to communicate with them.

 

This spell functions like Rary’s telepathic bond (PH 268), except that the communication functions both on the same plane and across planes.

 

Material Component: Pieces of eggshell from two different kinds of creatures.

 

INVISIBILITY, SUPERIOR

Illusion (Glamer)
Level: Sorcerer/wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./ level
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

 

As you complete the spell, your senses dull somewhat. Upon releasing the spell’s energy on your desired subject, your senses clear, although the spell’s recipient can no longer be perceived.

 

This powerful glamer functions like invisibility (PH 245), except that it masks image, scent, and sound alike, concealing the subject from all senses except touch. As with greater invisibility, this spell doesn’t end if the subject attacks. While invisible, the subject exudes no scent and is undetectable by scent, blindsense, tremorsense, and blindsight.

 

Superior invisibility renders the recipient immune to detection by see invisibility, faerie fire, glitterdust, invisibility purge, and dust of appearance, although creatures under the effect of the spell can be detected by true seeing. Certain mundane conditions (such as leaving footprints) can also render a subject detectable.

 

INVISIBILITY, SWIFT

Illusion (Glamer)
Level: Assassin 2, bard 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

 

With a whispered syllable you complete the spell. You notice that others look past you as if you weren’t there.

 

This spell functions like invisibility (PH 245), except as noted above.

 

IRON BONES

Level: Cleric 4, sorcerer/wizard 4

 

A brief flash engulfs your undead ally, and through its flesh you can see its skeleton. The skeleton glows a dusky red for a moment.

 

This spell functions like stone bones (page 208), except that the subject creature’s skeleton changes to iron.

 

The creature gains a +6 natural armor bonus to AC.

 

Arcane Focus: A miniature skull made out of iron or steel.

 

IRON SILENCE

Transmutation
Level: Assassin 2, bard 2, cleric 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One suit of armor touched/ 3 levels
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

 

As you imitate a clanking noise you brush your hand over the armor you wish to silence. The armor glows softly orange for a moment before the glow fades. A closer look reveals what looks like orange grease in the joints of the armor.

 

While this spell is in effect, the armor check penalty from the affected suit or suits of armor does not apply on Hide and Move Silently checks. Only wearers proficient in the armor’s use get this benefit when wearing the affected armor. The armor check penalty still applies to other skill checks as normal.

 

IRONGUARD

Abjuration
Level: Sorcerer/wizard 7
Components: V, S, F, M This spell functions like
lesser ironguard, except that the subject you touch is immune to magic metal as well.

 

Material Component: A tiny shield of wood, glass, or crystal.

 

Focus: A small nugget of adamantine worth 100 gp.

 

IRONGUARD, LESSER

Abjuration
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

You watch as your target’s skin lightens and takes on a translucent look.

 

The subject of lesser ironguard becomes immune to nonmagical metal. Metal items (including metal weapons) simply pass through you, and you can walk through metal barriers such as iron bars. Magic metal affects you normally, as do spells, spell-like abilities, and supernatural effects. Attacks delivered by metal items (such as poison on a dagger) affect you normally. If the spell expires while metal is inside you, the metal object is shunted out of your body (or you away from the metal, if it is an immovable object such as a set of iron bars). You and the object each take 1d6 points of damage as a result (ignoring the object’s hardness for determining damage to it).

 

Because you pass through metal, you can ignore armor bonuses from nonmagic metal armor on opponents you attack with unarmed attacks.

 

Material Component: A tiny shield of wood, glass, or crystal.

 

IRONGUTS

Abjuration
Level: Bard 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: Will negates
Spell Resistance: Yes

 

You mutter the spell and uncork a bottle with a noxious concoction of scorpion venom, toad sweat, adder venom, and the strained brains of carrion crawlers. The poisonous liquid evaporates into a black cloud that surrounds your hand as you reach out to touch the target.

 

You enable a creature to better fight off the effect of poison. The subject is filled with antitoxin and gains a +5 alchemical bonus on Fortitude saves against all kinds of poisons, whether injury, contact, ingestion, or inhalation. After the spell ends, the subject is nauseated for 1 round.

 

Material Component: A vial containing the diluted poison of four different creatures.

 

IRONTHUNDER HORN

Transmutation [Sonic]
Level: Bard 1, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

 

The last words of your spell boom out with a thundering roar, knocking the foes in your path off their feet.

 

You create a deep resonant vibration that can shake creatures off their feet.

 

Creatures in the area must succeed on a Reflex saving throw or fall prone.