Abjuration
Level: Druid 4, ranger 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: You and one other creature/ level
Duration: 10 minutes/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Others watch you speak the spell, and
the earth opens up and swallows you whole.
You remain safe and secure beneath
the ground, untouched by events above.
You cannot enter a land womb through stone
or rock, only through tillable soil. The land womb holds you secure 10 feet
below the surface.
Anyone in a land womb cannot be perceived
by divination spells of 4th level or less.
You can bring one additional creature per
caster level with you into the land womb.
All creatures to be brought into the land womb must be touching each other (for instance,
holding hands in a ring).
Land womb creates an underground space large enough
to hold all target creatures. While space is tight, spellcasting by targets is
still possible while in the confines of the spell’s effect. You can no longer
hear or see anything on the surface by nonmagical means.
You can end the spell at will, but those
who are with you cannot. At the end of the spell’s duration, all within the
land womb return to the spot where they stood before the spell took effect.
Transmutation
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
With a low thrumming sound, a blue
beam lances from your finger to strike your foe and weaken him.
You must succeed on a ranged touch attack
with the ray to strike a target.
This ray causes creatures it hits to become
weak and slow for the spell’s duration. A struck creature takes a penalty to
Strength equal to 1d6+1 per two caster levels (maximum 1d6+10). In addition, a
subject that fails a Will save is slowed.
The spell’s slow effect counters and is countered by haste.
Transmutation
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
Rushing to the body of your fallen
ally, you call out magic words that will bring back life and breath to your
friend.
Last breath restores life to a recently deceased
creature, creating a new body for the returning spirit to inhabit.
However, the spell must be cast within 1
round of the victim’s death. This spell functions like reincarnate (PH 270), except that the reincarnated
creature receives no level loss, no Constitution loss, and no loss of spells.
The creature has –1 hit points (but is stable).
Material Component: Rare oils and unguents worth a total of at
least 500 gp, spread over the remains.
Transmutation
Level: Sorcerer/wizard 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One crossbow bolt in your possession
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The crossbow bolt in your hand glows
a bright red, then flies off at your foe.
You cast this spell on a crossbow bolt,
causing it to fly at a target of your choice as if you had fired it from a
light crossbow, using a ranged attack roll. The bolt has a range increment of
80 feet. Any properties of the crossbow bolt (such as magical abilities,
masterwork quality, and so on) or feats you possess (such as Point Blank Shot,
Weapon Focus [light crossbow], and so on) apply. Drawing a bolt for this spell
is a free action.
Material Component: The crossbow bolt to be fired (1 sp).
Transmutation
Level: Sorcerer/wizard 0
Components: S
Casting Time: 1 standard action
Range: Touch
Target: One Fine item in your possession, weighing up to 10 lb.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You hold the item and windmill your
arm in an underhanded toss. When it leaves your hand, it is bathed in an orange
glow and flies farther than you could throw any item.
You cause a Fine item in your possession to
fly at great speed to a target or location you specify, out to medium range
(100 ft. + 10 ft./level).
This spell is normally used to launch
dangerous items (flasks of acid, thunderstones, and so on) farther than you
could normally throw them. You can use this spell to make an attack with a
splash weapon. If you choose to do so, you must make an attack roll as normal,
but you suffer no penalties for range.
Evocation
Level: Paladin 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Calling to mind thoughts of justice,
you run your fingers along the weapon, imbuing it with power.
This spell functions like holy sword (PH 242), except as
follows. The weapon functions as a +5 axiomatic weapon (+5 enhancement bonus on attack rolls and damage rolls,
lawful-aligned, deals an extra 2d6 points of damage against chaotic opponents).
It also emits a magic circle
against chaos effect (as the spell).
Divination
Level: Bard 4, druid 4, ranger 1
Components: V, S, F/DF
Casting Time: 3 rounds
Range: Personal
Target: You
Duration: Instantaneous
You cast this spell and are
surrounded with a nimbus of green light. In your mind, a map unfolds of the
surrounding area, showing the cities, hamlets, and known ruins as if penned by
a cartographer. The light fades but the knowledge of the map remains.
You instantly gain an overview of the area
around you. Lay of the land gives basic information relevant to major
landmarks, such as rivers, lakes, and settlements (of at least hamlet size). It
indicates the direction and distance to each from the current location. You
have a good understanding of the terrain up to 50 miles from your current
location.
Unlike find the path, this spell does not give information on traps, passwords, or
impediments to a journey.
Arcane Focus: A small piece of lodestone.
Necromancy
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to five rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Holding your palm outward, you intone
the spell and empower it with a bit of your own life. A golden ray beams forth
from your hand, striking an undead creature where its heart should have been.
You draw forth some of your own life force
to create a beam of positive energy that harms undead. You must succeed on a
ranged touch attack with the ray to strike a target. You must make a ranged
touch attack to hit, and if the ray hits an undead creature, it deals 1d12
points of damage. Creating each beam deals you 1 point of nonlethal damage.
For every two caster levels beyond 1st, you
can create an additional ray, up to a maximum of five rays at 9th level.
If you shoot multiple rays, you can have
them strike a single creature or several creatures. You must designate targets
before you check for spell resistance or roll damage. All rays must be aimed at
enemies that are all within 30 feet of each other.
Abjuration
Level: Cleric 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
With a brush of your hand you
surround the creature in crawling shadows, a cloak of negative energy that
whirls and swims across the creature’s body.
A creature warded by this spell gains
protection from the effects of positive energy, including magical healing. The
spell can be cast upon undead to offer additional protection against the
turning abilities of clerics. The subject is immune to all positive energy
effects, including conjuration (healing) spells, channeled positive energy such
as from the turn undead ability, or other effects that derive their power from
positive energy.
This spell offers protection from the
blinding effect of the Positive Energy Plane, and warded creatures gain no
temporary hit points while there.
Abjuration
Level: Cleric 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You say a brief prayer and touch your
holy symbol to a creature. Symbols of warding and safety appear and flow out to
cover the creature in a web of protective magic before fading from sight, absorbed
into the creature’s form.
The living creature touched becomes immune
to all death spells, magical death effects, energy drain, and any negative
energy effects. In addition, the subject is immune to undead special attacks
that deal ability damage, ability drain, and magical disease (such as mummy
rot), even if these attacks do not have a magical source. (For example, the
spell prevents poison damage from the poisonous bite of an undead creature.)
This spell does not prevent such attacks from undead originating from spells,
magic items, or class abilities; only the special attacks from the undead’s
base nature are affected.
In addition, the subject’s armor or
clothing is considered ghost touch armor, and its armor bonus counts against
incorporeal attacks. (A suit of clothing is considered armor that gives +0 AC
for this purpose, though it can be enhanced with spells such as magic vestment.) This spell doesn’t remove negative
levels that the subject has already gained, nor does it affect the saving throw
necessary 24 hours after gaining a negative level.
Evocation [Good, Light]
Level: Celestia 1, cleric 1, sorcerer/ wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) Target and Effect: You and up to two rays; see text
Duration: 10 minutes/level (D) or until discharged; see text
Saving Throw: None
Spell Resistance: Yes; see text
You invoke the powers of good and you
begin to glow with the silver light of fabled Lunia, the first layer of the Seven
Mounting Heavens of Celestia.
The silvery radiance created by this spell
emanates from you in a 30-foot radius, and dim light extends for an additional
30 feet.
Beginning one turn after you cast this
spell, you can choose to expend some or all of the light of Lunia as a ray of light. You must succeed on a
ranged touch attack with the ray to strike a target. You can make a single
ranged touch attack that deals 1d6 points of damage, or 2d6 points of damage
against undead or evil outsiders, with a range of 30 feet. Spell resistance
applies to this attack. This dims your silvery radiance to half (15-foot light,
with dim light for an additional 15 feet). You can choose to fire one
additional ray with the same characteristics either on the same round or on a
subsequent round.
Firing the second ray quenches your
radiance and ends the spell.
Evocation [Good, Light]
Level: Cleric 2, sorcerer/wizard 2
This spell functions like light of Lunia, except that the radiance created is golden.
Your light rays deal 2d6 points of damage, or 4d6 points of damage against
undead and evil outsiders.
Evocation [Good, Light]
Level: Cleric 3, sorcerer/wizard 3
This spell functions like light of Lunia, except that a softy pearly radiance is created.
Your light rays deal 3d6 points of damage, or 6d6 points of damage against
undead and evil outsiders.
Alternatively, you can choose for the ray
to heal 1d6 points of damage + your divine spellcaster level (maximum 1d6+10)
to a living, non-evil creature.
Transmutation
Level: Assassin 1, ranger 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You mutter the words of this short
spell and dive down the hallway, dancing between the armed guards and out the
gate.
You provoke no attacks of opportunity when
moving.
Evocation [Electricity]
Level: Sorcerer/wizard 8
Components: V, S, M
Casting Time: 1 round
Range: Personal
Effect: Ring of electricity
Duration: 1 round/2 levels
Saving Throw: See text
Spell Resistance: Yes
Your body quakes as a ring of
crackling electricity explodes from your chest to whirl about you.
The ring of electricity moves with you and
does not interfere with your spellcasting or attacks, or with others attacking
you. As long as the lightning ring is in effect, you gain resistance to
electricity 20. At the beginning of your turn each round, adjacent creatures
take 10d6 points of electricity damage, or half that with a successful Reflex
save.
In addition, each round as a free action at
the beginning of your turn, you can direct two lightning bolts that deal 5d6
points of electricity damage each, exactly as the lightning bolt spell (caster level 5th), in any directions
you choose. Each bolt can be aimed separately. A creature struck by one of
these bolts can make a Reflex save for half damage. The DC for this save is
calculated for an 8th-level spell, even though the bolts mimic a 3rd-level
spell.
Material Components: A small glass ring and a bit of fur from
any animal.
Abjuration [Mind-Affecting]
Level: Paladin 1
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 touch your ally while intoning
the spell.
Where your finger touches, a warm
glow appears, then fades.
The subject gains immunity to fear effects.
Material Component: A hair from a lion’s mane.
Transmutation
Level: Druid 3, ranger 2
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You cast the spell and a nimbus of
yellow energy in the form of a lion surrounds you.
This spell grants you the pounce special
ability (MM 313), allowing you to make a full attack at
the end of a charge.
Evocation [Sonic]
Level: Cleric 8, Courage 8
Components: V, S, DF
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft.-radius burst centered on you
Duration: Instantaneous or 1 minute/level
Saving Throw: Fortitude partial or Will negates (harmless); see text
Spell Resistance: Yes or Yes (harmless); see text
You open your mouth and emit a
tremendous roar, a sound like a lion but as loud as a mountain falling.
All enemies within the spell’s area take
1d8 points of sonic damage per two caster levels (maximum 10d8) and are stunned
for 1 round. A successful Fortitude save halves the damage and negates the
stunning effect.
In addition, all allies within the spell’s
area gain a +1 morale bonus on attack rolls and saves against fear effects,
plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+20
temporary hit points at caster level 20th).
Divination (Scrying)
Level: Bard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Effect: Magical sensor
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
Rubbing two coins together with your
fingers, you whisper arcane words into them. Holding one to your ear
surreptitiously, you hand over the other.
You turn two ordinary coins into magic
listening devices—one a sensor and the other a receiver. After casting the
spell, you simply give the sensor coin away, either surreptitiously or overtly.
By holding the receiver coin up to your
ear, you can hear whatever transpires near the sensor as if you were there
(much like a clairaudience effect). If the sensor coin is in a pocket,
pouch, or sack, the DC of the Listen check increases by 5.
The coins continue to function no matter
how far apart they are, although they fall silent if they’re on different
planes.
Focus: The pair of coins.
Divination
Level: Druid 2, ranger 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
You feel conscious of your ears as
they warm noticeably. Sounds that seem as though they should be muffled become
clear to you.
You gain a +4 insight bonus on Listen
checks. In addition, if you have 5 or more ranks in Listen, you gain blindsense
out to 30 feet. If you have 12 or more ranks in Listen, you gain blindsight out
to 15 feet.
A silence spell or effect
negates the blindsense or blindsight granted by a listening lorecall spell.
Transmutation
Level: Bard 2, sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius emanation centered on you
Duration: Up to 12 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Beating a small drum and singing a
marching tune, you exhort your allies to struggle on.
Once you cast this spell, the speed of you
and all allies within 30 feet of you increases by 10 feet.
You and other affected creatures can only
benefit from this spell by refraining from taking any actions other than move
actions. When one of the affected creatures takes any other kind of action,
this spell ends.
Focus: A small drum.
Divination
Level: Ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
You eyes glow green and you can now
see the trails laid down almost a month ago, as clearly as if your quarry had
just passed through.
You perceive tracks as if they had just
been made. You must notice the prints normally with a successful Search or
Survival check, but this eliminates any penalties to your tracking due to the
passage of time or any rainfall since the making of the trail. This spell has
no effect on tracks more than thirty days old.
Necromancy
Level: Cleric 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You invoke the will of your gods and
your skin sags and becomes sallow, your eyes hollow, and your flesh foul and
rotted.
This spell imparts a physical
transformation upon the subject, not unlike the process that produces a zombie.
While the subject does not actually become
undead, its vital processes are temporarily bypassed with no seeming ill
effect. The subject is not subject to sneak attacks and critical hits for the
duration of the spell, as if it were undead.
While the spell is in effect, the subject
takes a –4 penalty to its Charisma score (to a minimum of 1).
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 3
Components: V
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Dirgelike music fills the area,
reminding those in range of lost loves and life’s disappointments.
Creatures within the area of this spell
that fail their saves take 1d6 points of Wisdom damage and are nauseated for
1d4 rounds.
Transmutation
Level: Assassin 1, druid 1, ranger 1, sorcerer/wizard 1
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You pass your hand over the subject’s
eyes and murmur the arcane words. Its eyes grow larger, and when it opens them,
the pupils are speckled with tiny silvers of starlight.
The subject creature gains low-light
vision.
Arcane Material Component: A small candle.
Abjuration [Lawful]
Level: Paladin 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: One willing creature touched/3 levels
Duration: 10 minutes/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Upon invoking the divine words,
glowing silver runes encircle your allies’ heads. The runes quickly fade, but
the resolve they instilled remain.
You protect the subjects against
mindaffecting spells and abilities, giving them a +3 sacred bonus on saving
throws against such effects. The spell also helps prevent them from being
magically compelled to harm you or anyone else affected by this spell.
Any attempt to make a loyal vassal do so
(whether the originating effect occurred before or after this spell was cast)
counts as a suicidal order, triggering appropriate responses and possibly
ending the controlling spell.
If the subjects willingly attempt to harm
you, the spell is broken for them immediately.
Transmutation [Light]
Level: Cleric 6, sorcerer/wizard 5
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes; see text
The eternal energies of light and
darkness you call upon to cast this spell cause the ambient light near you to
coalesce around the crystal rod in your hand. The light erupts in a coruscating
beam of radiance shaped like a needle-sharp lance.
You must succeed on a ranged touch attack
with the ray to strike a target. A creature struck is blinded for 1 round, and
dazzled for 1 round per caster level.
A creature sensitive to bright light (such
as a drow, duergar, or kuo-toa) takes penalties as if it had been exposed to
full daylight for 1 round if struck by the beam, even if it resists the spell’s
other effects.
In addition to this dazzling effect, lucent lance deals damage based on the level of light
available within your square. In bright light, it deals 1d6 points of damage
per caster level (maximum 15d6). In shadowy illumination, it deals 1d4 points
of damage per caster level (maximum 15d4). If no light is present in your
square, the spell cannot be cast at all.
Focus: A clear glass or crystal rod.
Evocation [Light]
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
At the corners of your vision you see
a brightly glowing light. Wherever you look, that area fills with light as
bright as a torch.
This spell causes your eyes to glow with an
unearthly radiance. The glow from your eyes provides light as per the light spell. Each creature within a 20-foot
radius of you is dazzled as long as they remain with range. Sightless creatures
are unaffected.