MADDENING SCREAM... 1

MADDENING WHISPERS. 2

MAELSTROM... 2

MAGE ARMOR, GREATER.. 3

MAGE ARMOR, MASS. 3

MAGE HAND, GREATER.. 3

MAGIC FANG, SUPERIOR.. 4

MAGIC MIASMA.. 4

MALEVOLENT MIASMA.. 5

MAKE MANIFEST. 5

MAKE MANIFEST, MASS. 5

MANTLE OF CHAOS. 6

MANTLE OF EVIL. 6

MANTLE OF GOOD.. 6

MANTLE OF THE ICY SOUL. 7

MANTLE OF LAW... 7

MANYJAWS. 7

MARK OF THE HUNTER.. 8

MARK OF THE OUTCAST. 8

MARKED OBJECT. 9

MASTER AIR.. 9

MASTER EARTH.. 10

MASTER’S TOUCH.. 10

MAW OF CHAOS. 11

MAW OF STONE. 11

MECHANUS MIND.. 12

MEMORY ROT. 12

MESMERIZING GLARE. 13

METAL MELT. 13

MIASMA.. 13

MIASMA OF ENTROPY.. 14

MIND POISON.. 14

MINDLESS RAGE. 15

MINOR DISGUISE. 15

MISER’S ENVY.. 16

MOMENT OF CLARITY.. 16

MONSTROUS THRALL. 17

MOON BLADE. 17

MOON BOLT. 18

MOON LUST. 18

MOON PATH.. 19

MOONBEAM... 19

MOONBOW... 20

MOONFIRE. 20

MOUNTAIN STANCE. 21

MURDEROUS MIST. 21

MADDENING SCREAM

Enchantment (Compulsion) [Mind-Affecting]
Level: Madness 8
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes

 

With an incomprehensible word and the touch of a hand wrapped in black magic, you reduce your foe to a screaming lunatic.

 

This spell makes it impossible for the victim to do anything other than race about caterwauling. The creature must move its speed each turn, unless somehow prevented, and can take no other action. The spell gives the subject a –4 penalty to Armor Class, its Reflex saving throws fail except on a roll of 20, and the subject cannot use a shield.

 

MADDENING WHISPERS

Enchantment (Compulsion) [Mind-Affecting]
Level: Sorcerer/wizard 8
Components: V
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

 

As you mutter this spell, your words burrow into your foes’ minds like hungry maggots, spawning dark and disturbing thoughts.

 

You can choose to inflict one of the following conditions upon any creatures that fail their saving throws.

 

Hysteria: The subjects fall into fits of uncontrollable laughing or crying (equal chance for either). This hysteria affects subjects as though they were nauseated; they are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention.

 

The only action a subject can take is a single move action per turn.

 

Panic: The subjects become panicked.

 

If cornered, a panicked creature cowers.

 

Violent Hallucinations: The subjects perceive any nearby creatures as dangerous enemies, attacking the nearest ones and fighting until the subjects are slain or until no more creatures are in sight.

 

Stupor: The subjects curl up on the floor and remain oblivious to events around them. Characters in a stupor are effectively stunned and prone.

 

MAELSTROM

Conjuration (Creation) [Water]
Level: Druid 8, Ocean 8
Components: V, S, DF
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: A whirlpool 120 ft. wide and 60 ft. deep
Duration: 1 round/level
Saving Throw: Reflex negates; see text
Spell Resistance: No

 

Whirling about your hand and pulling it down, your magic reaches out and does the same to the water but on a titanic scale, creating a vortex of sucking waves.

 

Maelstrom causes a deadly vortex to form in water. A body of water in which you form the maelstrom must be at least 120 feet wide and 60 feet deep, or the spell is wasted.

 

Waterborne creatures or objects within 50 feet of the vortex (below and on all sides) must make successful Reflex saves or be sucked in. Trained swimmers can attempt Swim checks instead if their skill modifier is higher than their Reflex save bonus. Waterborne vessels avoid being sucked in if their operators make Profession (sailor) checks against the same DC as the spell’s saving throw. These creatures and objects take 3d8 points of damage upon being sucked in.

 

Once inside, creatures and objects take 3d8 points of bludgeoning damage each round at the beginning of your turn. They remain trapped for 2d4 rounds, after which time they are ejected to any square adjacent to the bottom of the vortex (your choice).

 

Ejected subjects might be sucked back into the vortex, but they receive a new Reflex save. Subjects of Large or smaller size are ejected from the bottom of the vortex. Larger subjects are ejected from the top.

 

MAGE ARMOR, GREATER

Conjuration (Creation) [Force]
Level: Sorcerer/wizard 3
Components: V, S

 

An invisible sheen of armor-shaped force surrounds you.

 

This spell functions like mage armor (PH 249), except that it requires no material component and its tangible field of force provides a +6 armor bonus to Armor Class.

 

MAGE ARMOR, MASS

Conjuration (Creation) [Force]
Level: Sorcerer/wizard 3
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart

 

You feel arcane energy encompass you, granting you a sense of serenity. As you choose your targets for the spell, you see each one glow briefly with a silver aura.

 

This spell functions like mage armor (PH 249), except that it affects multiple creatures.

 

MAGE HAND, GREATER

Transmutation
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One object or creature weighing up to 40 lb.
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes

 

You cast the spell, and your hand is suffused with a ghostly white radiance. You point your finger at the target across the room, and it slowly rises in the air.

 

A greater mage hand spell can lift an object and move it at will from a distance. As a move action, you can propel the target up to 20 feet in any direction, although the spell ends if the distance between you and the subject ever exceeds the spell’s range.

 

A creature can negate the effect against an object it possesses with a successful Will save or if you fail to overcome its spell resistance.

 

An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. The spell has an effective Strength of 10.

 

MAGIC FANG, SUPERIOR

Transmutation
Level: Druid 4, ranger 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

 

You speak the old words of the incantation, and your hands glow with a yellow aura that flashes at the tips of your digits.

 

Superior magic fang gives every natural weapon you possess an enhancement bonus on attack rolls and damage rolls equal to +1 per four caster levels (maximum +5 at 20th level).

 

MAGIC MIASMA

Abjuration
Level: Sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius emanation centered on a point in space
Duration: 1 round/level
Saving Throw: None; see text
Spell Resistance: No

 

A thick, sparkling cloud of billowing mist rolls into being from the point you indicate.

 

This potent spell conjures a cloud of mist that functions as a solid fog spell (PH 281). In addition, any spells cast within the fog have a –4 penalty to the spellcaster’s caster level, and the save DC of any such spell is reduced by 2.

 

Creatures within the fog, or that enter the fog, must succeed on a Will save or suffer the reduction in caster level and DC even after they leave the fog, for the duration of the spell.

 

Material Component: A small piece of quilted cloth, which must be soaked in water while the spell is cast.

 

MALEVOLENT MIASMA

Conjuration (Creation)
Level: Sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 15-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: No

 

You click the stones together in your hand and a gray fog, tinged with darker, malevolent streaks, springs up in the midst of your enemies.

 

The spell produces a toxic fog that deals 1d4 points of nonlethal damage per level (maximum 5d4). Creatures in the area that hold their breath are still subject to the effect. Creatures that are immune to poison are not affected by this spell.

 

Focus: Three polished gray stones.

 

MAKE MANIFEST

Transmutation
Level: Cleric 4, sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

 

You cast a spell that reaches into another plane and pulls another creature to your realm.

 

You can cause one creature on a coexistent plane (DMG 150), along with its personal belongings, to suddenly appear on your plane of existence. An affected creature appears in the location analogous to the space it occupied on the coexistent plane. For example, the make manifest spell allows you to cause a target on the Ethereal Plane to appear on the Material Plane, and vice versa. This spell does not grant the ability to pinpoint the location of ethereal creatures.

 

For the duration of the spell, the target creature retains all its abilities except for those that allow it to enter other planes. For example, a ghost brought in from the Ethereal Plane would be unable to return to the Ethereal Plane but would remain incorporeal. At the end of the spell’s duration, the target creature returns to whatever plane it was on before it was targeted by the spell, even if it has moved beyond the range of make manifest.

 

MAKE MANIFEST, MASS

Transmutation
Level: Cleric 6, sorcerer/wizard 8
Components: V, S, M
Area: 25-ft.-radius emanation centered on a point in space
Saving Throw: None

 

You toss a handful of copper dust into the air, and it clings to creatures invisible to you. Suddenly they’re visible and in your presence.

 

This spell functions like make manifest, except that all creatures and unattended objects on coterminous and coexistent planes within the area of this spell are instantly brought onto your plane.

 

For the duration of the spell, the target creatures retain all their abilities except for those that allow them to enter other planes. At the end of mass make manifest’s duration, objects and creatures return to their plane of origin, even if they have left the spell’s area.

 

Material Component: A handful of copper dust.

 

MANTLE OF CHAOS

Abjuration [Chaos]
Level: Cleric 3, Limbo 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes

 

You invoke the powers of chaos, and a flickering yellow field of anarchic energy surrounds you.

 

The power of this spell grants you spell resistance equal to 12 + your caster level against spells with the lawful descriptor.

 

MANTLE OF EVIL

Abjuration [Evil]
Level: Blackguard 3, cleric 3, Hades 3

 

You invoke the powers of evil, and a dark, wavering field of unholy energy wraps around you like a cloak.

 

This spell functions like mantle of chaos, except that mantle of evil grants spell resistance against spells with the good descriptor.

 

MANTLE OF GOOD

Abjuration [Good]
Level: Cleric 3, Elysium 3, paladin 3

 

You invoke the powers of good, and a shimmering white field of holy energy swaddles you.

 

This spell functions like mantle of chaos, except that mantle of good grants spell resistance against spells with the evil descriptor.

 

MANTLE OF THE ICY SOUL

Transmutation [Cold]
Level: Cleric 6, druid 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

 

As you touch the creature, a chill sweeps through you and down your arm. As the spell takes effect, the creature’s body changes hue, becoming an icy blue.

 

The subject creature gains the cold subtype, granting it immunity to cold and vulnerability to fire (the creature takes half again as much damage from fire effects).

 

A fire creature subjected to this spell does not gain the cold subtype, but it loses the fire subtype for the duration.

 

Material Component: A pinch of sapphire dust worth 10 gp.

 

MANTLE OF LAW

Abjuration [Law]
Level: Cleric 3, Mechanus 3, paladin 3

 

You invoke the powers of law, and a constant blue field of axiomatic energy surrounds you.

 

This spell functions like mantle of chaos, except that mantle of law grants spell resistance against spells with the chaotic descriptor.

 

MANYJAWS

Evocation [Force]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One pair of disembodied, flying jaws per caster level (maximum ten pairs)
Duration: Concentration, up to 3 rounds
Saving Throw: See text
Spell Resistance: Yes

 

You clamp your teeth together with the last gesture, and several disembodied jaws of blue force appear and float toward your foes, gnashing their teeth.

 

When you cast this spell, you summon several pairs of mystical, disembodied jaws that fly about and attack your foes.

 

These pairs of jaws can be commanded to attack separate targets, or multiple pairs can be sent to attack a single foe.

 

The jaws originate at your location and fly out to attack their targets, moving at a fly speed of 40 feet with perfect maneuverability. You can redirect as many of the jaws as you desire as a standard action.

 

Each round on your action, each pair of jaws automatically hits its target and deals 1d6 points of damage, or half that amount with a successful Reflex save.

 

A creature targeted by multiple pairs of jaws in a single round makes only one saving throw, with success halving the total damage.

 

Material Component: A pair of teeth.

 

MARK OF THE HUNTER

Divination
Level: Ranger 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature, which must be a favored enemy
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

 

By pointing your finger at one of your favored enemies, you mark it with a glowing rune that only you can see.

 

Your favored enemy bonuses against a foe with a mark of the hunter are 4 higher than they would otherwise be.

 

Furthermore, the rune limns your enemy, making the foe easier for you to attack. The subject of a mark of the hunter spell gains no bonus to Armor Class against your attacks from any cover less than total cover, nor does it gain a miss chance against your attacks from any concealment less than total concealment. Other effects that grant a miss chance (such as incorporeality) work normally.

 

Material Component: A bit of skin or bone from the relevant favored enemy type or subtype.

 

MARK OF THE OUTCAST

Necromancy
Level: Blackguard 1, cleric 2, druid 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

 

You select your victim for punishment and invoke the ancient words of anathema. A dull purple splotch in the shape of a skull manifests itself on your victim’s flesh, visible to all.

 

This spell creates an indelible mark on the subject’s face (or other upper body part, if the subject doesn’t have a head). The mark is visible to normal vision, low-light vision, and darkvision.

 

The wearer of such a mark takes a –5 circumstance penalty on Bluff and Diplomacy checks and a –2 penalty to Armor Class.

 

The mark cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

 

MARKED OBJECT

Divination
Level: Assassin 2, ranger 1, sorcerer/ wizard 2
Components: V, S, F
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours/level

 

By holding the small item to your nose and reciting the ancient words of power you unleash the spell. You immediately have a sense of the object’s owner such that you believe you could find further indications of the creature’s passage.

 

Upon casting this spell, you become attuned to the specific creature that owns the spell’s focus item. (A creature is considered to own an item if it was the last creature to carry the item on its person for 24 hours or more. You do not count when considering what creature was last to carry an item.) This attunement grants you a +10 bonus on Search and Survival checks made to track the item’s owner or find evidence of the owner’s passage. This spell does not give you insight into who or what the creature you are attuned to is or where that creature ultimately might be. Also, the spell does not provide a trail that is not already there nor provide you with the benefit of the Track feat.

 

Arcane Focus: An object owned by the creature or a piece of the creature to be tracked, such as a tuft of hair or a fingernail.

 

MASTER AIR

Transmutation
Level: Druid 2
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

 

You hold a feather aloft and intone the spell. Great translucent wings unfold from your back. You leap up and are airborne.

 

You sprout a pair of insubstantial feathery or batlike (your choice) wings.

 

You can fly at a speed of 90 feet with good maneuverability (60 feet if you’re wearing medium or heavy armor). Using master air requires as much concentration as walking, so you can attack or cast spells normally.

 

You can charge but not run, and you cannot carry aloft more weight than your maximum load (PH 161), plus any armor you wear.

 

Should the spell duration expire while you are still aloft, the magic fails slowly. You drop 60 feet per round for 1d6 rounds. If you reach the ground in that amount of time, you land safely.

 

If not, you fall the rest of the distance, taking falling damage normally. Since dispelling a spell effectively ends it, you also fall in this way if the master air spell is dispelled.

 

Focus: A wing feather from any bird or the wing bone of any bat.

 

MASTER EARTH

Transmutation
Level: Druid 7
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

 

The ground below your feet suddenly seems insubstantial, and you sink below the surface, moving through dirt and stone as easily as if you were flying through the air.

 

You travel straight through the earth itself to a destination you choose.

 

The movement is instantaneous and has no distance limitations (though the location must be on the same world).

 

You need only think of where you want to go. If you don’t think of an exact location, the earth carries you to the periphery of the general area you imagine.

 

The earth never leaves you stranded inside it. It always puts you back to the surface even if it cannot deliver you to your chosen destination. It takes you as far as it can. Underground, creaturebuilt structures don’t hinder you as long as you can move around them.

 

This spell functions only on the Material Plane.

 

Focus: The fossil of any animal.

 

MASTER’S TOUCH

Divination
Level: Bard 1, sorcerer/wizard 1
Components: V, F
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 minute/level (D)

 

Holding aloft an item you wish to use effectively, you address it directly with a command to obey your desire to wield it.

 

You gain proficiency with a single weapon or shield you hold in your hands when the spell is cast. The lack of a somatic component means the spell can be cast in the middle of a fight while you keep ready whatever items stand between you and danger.

 

Proficiency is granted for only a single, specific item, although multiple castings allow for multiple proficiencies.

 

For example, if you hold a short sword and a rapier, with a buckler strapped to your off hand, you could cast the spell three times, once for each weapon and once for the shield.

 

This spell does not grant proficiency for a kind or category of item (such as short swords) but only for the one specific item held in your hand at the time the spell is cast (this short sword). Should you set that item down or otherwise lose your grip on it, the proficiency does not transfer to a different item of the same kind you might pick up. However, if you recover the original item before the spell’s effect runs out, you are still proficient with that specific weapon or shield for the duration.

 

Focus: The item in whose use you wish to be proficient.

 

MAW OF CHAOS

Abjuration [Chaotic]
Level: Sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 15-ft.-radius emanation centered on a point in space
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

 

At the culmination of casting the spell you open your mouth wide as if to yawn. In imitation, the air cracks and splits, opening into a yawning area of roiling blue-green energy resembling a great mouth.

 

All creatures in the area take 1d6 points of damage per caster level in the round

 

when you cast the spell and each round

 

thereafter at the start of your turn.

 

Those damaged must also make a Will saving throw or be dazed for 1 round.

 

Second, the chaotic energy makes it difficult to concentrate. Any activity that involves concentration (such as casting a spell or using a spell-like ability) requires a Concentration check (DC 25 + spell level) to succeed.

 

Creatures with the chaotic subtype are unaffected by this spell.

 

Material Component: A jawbone with teeth.

 

MAW OF STONE

Transmutation
Level: Cavern 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One cave mouth or natural tunnel up to 20 ft. in diameter
Duration: 10 minutes/level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: No

 

The rock comes alive, opening into a huge maw of deadly stone.

 

You cause a single natural opening or natural chamber to become animated.

 

The opening or chamber cannot move, but it can attack. You can order it to attack any creature, or a specific type of creature. You also can order it to attack under a specific circumstance, such as when creatures try to leave or when they touch something.

 

An animated opening can attack only creatures that try to move through it. An animated chamber can attack every creature inside. Only one maw of stone can be in effect on a particular opening or chamber at a time.

 

The animated opening has an attack bonus equal to your level +10. The maw of stone deals damage equal to 2d8 points + your caster level.

 

An animated opening can make one immediate attack against a creature passing through. If it succeeds, the target must make a Reflex save or it cannot pass through the maw.

 

The animated stone has an Armor Class of 15 and hardness 8. Dealing 60 points of damage to it ends the spell.

 

MECHANUS MIND

Enchantment (Compulsion) [Lawful, Mind-Affecting]
Level: Mechanus 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

 

You speak the words of the spell and your mind feels clearer and more organized, as if it were mere drawers where everything was put in its proper place. Your face grows calmer and unexpressive, but your thoughts are more rational and ordered.

 

The subject gains a +4 resistance bonus on Will saving throws to resist mindaffecting spells and abilities.

 

While in the grip of Mechanus mind, the subject also becomes more analytical and less emotional. The subject gains a +2 competence bonus on Intelligence- based checks, but takes a –2 penalty on Charisma-based checks.

 

MEMORY ROT

Evocation
Level: Druid 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

 

You blow across your open palm at your opponent, and your breath coalesces into a cloud of glowing yellow spores that surround your foe’s head, driving through its scalp into the brain beneath.

 

You create a cloud of spores that infests the brain of the subject creature, gradually destroying its mind. The spores deal 1d6 points of Intelligence damage immediately. The spores then gradually eat away at the subject’s brain, dealing 1 point of Intelligence drain each round thereafter at the beginning of your turn. The subject can attempt a Fortitude save each round to combat the effect of the spores. A successful save ends the spores’ advance and halts any further Intelligence drain.

 

MESMERIZING GLARE

Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 2, sorcerer/wizard 3
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
Spell Resistance: Yes

 

You say nothing, but your eyes glow with a warm, friendly fire. Others stop to regard you, and once enraptured, they cannot look away.

 

Directing your gaze toward the target creatures, you cause them to stop and stare blankly at you. Creatures that fail their saving throws become fascinated.

 

METAL MELT

Transmutation [Fire]
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Nonmagical metal object weighing up to 5 lb./level
Duration: 1 round
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

 

 You uncork the vial and pour out its contents, and the armor you designate begins to soften and flow.

 

You alter the physical properties of a metal object so that it runs like water. The melted metal does not change temperature but flows as a liquid for 1 round

 

and then returns to its normal solid state, usually in a form resembling a puddle. An item in a creature’s possession is allowed a Will save, using the creature’s saving throw bonus unless its own is higher.

 

Material Component: A drop of mercury in a vial.

 

MIASMA

Evocation
Level: Druid 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 3 rounds/level
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

 

You hiss out a red mist that streaks toward your target despite prevailing winds and claws into his mouth and nose, choking him.

 

By filling the subject’s mouth and throat with unbreathable gas, you prevent it from doing much more than coughing and spitting. An affected creature cannot speak, cast spells with verbal components, use breath weapons, or utter command words to activate magic items, but it can otherwise act normally.

 

The subject can hold its breath for 2 rounds per point of Constitution but must make a Constitution check (DC 10 +1 per previous success) each round thereafter to continue doing so.

 

Failure on any such check (or voluntary resumption of breathing) causes the subject to fall unconscious (0 hp). On the next round, the subject drops to –1 hit points and is dying; on the third round, it suffocates (DMG 304).

 

MIASMA OF ENTROPY

Necromancy
Level: Druid 4, sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.

 

Area or Target: Cone-shaped burst or one solid object; see text
Duration: Instantaneous
Saving Throw: Fortitude half or Will negates (object); see text
Spell Resistance: Yes (object)

 

 A red mist rises from the ground as you intone this spell, billowing outward from you. Within it you see leaves curl up, scrolls rot from their spindles, and the leather armor of your foes drip from their vulnerable forms.

 

Miasma of entropy causes accelerated decay in all wood, leather, and other natural materials in the spell’s area. It destroys nonmagical objects of wood, leather, paper, and other formerly living organic matter.

 

All such objects within the area rot into slimy, pulpy masses. Objects weighing more than 1 pound per caster level are not affected, but all other objects of the appropriate composition are ruined.

 

Alternatively, you can target miasma of entropy against a single solid object of nonliving nonmagical organic matter that weighs up to 10 pounds per caster level.

 

MIND POISON

Necromancy
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous; see text
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

 

You spit on your fingers and whip your hand in a snakelike motion, imbuing it with poisoning magic.

 

You infect the subject with a poison that saps willpower, dealing 1d10 points of Wisdom damage immediately and another 1d10 points of Wisdom damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Int or Cha modifier, for wizards or sorcerers, respectively).

 

Material Component: A piece of a toadstool.

 

MINDLESS RAGE

Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 2, sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

 

By waving a scarlet cloth and shouting taunts at your intended subject, you gain its undivided attention.

 

You fill the subject with so great a rage that it can do nothing but focus on engaging you in personal physical combat. The target must be able to see you when you cast this spell. If the subject later loses line of sight to you, the spell immediately ends. (A subject can’t voluntarily break line of sight with you, such as by closing its eyes, to end this spell prematurely.) If the subject threatens you, it must make a full attack against you using a melee weapon or a natural weapon. If the subject doesn’t threaten you at the start of its turn, it must move toward you (taking nothing but move actions) and end its movement as close to you as possible. If it gets close enough with a single move action to threaten you, it stops and makes a melee attack against you as normal.

 

While under the effect of a mindless rage spell, the subject can make use of all its normal melee combat skills, abilities, and feats—either offensive or defensive. However, the subject can’t make ranged attacks, cast spells, or activate magic items that require a command word, a spell trigger, or spell completion to function. The subject can’t make any attack against a creature other than you.

 

The subject of this spell, though overcome with rage, is by no means rendered idiotic or suicidal. For example, an affected creature will not charge off a cliff in an attempt to reach you.

 

An interesting side effect of mindless rage occurs when the spell affects any character or creature that has the rage ability (such as a barbarian). In these cases, the mindless rage spell automatically activates the creature’s rage ability (and counts as one of the creature’s uses of rage for that day).

 

Focus: A scarlet handkerchief or similar piece of cloth, waved in the target’s direction while you vocalize the verbal component.

 

MINOR DISGUISE

Transmutation
Level: Bard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour

 

Your fingertips glow blue, and you add a few details to enhance your disguise.

 

You use magic to make minor, cosmetic changes in your appearance. The spell does not change the actual structure of either your features or body. It can add color to hair, paint wrinkles upon your face, give you a scar, or darken your teeth. This spell gives you a +2 competence bonus on the next Disguise check you make during its duration.

 

MISER’S ENVY

Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 2, sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

 

Upon invoking the power of this spell, both the dwarf and the small idol across the room glow with a violet shade. The dwarf starts moving toward it, his eyes tinged violet with greed.

 

When you cast this spell, you designate a target creature and specify an object, both of which must be within the spell’s range. If the target creature fails its saving throw, it becomes consumed by a powerful desire for the object. For the duration of the spell, the creature seeks to obtain the object (going so far as to attack anyone holding or wearing it).

 

Once the creature gains possession of the object, it protects the item greedily, attacking anyone who approaches within 30 feet or who otherwise appears to be trying to take the object away. If no one approaches within 30 feet or seems interested in trying to take the object, the subject can act normally.

 

Dragons, due to their greedy nature, take a –4 penalty on their saving throws against this spell.

 

Material Component: A copper piece.

 

MOMENT OF CLARITY

Abjuration
Level: Paladin 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

 

You feel a dark, oppressive weight pressing against your mind. When you touch your target, the weight lifts. The creature you touched seems now to be battling with a similar oppression.

 

When you cast this spell and touch a creature that is under the influence of a mind-affecting spell or ability, that creature immediately receives another saving throw against the effect’s original DC to break free of the effect. If the spell or ability did not originally permit a saving throw, this spell has no effect.

 

MONSTROUS THRALL

Enchantment (Compulsion) [Mind-Affecting]
Level: Domination 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 24 hours/level
Saving Throw: Will negates
Spell Resistance: Yes

 

Calling upon your reserves of personal power, you reach outward with your mind and gain control of the will of your foe.

 

This spell functions like true domination (page 224), except that the subject can be any creature and is permanently dominated if it fails its initial Will save.

 

A subject ordered to take an action against its nature receives a saving throw with a –4 penalty to resist taking that particular action. If the save succeeds, the subject still remains your thrall despite its minor mutiny. Once a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty.

 

MOON BLADE

Evocation
Level: Moon 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 0 ft.
Effect: A swordlike beam
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes

 

A 3-foot-long blazing beam of moonlight springs forth from your hand.

 

You call a swordlike beam of moonlight into your hand. Anyone who can cast moon blade can wield the beam with proficiency. However, if you are proficient with any type of sword, you can wield the beam as if it were any type of sword and thus gain the benefits of any special sword skill you might have, such as Weapon Focus.

 

Attacks with a moon blade are melee touch attacks. Its strike saps vitality or life force, causing no visible wounds but dealing 1d8 points of damage +1 point per two caster levels (to a maximum of +10) to any type of creature except undead. Undead are visibly wounded by a moon blade. Their substance boils away from its touch, and they take 2d8 points of damage +1 point per caster level (to a maximum of +20) per blow.

 

The blade is immaterial, and your Strength modifier does not apply to the damage.

 

A successful moon blade strike temporarily scrambles magic. On the target’s next turn after a hit from a moon blade, the creature must make a Concentration check to use any spell or spell-like ability. The DC is equal to 10 + damage dealt + spell level. (An opponent hit by a moon blade while casting a spell must make the usual Concentration check to avoid losing the spell in addition to the check on its next turn.) Arcane Material Component: A small candy made with wintergreen oil.

 

MOON BOLT

Evocation
Level: Cleric 4, druid 4
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One living or undead creature, or two living or undead creatures that are no more than 15 ft. apart; see text
Duration: Instantaneous
Saving Throw: Fortitude half (living target) or Will negates (undead target)
Spell Resistance: Yes

 

Picturing a full moon in your mind you call upon the cyclical energies of the celestial body. You create a bolt of shimmering moonlight that streaks from your outstretched hand.

 

A moon bolt strikes unerringly against any living or undead creature in range.

 

A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels (maximum 5d4). If the subject makes a successful Fortitude saving throw, the Strength damage is halved.

 

An undead creature struck by a moon bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a –2 penalty on attack rolls and Will saving throws for the next minute.

 

MOON LUST

Illusion (Pattern) [Mind-Affecting]
Level: Cleric 1
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes

 

Forcefully presenting a silver ingot in your hand, you extol the virtues of the moon’s beauty in a language both beautiful and dead. The words of your loving declaration call forth a silver-white glow around your target that swiftly fades.

 

This spell instills in the target an obsessive fascination with the moon. If the target fails its save, it fixates on the moon, staring at the moon or imagining it in its mind, and is considered fascinated for the duration of the spell.

 

If the saving throw is successful, the subject is instead dazzled for the duration of the spell.

 

Sightless creatures are not affected by this spell.

 

Focus: A silver ingot worth 5 gp.

 

MOON PATH

Evocation [Force]
Level: Moon 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A variable-width, glowing white stair or bridge of translucent force up to 15 ft./level long; see text
Duration: 1 minute/level (D)
Saving Throw: None; see text
Spell Resistance: No

 

As you cast this spell, pure, pale moonlight shapes itself into a stair or bridge, as you desire.

 

Moon path allows you to create a stair or bridge from one spot to another. The effect is a railless ribbon of glowing white translucent force like a glass strip. The strip can be from 3 to 20 feet wide as you decide. (You can vary the width over the ribbon’s length if you want.) It sticks to its endpoints unshakably, even if these endpoints are in midair.

 

At the time of casting, you designate up to one creature per caster level to receive extra protection while standing on or moving along the moon path.

 

Protected creatures gain the benefit of a sanctuary effect. This functions like the 1st-level spell sanctuary except that the save DC is 15 + your Wis modifier, and any subject of the spell who attacks breaks the sanctuary effect for all subjects. Protected creatures also stick to the top of the moon path as though they have received spider climb spells. A creature loses both benefits immediately when it leaves the path.

 

Unlike a wall of force, a moon path can be dispelled. It is otherwise similar to a wall of force in that it needs no supports and it is immune to damage of all kinds. A disintegrate spell blasts a hole in the path 10 feet square, leaving the rest of the path intact. (If the moon path is 10 feet wide or less, this merely creates a 10-foot gap.) A hit from a rod of cancellation, a sphere of annihilation, or Mordenkainen’s disjunction destroys a moon path. Spells and breath weapons cannot pass through a moon path, although dimension door, teleport, and similar effects can bypass the barrier.

 

It blocks ethereal creatures as well as material creatures. Gaze attacks cannot operate through a moon path.

 

A moon path must be straight, continuous, and unbroken when formed.

 

If its surface would be interrupted by any object or creature, the spell fails.

 

The bridge version of the spell must be created flat. The stair version cannot rise or descend any more sharply than 45 degrees.

 

Arcane Material Component: A white handkerchief.

 

MOONBEAM

Evocation [Light]
Level: Moon 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped emanation
Duration: 1 minute/level (D)
Saving Throw: None or Will negates; see text
Spell Resistance: No

 

As you complete this spell, a swath of pale moonlight springs from your hand.

 

On your turn each round, you can change the direction the cone of light points.

 

Light from a moonbeam spell does not adversely affect creatures that are sensitive to light, but lycanthropes in humanoid form caught in the cone must make a Will save to avoid involuntarily assuming their animal forms. A lycanthrope in animal form can change out of it on the creature’s next turn (spending a round in animal form). However, if it is still in the area of the spell, it must succeed on a Will save to do so. Once a lycanthrope successfully saves against moonbeam, it is not affected by any more of your moonbeam spells for 24 hours.

 

Moonbeam penetrates any darkness spell of equal or lower level, but does not counter or dispel it. Darkness spells of higher level block a moonbeam.

 

Arcane Material Component: A pinch of white powder.

 

MOONBOW

Evocation [Electricity]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 1d4 motes of electricity
Duration: Instantaneous or up to 4 rounds; see text
Saving Throw: None
Spell Resistance: Yes

 

Sparks flit among your fingers as you call electricity from the surrounding air.

 

This spell conjures three glowing motes of electricity. You direct any number of the motes to fly off and strike targets within the spell’s range. Multiple motes can be fired at the same target, or each can be sent against a separate target.

 

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

 

Any creature struck by a mote takes 1d6 points of electricity damage per two caster levels (maximum 10d6).

 

If you do not immediately fire all the motes created by the spell, you can choose to fire as many of the remaining ones as you wish as a standard action during the next round. If a round

 

passes in which you do not fire one of your motes, the spell ends and all remaining motes vanish.

 

Material Component: A small piece of moonstone.

 

MOONFIRE

Evocation [Light]
Level: Moon 9
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst and coneshaped emanation; see text
Duration: Instantaneous and 1 round/level; see text
Saving Throw: Reflex half and Will negates; see text
Spell Resistance: Yes

 

A cone of fiery white moonlight springs from your hand.

 

Living creatures in the area of a moonfire spell feel an unnatural chill and take 1d8 points of damage per two caster levels (maximum 10d8). Undead and shapechangers take 1d8 points of damage per caster level (maximum 20d8). This application of the spell allows a Reflex save for half damage.

 

All magical auras within the cone glow with a faint blue light for 1 round per caster level. Disguised, shapechanged, or polymorphed creatures and objects in the spell’s area at the time the spell is cast must make Will saves or immediately return to their normal forms. Even if the save succeeds, they remain covered in ghostly white outlines that show their true forms for 1 round per caster level.

 

The entire area covered by the cone glows silver-white for 1 round per caster level. This radiance is as bright as the light of a full moon and negates electricity damage for 1 round per caster level unless the item or creature generating the electricity effect makes a caster level check (1d20 + item’s caster level or creature’s caster level) against a DC equal to 10 + your caster level. If an electricity effect is generated outside the glowing cone, the cone blocks the electricity effect unless the creature generating the effect succeeds on a caster level check. If an electricity effect is generated inside the glowing cone, the cone negates the electricity effect unless the creature generating the effect succeeds on a caster level check.

 

MOUNTAIN STANCE

Transmutation
Level: Druid 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: No

 

By calling upon the primordial powers of elemental earth, you complete the spell. A feeling of stubborn determination fills your soul until you touch the spell’s intended recipient. You see then in that creature a hint of the same feeling of determination.

 

While this spell is in effect, the subject can root itself to the ground as a free action. The subject gains a bonus equal to your caster level against any attempts to grapple, lift, push, bull rush, overrun, throw, trip, or otherwise force the subject to move against its will through either physical or magical means.

 

If at any point such an effort succeeds and the subject is forced to move, the spell ends immediately. Any voluntary movement on the subject’s part does not end the spell (although a creature cannot be rooted while it moves), and the subject can “reroot” itself elsewhere in the same manner as described above.

 

MURDEROUS MIST

Conjuration (Creation)
Level: Druid 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Cloud spreads in a 30-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Reflex partial; see text
Spell Resistance: No

 

Drawing the power of steaming volcanic vents into your body, you exhale, and a cloud of boiling steam roils away from you.

 

You create a cloud of scalding hot steam that moves in a straight line, away from you, at a speed of 10 feet per round.

 

Anyone within the cloud takes 2d6 points of damage and is permanently blinded.

 

If a creature within the area makes a successful Reflex saving throw, it takes only half damage and is not blinded.

 

Any creature within the cloud has concealment. Winds do not affect the cloud’s direction or speed. However, a moderate wind (11+ mph) disperses the cloud in 4 rounds, and a strong wind (21+ mph) disperses it in 1 round.