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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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
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.
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.
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.
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.