Conjuration (Creation) [Cold]
Level: Cold 9, sorcerer/wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 20-ft.-radius avalanche of snow centered on a point in space; see text
Duration: Instantaneous
Saving Throw: Reflex half or Reflex negates; see text
Spell Resistance: No
You summon an avalanche of snow out
of a rift in midair, burying your foes and sending them to a frosty death.
An obedient avalanche spell affects creatures differently, depending on where they are
in relation to the avalanche.
Within 20 feet of the Center Point: Creatures take 1d8 points of damage per two
caster levels (maximum 10d8) and an additional 1d6 points of cold damage per
two caster levels. A successful Reflex save halves the damage.
Creatures who fail their saves are also
buried (DMG 90). All squares within 20 feet of the
center point are covered in heavy snow (DMG 94), which persists as
long as ordinary snow would. A buried creature can free itself with a DC 20
Strength check as a full-round action, and can be dug free by others (a single
creature working alone requires 1 minute to free a trapped creature). A trapped
creature is unable to move, and cannot cast spells
with somatic components, and any material components must be in hand.
Between 20 feet and 40 feet of the
Center Point: Creatures take half as
much damage from the impact of the avalanche as the creatures nearer the center
point took (Reflex negates).
Creatures who fail their saves must also
resist the force of the snow moving past them as if they were being bull
rushed. The snow has a +13 attack bonus (+5 for effective Strength of 20 and +8
for effectively being Huge) on the bull rush check,
and it pushes characters away from the center point of the spell. All squares
in the 20-foot to 40-foot ring are covered in snow (DMG 94), which persists as long as ordinary
snow would.
Terrain and Structures: The avalanche uproots small trees and other
vegetation automatically, and it leaves a trail of light rubble (DMG 91) even after the snow melts. Structures
struck by an obedient avalanche take 1d6×10 points of damage.
An obedient avalanche extinguishes all flames it touches, whether they are normal or
magical.
Divination
Level: Cleric 1, druid 1, Liberation 1, ranger 1
Components: V, F
Casting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous
A brief supplication gives you a
vision that hints at how dangerous the immediate future is likely to be.
Based on an assessment of your immediate
surroundings and chosen path of travel, you receive one of three visions that
reflect the next hour’s journey: safety, peril, or great danger.
The base chance for receiving an accurate
reply is 70% +1% per caster level, to a maximum of 90%; the DM makes the roll
secretly.
If the omen of peril is
successful, you get one of three visions, which lasts just a second or two.
• Safety: You aren’t in any
immediate danger. If you continue on your present course (or remain where you
are if you have been stationary for some time before casting the spell), you
will face no significant monsters, traps, or other challenges for the next hour
or so.
• Peril: You will face
challenges typical of an adventure: challenging but not overwhelming monsters,
dangerous traps, and other hazards for the next hour or so.
• Great Danger: Your
very life is at grave risk. You will likely face powerful NPCs or deadly traps
in the next hour.
If the roll fails, you get one of the two
incorrect results, determined randomly by the DM, and you don’t necessarily
know that you failed because the DM rolls secretly.
Choosing which vision is “correct” takes
some educated guesswork on the part of the DM, who should assess the
characters’ likely courses of action and what dangers they’re likely to face.
The exact form that an omen of peril takes depends on whether you worship a
specific deity, venerate nature as a druid, or simply uphold abstract
principles.
A druid might see a white dove for safety,
a dark cloud obscuring the sun for peril, and a forest fire for great danger. A
cleric of Fharlanghn might get a vision of a straight road for safety, a
crossroads for peril, and a washed-out bridge for great danger.
Unlike the more powerful augury spell (PH 202), an omen of peril doesn’t respond to a specific question. It
indicates only the level of danger likely for the next hour, not what form the
danger will take.
Focus: A set of marked sticks, bones, or similar
tokens worth at least 25 gp.
Transmutation
Level: Druid 2, ranger 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
You cast the spell and are bathed in
a golden-green light from above. As it fades, you feel in touch with your
natural surroundings.
You forge a strong link with nature that
gives you greater insight into your environment. You gain a +2 competence bonus
on Handle Animal, Hide, Move Silently, Search, Survival, and wild empathy
checks.
Divination
Level: Paladin 2
This spell functions like lesser one mind, except as noted here,
and in addition it allows you and your special mount to predict each other’s
movements, giving you a significant edge in combat.
You and your mount both gain a +2 bonus on
attack rolls as long as you are mounted.
Divination
Level: Paladin 3
This spell functions like one mind, except as noted here,
and in addition you and your mount gain a +2 bonus on melee damage rolls as
long as you are mounted.
Divination
Level: Paladin 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Your mount begins to move in a
predictable, complementary manner to yourself. It positions itself to maximize
its effectiveness as a combat partner, and you feel that your actions
instinctively do the same for it.
You temporarily strengthen the mental bond
with your special mount when you cast this spell. When you are mounted on your
special mount, the link with your mount sharpens your senses, giving you a +4
insight bonus on Spot and Listen checks and the scent ability (MM 314) for the duration of the spell. If your mount ever moves more
than 10 feet from you, the spell ends.
Transmutation
Level: Sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One ooze
Duration: 24 hours/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
With a few chanted words and a mystic
pass of your arm, your magic reaches out to invisibly surround the ooze, placing
it under your control.
You telekinetically take control of the
targeted ooze, manipulating it and forcing it to move and attack as you see
fit.
You can force the ooze to perform as you
desire, within the limits of its abilities. Controlling the ooze’s actions for
an entire round is a move action for you. When the ooze is not directed to
move, attack, or undertake any actions by you, telekinetic force holds it
immobile. Once control is established, you must have line of sight to the ooze
to manipulate it, but distance is not otherwise a factor, unless you and the
ooze are on different planes (at which point the spell ends).
If a controlled ooze splits, such as a
black pudding (MM 201) struck by a slashing weapon, you
retain control of only one of the resultant oozes (choose randomly).
Necromancy [Death, Good]
Level: Arborea 4, Cleric 6, sorcerer/ wizard 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Will partial; see text
Spell Resistance: Yes
You invoke the spell and your eyes
begin to glow with a rippling pearly radiance, like those of a noble ghaele
eladrin.
Inspired by the deadly gaze of the noble
ghaele eladrin, you gain a gaze attack usable against creatures within 60 feet.
If an evil creature with 5 or fewer Hit
Dice meets your gaze (DMG 294), it dies unless it succeeds on a Will
save.
Even if the save succeeds, the creature is
affected as though by a fear spell (PH 229) for
2d10 rounds.
Non-evil creatures and evil creatures with
more than 5 Hit Dice are not slain by the gaze, and they suffer the fear effect only if they fail the Will save.
Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of acid
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: No
An orb of acid about 3 inches across shoots
from your palm at its target, dealing 1d6 points of
acid damage per caster level (maximum 15d6). You must succeed on a ranged touch
attack to hit your target.
A creature struck by the orb takes damage
and becomes sickened by the acid’s noxious fumes for 1 round. A successful
Fortitude save negates the sickened effect but does not reduce the damage.
Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Your quick, precise movements
culminate in your open palm facing your target. An orb of
dark green acid flies from your hand.
An orb of acid about 2 inches across shoots
from your palm at its target, dealing 1d8 points of acid damage. You must
succeed on a ranged touch attack to hit your target.
For every two caster levels beyond 1st,
your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th
level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
Conjuration (Creation) [Cold]
Level: Sorcerer/wizard 4
Effect: One orb of cold
This spell functions like orb of acid, except that it deals cold damage. In
addition, a creature struck by an orb of cold must
make a Fortitude save or be blinded for 1 round
instead of being sickened.
Conjuration (Creation) [Cold]
Level: Sorcerer/wizard 1
Effect: One orb of cold
Your hand takes on a blue tint and
your fingers turn numb and unresponsive as you complete the spell. From your
chilled palm flies an orb composed of blue ice.
This spell functions like lesser orb of acid, except that it deals cold damage.
Conjuration (Creation) [Electricity]
Level: Sorcerer/wizard 4
Effect: One orb of electricity
This spell functions like orb of acid, except that it deals electricity damage.
In addition, a creature wearing metal armor
struck by an orb of
electricity must make a Fortitude save or be entangled for 1 round instead of
being sickened.
Conjuration (Creation) [Electricity]
Level: Sorcerer/wizard 1
Effect: One orb of electricity
The air crackles around your
outstretched hand and the smell of ozone assaults your nostrils as a ball of
electrical energy, its surface crackling with bolts of lightning, streaks from
your open palm.
This spell functions like lesser orb of acid, except that it deals electricity damage.
Conjuration (Creation) [Fire]
Level: Sorcerer/wizard 4
Effect: One orb of fire
This spell functions like orb of acid, except that it deals fire damage. In
addition, a creature struck by an orb of fire must
make a Fortitude save or be dazed for 1 round instead
of being sickened.
Conjuration (Creation) [Fire]
Level: Sorcerer/wizard 1
Effect: One orb of fire
Your hand heats to an uncomfortable
temperature just moments before you release the spell’s energy in the form of
an orb of white flames speeding from your outwardfacing palm.
This spell functions like lesser orb of acid, except that it deals fire damage.
Conjuration (Creation) [Force]
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One orb of force
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As you gather the energies of the
spell, you feel against your palm a spherical weight that seems almost bonded
to your skin.
The sphere grows, until with a final
precise movement, you release the translucent blue orb, sending it hurtling
toward your intended target.
You create a globe of force 3 inches
across, which streaks from your palm toward your target. You must succeed on a
ranged touch attack to hit the target.
The orb deals 1d6 points of damage per
caster level (maximum 10d6).
Conjuration (Creation) [Sonic]
Level: Sorcerer/wizard 4
Effect: One orb of sonic energy
Symbols recognizable as musical
notation— the visual representation of sound—appear in midair within the curve of your palm accompanied by the
fractious sounds they represent. The notes begin to whirl and stretch, forming
into a spherical whirlwind of cacophonic chaos, as you make ready to release
the spell. At last, you send the sphere of noise toward your chosen target.
This spell functions like orb of acid, except that it deals 1d4 points of sonic
damage per level (maximum 15d4). In addition, a creature struck by an orb of sound must make a Fortitude
save or be deafened for 1 round instead of being sickened.
Conjuration (Creation) [Sonic]
Level: Sorcerer/wizard 1
Effect: One orb of sonic energy
This spell functions like lesser orb of acid, except that it deals 1d6 points of sonic
damage, plus an additional 1d6 points of damage per two caster levels beyond
1st: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and the maximum of
5d6 at 9th level or higher.
Conjuration (Creation)
Level: Pestilence 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Three or more otyughs, no two of which are more than 30 ft. apart
Duration: Seven days or seven months (D)
Saving Throw: None
Spell Resistance: No
Focusing your will on a disgusting
pile of refuse, you cause toothed and tentacled horrors to rise up and stalk
about at your command.
Otyugh swarm creates otyughs from a large collection of
refuse and filth, such as a sewer or cesspool. You can choose to create 3d4
ordinary otyughs (MM 204) or 1d3+1 Huge
otyughs with 15 HD (MM 292). The otyughs willingly aid you in
combat or battle, perform a specific mission, or serve as bodyguards. They
remain with you for seven days unless you dismiss them. If the otyughs are
created only for guard duty, the duration of the spell is seven months. In this
case, the otyughs must be ordered to guard only a specific site or location.
Otyughs summoned to guard duty cannot move outside the spell’s range.
You must create the otyughs in an area
containing at least 6,000 pounds of sewage, refuse, or offal. After you cast
the spell, otyughs not summoned for guard duty can leave the area of offal at
your command.
Transmutation
Level: Druid 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
As you cast this spell, your face is
overlaid with the image of a snow owl. The image fades as you bestow your ally
with comprehension.
The subject gains an insight bonus to
Wisdom equal to 1/2 your caster level.