OBEDIENT AVALANCHE. 1

OMEN OF PERIL. 2

ONE WITH THE LAND.. 3

ONE MIND.. 3

ONE MIND, GREATER.. 3

ONE MIND, LESSER.. 3

OOZE PUPPET. 4

OPALESCENT GLARE. 4

ORB OF ACID.. 5

ORB OF ACID, LESSER.. 5

ORB OF COLD.. 5

ORB OF COLD, LESSER.. 6

ORB OF ELECTRICITY.. 6

ORB OF ELECTRICITY, LESSER.. 6

ORB OF FIRE. 6

ORB OF FIRE, LESSER.. 6

ORB OF FORCE. 7

ORB OF SOUND.. 7

ORB OF SOUND, LESSER.. 7

OTYUGH SWARM... 7

OWL’S INSIGHT. 8

OBEDIENT AVALANCHE

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.

 

OMEN OF PERIL

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.

 

ONE WITH THE LAND

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.

 

ONE MIND

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.

 

ONE MIND, GREATER

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.

 

ONE MIND, LESSER

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.

 

OOZE PUPPET

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).

 

OPALESCENT GLARE

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.

 

ORB OF ACID

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.

 

ORB OF ACID, LESSER

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.

 

ORB OF COLD

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.

 

ORB OF COLD, LESSER

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.

 

ORB OF ELECTRICITY

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.

 

ORB OF ELECTRICITY, LESSER

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.

 

ORB OF FIRE

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.

 

ORB OF FIRE, LESSER

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.

 

ORB OF FORCE

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).

 

ORB OF SOUND

Conjuration (Creation) [Sonic]
Level: Sorcerer/wizard 4
Effect: One orb of sonic energy

 

Symbols recognizable as musical notationthe visual representation of soundappear 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.

 

ORB OF SOUND, LESSER

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.

 

OTYUGH SWARM

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.

 

OWL’S INSIGHT

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.