PROTECTION FROM NEGATIVE ENERGY
PROTECTION FROM POSITIVE ENERGY
Conjuration (Healing)
Level: Cleric 4, druid 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)
You kneel next to your afflicted
comrade and speak the soft words of this spell. At your touch a golden radiance
infuses your companion.
This spell channels positive energy into a
creature to wipe away its afflictions. It immediately ends any of the following
conditions affecting the subject: blinded, confused, dazed, dazzled,
deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked,
paralyzed, shaken, sickened, and stunned.
It negates sleep effects and the effect of
the feeblemind spell, and ends any additional effects from
poison, as the neutralize poison spell. It also cures 1d8
points of damage + 1 point per caster level (maximum +20).
Panacea does not remove ability damage, negative
levels, or drained levels.
Used against an undead creature, panacea deals damage instead of curing the creature
(which takes half damage if it makes a Will saving throw), but it has no other
effect.
Conjuration (Creation)
Level: Creation 9
Components: V, S, DF
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Extradimensional pavilion, up to five 10-ft. cubes/level (S), plus
feast for 12 creatures/level
Duration: 24 hours/level (D) plus 12 hours; see text
Saving Throw: None
Spell Resistance: No
Thinking sweet thoughts of home and
hearth, you conjure an invisible bastion of comfort and security.
You conjure up a grand pavilion-sized tent
that has a single entrance on the plane from which the spell was cast.
The entry point looks like a faint
shimmering in the air that is 10 feet wide by 15 feet high. Only those you
designate can enter the pavilion, and the entrance is shut and made invisible
behind you when you enter. You can open it again from your own side at will.
Once observers have passed beyond the entrance, they are in a spacious tent
decorated in the colors of your faith. The lighting can vary between darkness
and daylight, and the temperature between 40 and 90 degrees Fahrenheit, at your
discretion when casting the spell.
The pavilion is sumptuously furnished,
including a full meal for a dozen creatures per caster level.
Anyone who spends 1 hour dining here gains
benefits identical to those of a heroes’ feast spell
(PH 240). While in the pavilion, creatures heal
naturally at double the normal rate (not including fast healing or
regeneration).
Transmutation
Level: Druid 4, Limbo 4, sorcerer/ wizard 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level; see text
Saving Throw: None (object) and Reflex negates; see text
Spell Resistance: No
Limbo impinges on all sides—colors,
sounds, and elements. You speak the words and feel the power of the plane
buckle within your mind, then relax as you impress order upon the chaos.
This spell grants temporary control over
the terrain of Limbo. Normally, unless controlled, the Ever-Changing Chaos of
Limbo (DMG 158) is just what the plane’s name implies:
a roiling soup of energy and elements. Natives learn to control it or to
inhabit areas that have enjoyed some measure of control for a long period, but
visitors to areas of “raw” limbo must make a DC 16 Wisdom check to gain control
over the dangerous roil.
The perinarch spell
gives you automatic control of a radius of raw Limbo (an area not already
stabilized or within some other creature’s control) in close range. Control
allows you to reshape the raw limbo as you desire, adding or subtracting one of
the four basic elements once per round as a standard action. A favorite among
travelers from the Material Plane is a chunk of earth surrounded by a small
atmosphere of air.
The effect of this spell overlaps with the
control already (potentially) established with a Wisdom check. Your allies can
give their control over to you concurrently with the spell being cast, if they
so choose. Control cannot be wrested away from you while the spell is in effect
(which is one of the best reasons to cast this spell, even if you have a high
Wisdom).
If you move more than 100 feet away from
the area that you controlled, the order you imposed fades away.
You are unable to achieve any works of
complexity within an area you control, but you can mix two or three elements in
a crude fashion; a few examples are provided below. You can attempt to seize
control of a new area that already contains foes; however, foes can make a
Reflex save to get out of the area.
Thick Barrier: You can “thicken” empty air with dust and
rock, creating a zone around yourself and your allies that outside creatures
must hack or force a way through. Their speed drops to 5 feet, or 10 feet for
Large or larger creatures.
Fiery Barrier: You can create a thick field of flame that
deals 3d10 points of fire damage to any creature attempting to pass through it.
The field also deals 3d10 points of fire damage for each round a creature
lingers within it.
Complete Barrier: You can create a complete barrier of solid
stone up to 1 foot thick encircling yourself and your allies, preventing access
by any other than the most accomplished tunnelers.
On the other hand, you can attempt to trap
foes within their own bubble of solid stone.
Transmutation
Level: Druid 9, Limbo 9, sorcerer/ wizard 9 The god’s domain was made entirely of
water, but your spell creates a bubble of air and a place to stand.
This spell functions like perinarch, except that you can cast this spell on
any highly morphic or divinely morphic plane (DMG 148).
Evocation [Force]
Level: Sorcerer/wizard 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One dagger made of force
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You hold a dagger in your hand and
concentrate on it, evoking the power of the spell. A duplicate of the dagger,
made of translucent force, appears besides it and flies off at your command.
You bring into being a tiny blade of force.
The blade flies at a speed of 40 feet (perfect) and attacks any target within
its range, as you desire, starting in the round when you cast the spell.
The blade attacks on your turn once each
round, striking with an attack bonus equal to your base attack bonus + 1/2 your
Cha modifier or Int modifier (for sorcerers and wizards, respectively) and
deals 1d4 points of damage, with a critical threat range of 19–20. If an ally
also attacks the creature, the blade moves on your turn to flank the target.
As a force effect, it can strike ethereal
and incorporeal creatures. The blade cannot be attacked.
Each round after the first, you can use a
standard action to switch the blade to a new target; otherwise, it continues to
attack the same target.
If an attacked creature has spell
resistance, the resistance is checked the first time the persistent blade strikes. If the blade is successfully
resisted, the spell is dispelled.
If not, the blade has its normal full
effect on that creature for the duration of the spell.
Focus: A silvered dagger.
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with), then Fortitude half; see
text
Spell Resistance: Yes
You point at your intended target.
Instantly, shadowy shapes form at your flank and rush toward the creature you
indicate, surrounding it. Others nearby do not notice the images that plague
your target.
You create phantasmal images of nightmare
creatures in the target’s mind, visible only as shadowy shapes to you and
unseen by all others. If the target succeeds on an initial Will
save, it recognizes that the images are not real, and the spell fails. If not,
the phantasms strike the target, dealing 8 points of Wisdom damage and 8 points
of Dexterity damage (4 points each on a successful Fortitude save). If the
subject of a phantasmal
assailant succeeds in
disbelieving and is wearing a helm of telepathy, the spell can be turned back upon you with the same effect.
Illusion (Phantasm) [Mind-Affecting]
Level: Ranger 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates, and Will disbelief (if interacted with)
Spell Resistance: Yes
Reaching into your foe’s mind, you
weave an illusion of his most hated foe.
You create a phantasmal image of the
subject’s most hated enemy by sifting through the subconscious mind of the
subject. Only you and the spell’s subject can see the phantasmal creature, and
the phantasm seems blurry and indistinct to you. If the target fails its Will
saving throw, you designate a space that the phantasm appears to occupy. The
subject must attack the phantasm, or move to be adjacent to it.
A creature that attacks the phantasm is
allowed an additional saving throw to disbelieve the illusion. If moving up to the phantasm would cause the subject to cross
dangerous terrain (such as a pool of lava), it does not move to be adjacent to
the phantasm. It merely moves as close as it can and takes no further
actions unless the phantasm moves to a space it can reach.
As a move action, you can move a phantasmal decoy up to 60 feet in any direction. Because
it’s not real, a phantasmal decoy
isn’t affected by
terrain that slows movement (although you can slow its progress voluntarily if
you like to help maintain the facade of realism).
Illusion (Phantasm) [Mind-Affecting]
Level: Druid 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 minute/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes
You create ever-shifting phantasmal
terrain and landmarks that confuse the subject when it tries to move. The very
ground shifts and twists beneath the subject’s feet, and the landscape moves of
its own accord.
The subject finds it nearly
impossible to walk in a straight line.
The target of a phantasmal disorientation spell must make a Will save after this
spell is cast to discern true landmarks from phantasmal ones. If the save
succeeds, the creature moves and acts normally. If the save fails, it instead
moves in a direction 90 degrees to either side (equal chance of going left or
right), and cannot target any creature with ranged attacks or ranged spells.
Because of the disorientation, the subject
doesn’t realize it’s headed in the wrong direction until it meaningfully
interacts with its environment (by making an attack or manipulating an object
such as a door, for example). For the duration of the spell, an affected
creature must succeed on a Will save each round to move normally.
A phantasmal disorientation spell affects only the direction of movement and attacks made at
range. Creatures subject to it can still make melee attacks, cast personal or
touch spells, or otherwise act normally.
Conjuration (Creation)
Level: Greed 8, sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One invisible, mindless, shapeless thief
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
As you invoke this spell, the spool
begins to spin, the thread vanishing as it unravels.
There is a wrinkle of force that
flashes briefly; then it evaporates, leaving only the promise of power behind.
An invisible force, not unlike the product
of an unseen servant spell (PH 297), comes into being
where you wish. On your turn, this force steals objects from others as you
inaudibly direct it (a free action). A phantasmal thief can steal an object from a creature or can pick up an unattended
object, as long as the object weighs no more than 1 pound per caster level. It
cannot break into locked chests. A phantasmal thief has a Hide modifier (useful against those who can see invisible
creatures) and a Move Silently modifier both equal to your caster level.
If a phantasmal thief goes undetected, it can steal any object a creature possesses but
is not holding or wearing.
Even objects in a bag of holding can be stolen. It can steal objects, bring
objects to you, or put them back where they came from. It can take no other
actions.
A phantasmal thief needs 1 round to steal an object and another round to bring it to
you.
A phantasmal thief can hold only one object at a time, and the object becomes
invisible in its grasp.
A thief cannot take an item if it is
detected by the creature it’s trying to steal from (with a Listen or Spot
check). However, the thief can repeat the attempt in the next round. It cannot
be harmed in any way, although it can be dispelled.
A phantasmal thief can steal an object from a creature’s hand by making a successful
disarm attempt. It does so with a bonus on the disarm check equal to your
caster level. If a phantasmal thief
is used in this way,
it disappears after it brings the stolen object to you.
Material Component: A spool of green thread.
Conjuration (Summoning)
Level: Druid 9
Components: V, S, DF
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One summoned phantom bear
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No
The ghostly image of a great bear
appears before you. It rises silently on its hind legs and violently falls onto
its forepaws, still making no sound. Then it opens its mouth, releasing a
tremendous roar.
This spell functions like phantom wolf (page 157), except that you conjure an
incorporeal bear with a fearsome roar.
Phantom Bear CR 14
N Huge magical beast
(incorporeal)
Init +9;
Senses darkvision 60 ft.; Listen +20, Spot +20
AC 25, touch 25, flat-footed 16; Dodge, Mobility
hp 147 (14 HD)
Fort +13, Ref +17, Will
+7
Speed fly 60 ft. (good)
Melee 2 claws +23 incorporeal touch (2d6 plus 3d6 cold) and bite +22
incorporeal touch (2d8 plus 3d6 cold)
Space 15 ft.; Reach 15 ft.
Base Atk +14; Grp —
Atk Options Combat Reflexes
Special Actions fearsome roar
Abilities Str —, Dex 29, Con 20, Int 11, Wis 17, Cha 28
SQ incorporeal traits
Feats Combat Reflexes, Dodge, Mobility, Multiattack, Weapon Focus (bite)
Skills Listen +20, Spot +20
Fearsome Roar (Su) 120-ft. radius, once every 1d4 rounds, Will DC
26 negates. Creatures within 30 feet become panicked,
others within the area become frightened for 3d6 rounds if they fail their
saves.
Illusion (Phantasm) [Mind-Affecting]
Level: Assassin 2, sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will disbelief
Spell Resistance: No
By waving around a tiny pewter
figurine and picturing in your mind the figurine attacking the target creature,
you complete the spell. You feel a phantasmal force leap from the figurine
toward your target.
If the target creature fails its saving
throw, this spell creates in the subject’s mind an illusory double of whichever
creature currently threatens it that it deems most dangerous. The form of this phantom foe changes as appropriate whenever the target
perceives a different threatening creature more dangerous than the last. This
illusory double provides two effects.
First, the subject believes it is being
flanked by the phantom foe and the real creature the foe duplicates.
Thus, the duplicated creature is always considered to be flanking the subject
in melee. A creature that can’t be flanked is immune to this aspect of the
spell.
Second, the subject of the spell is unable
to determine that the phantom foe is not a real threat, and whenever the
subject attempts to attack the creature duplicated by the phantom foe, that creature benefits from a 50% miss
chance against attacks from the subject of the spell. Because this miss chance
comes from the subject’s inability to tell the phantom foe from the original, it is rolled separately
from any miss chance that applies due to displacement or concealment.
Creatures other than the subject cannot see
the phantom foe, although they can attempt to guess its
location by how the target acts. If the subject is not threatened by any
creature at the start of its turn, the spell ends.
Focus: A tiny pewter figure of a warrior that is
worth 10 gp.
Conjuration (Creation)
Level: Druid 5
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: One quasi-real, staglike creature
Duration: 1 hour/level (D)
Saving Throw: None; see text
Spell Resistance: No
Putting your fingers to your lips to
whistle, you blow a deer’s call, and a great ghostly stag appears before you.
You conjure a Large, corporeal staglike
creature that bears you or a person you designate into combat or overland at
great speed. A phantom stag has a black body and head with sharp,
silvery antlers, and smoke-colored, insubstantial hooves that make no sound. It
has no saddle, bridle, or bit, but it is exceptionally alert to the nudges and
balance changes of its rider.
The phantom stag has
an AC of 20 (–1 size, +6 natural armor, +5 Dex) and 40 hit points +5 hit points
per caster level. It attacks with its antlers at a +10 bonus, dealing 1d8+9
points of damage (doubled on a successful charge). It can also trample Medium
or smaller foes, who must succeed on a Reflex save (18 + 1/2 your caster level)
or take 1d6+9 points of damage as the stag moves through their space.
A phantom stag has
a speed of 20 feet per caster level, to a maximum of 300 feet. It can bear its
rider’s weight plus up to 10 pounds per caster level in other gear. It ignores
terrain elements such as undergrowth, rubble, or mud that would slow its
movement.
Phantom stags gain certain powers according to caster
level. A mount’s abilities include those associated with any lower caster
levels.
12th Level: The phantom stag can
use air walk at will (as the spell, PH 196, no action required to activate this ability) for up to 1
round at a time, after which it falls to the ground. The phantom stag gains a +2 deflection bonus to AC.
14th Level: The phantom stag can
fly at its speed (average maneuverability).
The phantom stag gains a +4 deflection bonus to AC.
16th Level: The phantom stag’s antlers have the ghost touch (DMG 224) and wounding (DMG 226) weapon special abilities. The phantom stag gains a +6 deflection bonus to AC.
18th Level: The phantom stag can
use etherealness on behalf of its rider (as the spell, PH 228, caster level 18th).
The phantom stag gains
a +8 deflection bonus to AC.
Illusion (Phantasm) [Mind-Affecting]
Level: Bard 1
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
Reaching out to your foe’s mind, you
cause him to feel as though a threat looms close behind no matter which way he
turns.
You create the sensation in the subject’s
mind that it is threatened by more foes than it actually faces. Though the
subject doesn’t actually perceive any additional enemies (and thus doesn’t
waste any attacks on the phantasm), a creature affected by this spell is
considered flanked, even if not threatened by other creatures. No amount of
convincing by others can help the subject of this spell avoid its effect—only a
successful saving throw against the spell when initially cast can help the
target. A creature that can’t be flanked is immune to this spell.
Conjuration (Summoning)
Level: Druid 8
Components: V, S, DF
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One summoned phantom wolf
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: No
Cupping a hand to your mouth, you
howl like a wolf, and in a moment, mist coalesces into a wolflike form with
terrible jaws.
Phantom Wolf CR 12
N Large magical beast
(incorporeal)
Init +9; Senses darkvision 60 ft.; Listen +20, Spot +20
Aura frightful presence
AC 25, touch 25, flat-footed 16; Dodge, Mobility
hp 113 (12 HD)
Fort +12, Ref +17, Will
+7
Speed fly 60 ft. (good)
Melee bite +22 incorporeal touch (2d6 plus 3d6 cold)
Space 15 ft.; Reach 15 ft.
Base Atk +14; Grp —
Atk Options Combat Reflexes
Abilities Str —, Dex 29, Con 18, Int 11, Wis 17, Cha 26
SQ incorporeal traits
Feats Alertness, Combat Reflexes, Dodge, Mobility, Weapon Focus (bite)
Skills Listen +20, Spot +20
Frightful Presence (Su) 30-ft. radius, Will DC 24 negates. Creatures
with less than 12 HD become frightened for 3d6 rounds if they fail their saves.
An opponent that succeeds on the save is immune to that same phantom wolf’s
frightful presence for 24 hours.
You conjure forth an incorporeal white wolf
with abnormally large, frosty jaws.
This phantom wolf follows
your mental commands, acting on your behalf as long as it remains within range
and you continue to concentrate on it.
A phantom wolf appears
where you designate and acts as you direct on your turn. You don’t need to
maintain line of effect once the spell is cast, but the spell ends if the phantom wolf is ever outside the spell’s range.
Conjuration (Summoning)
Level: Pestilence 5
Components: V, S, DF
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One swarm of rats/2 levels, each of which is adjacent to at least one
other swarm
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Black balls of
fur litter the ground, rolling about as they rapidly expand, growing tails,
feet, and snarling, diseased mouths.
You summon a number of rat swarms (MM 239)—one per two caster levels—to a maximum of six swarms at 12th
level. The swarms must be summoned so that each one is adjacent to at least one
other swarm (that is, the swarms must fill one contiguous area). You can summon
the rat swarms so that they share the spaces of other creatures. Each swarm
attacks any creatures occupying its space. If no living creatures are within
its space, a swarm attacks or pursues the nearest creature as best it can. You
have no control over its target or direction of travel.
Necromancy [Evil]
Level: Cleric 9, sorcerer/ wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more corpses within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Unleashing a cold rush of necromantic
energy, you cause a host of undead to rise from the bodies of the fallen.
This spell turns the bones or bodies of
dead creatures into undead skeletons (MM 225) or zombies (MM 265) with maximum hit points for their Hit Dice. If you can
control them, these undead follow your spoken commands.
The undead remain animated until destroyed
(a destroyed skeleton or zombie can’t be animated again).
Regardless of the specific numbers or kinds
of undead created with this spell, you can’t create more HD of undead with this
spell than four times your caster level with a single casting of plague of undead.
The undead you create remain under your
control indefinitely. No matter how many times you use this spell or animate dead (PH 198), however, you can
control only 4 HD worth of undead creatures per caster level. The limit imposed
by this spell and the animate dead spell are the same, meaning that creatures
you animate with either spell count against this limit. If you exceed this
number, all the newly created creatures fall under your control and any excess
undead from previous castings of this spell or animate dead become uncontrolled. Any time you must
release part of the undead that you control because of this spell or animate dead, you choose which undead are released until
the total HD of undead you control is equal to four times your caster level.
The bones and bodies required for this
spell follow the same restrictions as animate dead.
Material Component: A black sapphire worth 100 gp or several
black sapphires with a total value of 100 gp.
Abjuration
Level: Cleric 7, sorcerer/ wizard 7
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch Ar ea: 10-ft.-radius emanation from touched
creature
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text
You cast the spell and sprinkle
silver dust around you. Where it lands the dust sparkles and
evaporates, and the elemental region around you calms and becomes more
hospitable.
This spell creates an area around the
subject creature that emulates its native planar environment. Thus, a character
hailing from the Material Plane would have normal gravity, temperature, magic,
and so on. This spell cast on a native of the Plane of Shadow (DMG 152) would make the area around the
creature mimic its home plane’s normal gravity, a mild neutral alignment,
enhanced shadow spells, and impeded light or fire spells.
Arcane Material Component: A sprinkling of silver dust.
Conjuration (Calling) [see text for lesser planar exchange]
Level: Cleric 6 This spell functions like lesser planar exchange, except as noted here. You trade places with an avoral guardinal
(MM 141), bone devil (MM 52), or babau demon (MM 40). The called
creature has full access to all its abilities, with one exception: A demon or
devil you conjure can’t summon other creatures.
If the creature is slain, you take 3d6
points of damage and the spell ends.
Conjuration (Calling) [see text for lesser planar exchange]
Level: Cleric 8 This spell functions like lesser planar exchange, except as noted here. You trade places with a leonal guardinal (MM 142), barbed devil (MM 51), or hezrou demon (MM 44). The called creature has full access to all its abilities,
with one exception: A demon or devil you conjure can’t summon other creatures.
If the creature is slain, you take 4d6 points of damage and the spell ends.
Conjuration (Calling)
Level: Cleric 4
Components: V, S, DF
Casting Time: 1 round
Range: 0 ft.
Effect: One called creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You cross your arms and close your
eyes, intoning the ancient spell. There is a bright flash, and another creature
stands in your place.
When you cast this spell, you call a
celestial brown bear (MM 269), celestial griffon (MM 139), fiendish dire ape (MM 62), or fiendish tiger
(MM 281), at your option, to your precise
location. At the same instant, you are transported to that creature’s home
plane, where you exist in stasis for the duration of the spell. To a casual
observer, it appears that you have transformed into the called creature (though
an onlooker who makes a DC 25 Spot check notices the slight gap in time between
your disappearance and the creature’s appearance). If the called creature would
not fit in the place you occupied when you cast the spell, the spell fails.
If the called creature is slain, you take
2d6 points of damage, the spell ends, and you are returned to your origin plane
in the space last occupied by the called creature.
A celestial creature (MM 31) called by this spell gains damage reduction 5/magic;
resistance to acid 5, cold 5, and electricity 5; spell resistance equal to its
HD +5; and a smite evil attack that provides a bonus equal to its HD on one
damage roll.
A fiendish creature (MM 107) called by this spell gains damage reduction 5/magic;
resistance to acid 5 and fire 5; spell resistance equal to its HD +5; and a
smite good attack that provides a bonus equal to its HD on one damage roll.
You have full control over the creature’s
actions and can perceive the environment around the called creature as if you
were seeing through its eyes, hearing through its ears, and so on.
While in stasis, you can’t take any actions
other than to control the called creature or to dismiss the spell, nor can
anything on the creature’s home plane affect you in any way. You also can’t
perceive anything around your body’s location. When you dismiss the spell, or
when the creature is slain, you appear in the creature’s location, and it is
returned to its home plane.
When you use a calling spell that calls a
chaotic, evil, good, or lawful creature, it is a spell of that type.
Level: Cleric 4, druid 4, Elysium 2, ranger
4, sorcerer/wizard 5
Duration: 1 hour/level
You have barely time to bark out a
few elder words of power, but then the pressure subsides, and you know you are
safe long enough to complete your mission.
This spell functions like avoid planar effects (page 19), except as noted above.
Conjuration (Teleportation)
Level: Cleric 7, sorcerer/wizard 8 You and the others link hands, and you concentrate on the forked
copper rod.
You rap the fork against your thigh
and speak the words of the spell. You know where you’re going, and as the
landscape around you fades, a new plane takes shape around you.
This spell functions like plane shift (PH 262), except that if
you have visited the desired location, the spell takes you to the precise
location (rather than 5 to 500 miles distant).
Transmutation
Level: Druid 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Radiating out from your hands, moss
and ivy covers your flesh until you resemble a shambling mound.
You imbue yourself with powerful
transformative magic, gaining some of the characteristics of the plant type.
Any spell or effect that would affect plant
creatures also affects you, for the duration of plant body.
When subject to this spell, you are immune
to extra damage from critical hits, mind-affecting spells and abilities,
poison, sleep, paralysis, stunning, and polymorphing.
Your ability scores, skills, and feats are
unaffected (although your new form might make it difficult or impossible for
you to use certain skills or feats).
Transmutation
Level: Druid 5
Black, glistening thorns emerge from
your skin, causing you no damage but endangering those who attack you in melee.
This spell functions like thornskin (page 219), except as noted above, and a
scratch from the thorns is sufficient to deliver a dose of poison to your
attacker. Any creature grappling you is exposed to the poison each round at the
start of your turn. The poison from the thorns deals 1d4
points of Strength damage immediately and another 1d4 points of Strength damage
1 minute later. Each instance of damage can be negated by a successful
Fortitude save (DC 10 + 1/2 your caster level + your
Material Component: A dried black rose.
Conjuration (Creation)
Level: Druid 4
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
In an instant you cause glistening
green vines to spring up at your command.
This spell functions like vine mine (page 230), except that the vines you
create are poisonous (contact, 1d6 Dex/2d6 Dex). A successful Fortitude save is
required only upon the first entry into the spell’s area (and again 1 minute
later); creatures don’t have to save each time they enter (or each round they remain
within). You are immune to the poison of the vines you create, and you can
select a number of other targets equal to your caster level to share this
immunity.
Abjuration
Level: Bard 2, sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One interplanar gate or portal
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
You cast a tiny bell at the portal,
and it rings as you finish the last gesture of the spell. With the completion
of the spell, the bell vanishes in midair, but it continues to ring for a few
moments more.
Portal alarm sounds a mental or audible alarm each time
a creature of Tiny or larger size passes through the magic gate or portal the
spell is cast upon. You decide at the time of casting whether the portal alarm will be mental or audible.
Mental Alarm: A mental alarm alerts you (and only you) as
long as you remain within 1 mile of the warded area and on the same plane. You
notice a mental tremor that would awaken you from a normal sleep but does not
otherwise disturb concentration (it would not interfere with spellcasting). A silence spell has no effect on a mental alarm.
Audible Alarm: An audible portal alarm produces the sound of a hand bell, buzzer,
or other similar repeating sound that can be heard clearly up to 60 feet away,
and it pierces closed doors and extends onto other planes.
The ringing can be heard faintly up to 180
feet away and lasts for 1 round.
Creatures within the area of a silence spell cannot hear the ringing, and if the
portal itself is within the area of a silence spell, no alarm is
sounded.
Ethereal and astral creatures trigger a portal alarm if they pass through the portal.
You can set a portal alarm with a password, determined at the time of
the casting, and this password can be discerned with the analyze portal spell (page 10). Those speaking the
password before passing through the portal do not set off the alarm.
Material Component: A tiny bell.
Abjuration
Level: Bard 4, sorcerer/wizard 4
Components: V, S, F
Duration: 8 hours/level (D)
This spell functions like portal alarm, with the following additions.
• You can designate the alarm set off by an
improved portal
alarm to be mental, audible,
or both.
• If a mental alarm is chosen, you receive
a mental picture of all creatures that have passed through the portal and which
direction they passed through. The mental image provides information as if you
were standing 10 feet away from the portal.
• You can enable another creature to
receive the mental alarm instead of yourself. You must touch the creature,
which receives a Will saving throw to negate the effect, if applicable.
Focus: A small leather pouch containing three
brass bells.
Transmutation
Level: Cleric 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One interplanar gate or portal
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Mentally marking the appearance and
location of the portal, you implant that knowledge into others, allowing them
to be drawn to the portal like a loadstone to metal.
You alter a magic gate or portal so it
sends out a mental beacon for up to six creatures, including yourself if you
choose. These individuals must be known to you but need not be present at the
time of casting. Once you cast portal beacon,
these creatures know the direction and distance to the targeted portal for the
spell’s duration.
Moving to a plane other than the two
connected by the portal ends the spell for that creature but leaves it intact
for others. You can have any number of portal beacons tuned to you without impairing other abilities or actions.
Conjuration (Healing)
Level: Cleric 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 10-ft.-radius emanation centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You speak the eldritch phrases of
power and an aura of white, shining, positive energy surrounds you.
Each round on your turn, every living
creature within 10 feet of you gains 1 hit point per three caster levels
(maximum 5). Creatures can’t exceed their full normal hit point totals as a
result of this effect. Undead creatures take 2 points of damage per round.
Characters with immunity to positive energy
effects are not affected by this aura. A positive energy aura does not affect you.
Transmutation
Level: Druid 3, sorcerer/wizard 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
By calling on the ancient and
timeless magical energies of the elements, you complete the spell. Immediately
your form begins to change, taking on aspects of the element you envisioned
while casting the spell.
When you cast this spell, choose an element
(air, earth, fire, or water).
You assume the physical appearance and many
of the qualities and abilities of a Medium elemental of the chosen element (MM 96–100). Primal form also grants you the elemental subtype
appropriate to the chosen element.
You gain a +4 bonus on saving throws
against mind-affecting spells and abilities.
There is a 25% chance that critical hits
and sneak attacks scored on you are negated, as if you were wearing armor with
the light fortification special ability (DMG 219). You cannot cast
spells, and you lose any spell-like, supernatural, and extraordinary abilities
of your own form. You gain additional abilities depending on the element you
chose when you cast the spell: Air: Fly speed 20 feet
(perfect).
Earth: Damage reduction 5/—.
Fire: 1d4 fire damage, resistance to fire 10,
burn (MM 98).
Water: Swim 90 feet, drench (MM 101).
Your equipment melds into your new form and
becomes nonfunctional.
Evocation
Level: Sorcerer/wizard 7
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Magical eye
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes
With a popping sound, a moist,
apple-sized eye with a rainbow-hued iris appears and sends a beam of colored
light at the foe you designate.
You create a visible orb that can produce
ray effects duplicating the beams of a prismatic spray spell (PH 264). You can move the eye up to your speed
as a move action, but it cannot go beyond the spell’s range.
Starting in the round the eye appears, you
can command it to fire a ray (50-foot range) as a free action once per round.
You must succeed on a ranged touch attack
with a ray to strike a target, but each ray uses a +6 bonus on attack rolls
instead of your ranged attack bonus.
A target struck by a ray suffers the effect
of one beam of a prismatic spray spell (roll 1d8 to determine the effect,
rerolling any result of 8), except that the save DC (if applicable) is 19.
After a particular color of ray has been used, it is no longer available to the
eye, and die rolls that indicate the same color are rerolled. Once all seven
rays have been fired, the eye remains until the spell’s duration expires. You
can still move it, but it can fire no more rays.
The eye is a Fine object with AC 18 (+8 size) and 9 hit points. It uses your save bonuses for saving
throws.
Focus: A polished, rainbow-hued abalone shell.
Evocation
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
You feel within you, as the spell
nears completion, various energies locked in a battle within your body. As
nausea threatens to overcome you, you croak out the final syllables of arcane
power and point your hand. A single beam of brilliantly colored light then
shoots from your outstretched hand.
You must succeed on a ranged touch attack
with the ray to strike a target.
On a successful attack, a creature with 6
Hit Dice or fewer is blinded for 2d4 rounds by the prismatic ray in addition to suffering a randomly
determined
Effect: Color of
1d8 Beam Effects
1
Red 20 points fire
damage (Reflex half)
2
Orange 40 points acid damage
(Reflex half)
3
Yellow 80 points
electricity damage (Reflex half)
4
Green Poison (Kills;
Fortitude partial, take 1d6 Con damage instead)
5
Blue Turned to stone
(Fortitude negates)
6
Indigo Insane, as spell
(Will negates)
7
Violet Sent to another
plane (Will negates)
8
— Two effects; roll
twice more, ignoring any “8” results
Divination [Mind-Affecting]
Level: Mind 6, sorcerer/wizard 6
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes
Reaching out with your thoughts, you
break through your target’s mental defenses and reap answers to your desires.
All of the subject’s memories and knowledge
are accessible to you, ranging from memories deep below the surface to those
still easily called to mind. You can learn the answer to one question per
round, to the best of the subject’s knowledge. You pose the questions
telepathically, and the answers to those questions are imparted directly to
your mind. You and the subject do not need to speak the same language, though
less intelligent creatures might yield up only appropriate visual images in
answer to your questions. The subject is not aware that its mind is being probed,
unless you wish to make it aware.
If the subject moves beyond the range of
the spell, the effect ends.
Enchantment (Compulsion) [Mind-Affecting]
Level: Sorcerer/wizard 9
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
As you finish
the complicated procedure necessary to cast the spell, your target’s mind opens
up to you like a book. You see the target’s memories like stories and know that you can
rewrite them as a master bard rewrites the inferior works of his apprentices.
You can selectively destroy, alter, or
implant memories in the subject creature as you see fit. Casting the spell
gives you access to all of the subject’s thoughts and memories, allowing you to
implement as many of the following specific effects as you like.
Memory Erasure: Memories possessed by the subject can be
erased, including knowledge of specific events, people, or places. You can
erase up to one full week of memories from the subject’s mind.
Memory Implant: You can create false memories in the
subject’s mind as you see fit. You can implant memories of being friends with a
hated enemy, events that didn’t really take place, or betrayals by people the
subject regards as friends.
Negative Levels: You can bestow a number of negative levels
equal to 1/2 the subject’s character level (rounding down, minimum 1st level)
or less. This effect represents erasure of class knowledge and training. These
negative levels never become permanent level loss, but they cannot be removed
by spells such as restoration, instead returning at a rate of one level
per day.
Persona Rebuilding: By erasing the subject’s previous
personality and implanting a false set of memories, you can build a new persona
for the creature, altering its alignment, beliefs, values, and personality
traits. (Some class abilities might be affected by alignment changes.) Programmed Trigger: You can program the subject to delay the
onset of any of the above effects until a specific event takes place, such as
the receipt of a coded message, capture by enemies, or arrival at some
destination. Similarly, you could specify some or all of the alterations you
create in a subject to be removed by a specific event.
The nature of programmed amnesia is such that a subject given new memories
(whether willing or not) might be given cause to suspect that those memories
are false, based on how complete your programming is. For example, a paladin
subject to a persona rebuilding effect that changes her alignment to neutral
loses her paladin abilities. Unless you impart a specific believable memory of
why she changed alignment, the character will perceive this unexplained gap in
her memory and might take steps (such as seeking a magical cure for her
“amnesia”) that could negate the spell’s effect (see below).
Generally, your subject must be either
willing to undergo the spell or restrained in some way so that it cannot leave
or interfere with the casting. Programmed amnesia cannot be dispelled, and so is normally permanent unless you care
to specify events that will end the effect. Its effect can also be removed by a
greater
restoration, miracle, or wish spell.
Material Component: A set of small crystal lenses set in gold
loops worth 500 gp.
Abjuration
Level: Cleric 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Swaddling your ally in a protective
field drawn by your hand like a blanket, you guard him against negative energy
attacks.
The warded creature gains partial
protection against negative energy effects.
For as long as the spell lasts, it
subtracts 10 from the hit point damage dealt by any negative energy effect
(such as an inflict spell) that adversely affects it.
Negative energy effects that don’t deal hit
point damage to the subject, such as an energy drain spell,
affect the subject normally.
Abjuration
Level: Cleric 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
A black seed of magic floats above
your finger, and you implant it in the creature before you, guarding it against
positive energy.
The warded creature gains partial
protection against positive energy effects.
For as long as the spell lasts, it subtracts
10 from the hit point damage dealt by any positive energy effect (such as a cure spell) that adversely affects it.
Positive energy effects that don’t deal hit
point damage to the subject, such as turning attempts, affect the subject
normally.
Transmutation
Level: Bard 4
Components: V, S
Casting Time: 1 round
Range: Touch
Target: One creature with Intelligence 3 or higher
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You admonish your chosen subject even
as you offer a supportive slap on the back.
With that simple action, you complete
the spell and see in your target a realization of its new abilities.
You briefly grant some bard abilities to a
creature of your choice. The subject of the spell can then function as a bard
of one-half your current bard level with respect to bardic music and bardic
knowledge. However, protégé imparts no spellcasting ability and does
not grant access to spells not normally available to the subject. For Perform checks
and bardic music prerequisites, the creature uses its own ranks in Perform or
one-half of your ranks (modified by its own Charisma modifier), whichever is
better.
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
In casting this spell, you see what
others do not—strings of silver energy running from your hands and feet to your
target’s wrists and ankles. You wave, and she waves back, in an awkward,
resisting fashion. You start walking toward the edge of the cliff. . . .
You force the subject to mimic your
actions. The subject matches your motions exactly, though it takes a –4 penalty
to Dexterity and Strength. Its movements look awkward, and its actions aren’t
as effective as if it were actually doing them itself. You can try to make the
subject commit a suicidal act, but it receives another Will save to break the
spell. If that save is successful, the subject collapses, helpless and in a
comatose state, for 1d4 rounds.
Anyone observing the subject of this spell
can determine that the subject’s actions are being controlled by making a DC 15
Sense Motive check (or DC 10 if the controlling bard is also visible).
This spell doesn’t grant the subject
extraordinary, supernatural, spell-like abilities, or spellcasting abilities,
even if you have and use such abilities during the spell’s duration.