RIGHTEOUS WRATH OF THE FAITHFUL
Evocation [Light]
Level: Cleric 7, sorcerer/wizard 7
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.- radius burst
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes
With outstretched hand, you gesture
toward the area where the spell will come into effect.
An instant later a blast of
multicolored light fills that area.
This spell releases energy in the form of a
multitude of rainbow-colored beams that erupt in every direction within the
area designated by you. This kaleidoscopic burst of energy deals 1d6 points of
damage per caster level (maximum 15d6), and all creatures within the burst are
dazed for 1d6 rounds. Those that succeed on a Will save take only half normal
damage and are dazzled for 1d6 rounds instead.
Sightless creatures are unaffected by this
spell.
Focus: An eye from any outsider that has 4 or more
Hit Dice.
Transmutation [Fire]
Level: Druid 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius spread
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
Hot, burning passion fills your soul
as you complete the spell. You release the passionate energy into the chosen
area, causing fires there to flare with their own elemental desire to burn.
This spell inflames existing fire, giving
it a passion to burn. All normal fires within the affected area flare up,
burning twice as hot and twice as bright.
The illumination radii of all nonmagical
fires double (so a torch casts bright illumination in a 40-foot radius), and
all nonmagical fires deal double damage (so a creature that catches on fire
takes 2d6 points of fire damage per round).
Fire that leaves the area remains affected
by the spell.
Fire affected by this spell burns out twice
as quickly, so a torch that is the subject of a raging flame spell burns out in 30 minutes instead of
the normal hour.
Magical fire in the area, such as from a produce flame or fireball spell,
burns hotter, dealing +1 point of fire damage per die.
Raging flame counters or dispels the effect of slow burn (page 192).
Evocation [Light]
Level: Sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You fire a ray of swirling, multihued
light drawn from radiant energies. The light’s hues wind together but remain
independent.
You must succeed on a ranged touch attack
with the ray to strike a target.
If you hit, the subject is dazzled for 1
minute. The spell also deals 1d12 points of damage per three caster levels
(maximum 5d12). A rainbow beam deals a random type of damage as determined
by the following table. If two types of energy are indicated, rainbow beam deals half its damage from each type of
energy indicated. Creatures apply energy resistance separately to each type of
damage.
1d8 Color Damage
Type
1 red fire
2 orange acid
3 yellow electricity
4 green poison
5 blue cold
6 indigo sonic
7 violet force
8 multihued roll twice (ignore further results of 8)
Focus: A small clear gem or crystal prism worth at
least 10 gp.
Evocation [Light]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
From your splayed fingers shoots a
beam of mixed energy and multihued lights.
The beam burns and freezes, sizzles
and screams.
This spell is a wide-spectrum blast of
radiant energy composed of all five energy types. Rainbow blast deals 1d6 points of damage from each of the
five energy types (acid, cold, electricity, fire, and sonic), for a total of
5d6 points of damage. Creatures apply resistance to energy separately for each
type of damage.
As you gain in levels, the damage die
increases in size. At 7th level the spell deals 5d8 points of damage, at 9th
level it deals 5d10 points of damage, and at 11th level it deals 5d12 points of
damage—one die for each of the five energy types.
Focus: A small clear gem or crystal prism worth at
least 50 gp.
Transmutation [Water]
Level: Sorcerer/wizard 4
Components: V
Casting Time: 1 minute
Range: Long (400 ft. + 40 ft./level); see text
Target: One creature or object
Duration: 1 hour/level
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)
Water roils and foams as the
shipwreck rises to the surface. Floating now effortlessly, it bobs up and down,
never sinking more than an inch.
The subject of this spell gains magical
buoyancy and floats on the surface of the water for the duration of the spell,
despite its weight or normal buoyancy.
It cannot swim below the surface of the
water. Creatures that must breathe water can still do so. If the subject is
underwater at the time this spell is cast, it rises toward the surface at a
speed of 150 feet. The magic of the spell prevents the subject from taking
damage from the speed of the ascent.
This spell is particularly effective at
raising sunken ships from the deep. If you know the exact details of the
shipwreck (its appearance, its name, the date of its creation, its history, and
the circumstances of its sinking), the vertical distance between you and the
subject is not a factor. When cast to raise a shipwreck, the spell brings up
all surviving fragments of the ship, along with any loose objects that are in
contact with the ship or enclosed inside it. The ship and its fragments remain
on the surface of the ocean until the spell’s duration ends, at which point the
ship sinks again if it has not been repaired. (Multiple consecutive castings of
the spell might be needed to keep the ship afloat long enough to be fully
repaired.)
Transmutation
Level: Druid 1, ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You complete the casting, and your
hands tingle. Ridged, hornlike ripples appear over your knuckles, nails, and
the backs of your hands.
You gain a +2 enhancement bonus to
Strength, and your unarmed attacks deal lethal instead of nonlethal damage.
You are considered armed. The spell has no
other effect; you can cast spells and manipulate objects normally.
Transmutation
Level: Druid 1, ranger 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Splaying your fingers like a mole’s
forepaws completes the spell. With your touch, the target’s digging appendages
increase in size and sharpness.
This spell increases the touched creature’s
burrow speed by 20 feet. It has no effect on other modes of movement, nor does
it grant the subject a burrow speed or the ability to burrow through stone if
the creature cannot already do so.
Transmutation
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
A crackling ray leaps from your
outstretched hand. The green ray seems almost sluggish in reaching its target,
though it takes only an eyeblink to do so.
You must succeed on a ranged touch attack
with the ray to strike a target.
The energy of the ray stiffens the
subject’s muscles and joints, making it more difficult for the subject to move.
The subject takes a penalty to Dexterity
equal to 1d6+1 per two caster levels (maximum penalty 1d6+5, minimum Dexterity
1).
Abjuration
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Target: One construct
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A copper-red ray bursts from your
outstretched hand. The sound of grinding gears and breaking metal accompanies
the ray’s flight.
This ray interferes with magical animation,
degenerating the magic bound within constructs and effectively causing damage.
You must succeed on a ranged touch attack with the ray to strike a target. The
ray deals 1d6 points of damage per caster level to the subject (maximum 15d6).
Abjuration
Level: Bard 4, sorcerer/wizard 4
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
As the spell is cast, a brief
shimmering field appears around you. Small motes of silver float within the
field.
For the duration of the spell, you are
protected against ranged touch attacks, including ray spells and ray attacks
made by creatures. Any ray attack directed at you is automatically reflected
harmlessly away.
Focus: A glass prism.
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 3, sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You release a drab violet ray from
your palm. The ray shoots toward your target in a spiraling corkscrew.
You strike out at your enemy with a ray
that causes intense feelings of vertigo.
You must succeed on a ranged touch attack
with the ray to strike a target.
A struck subject experiences strong
feelings of vertigo and can take only a move action or a standard action each
round (but not both, and it cannot take a full-round action).
Focus: A small top.
Necromancy
Level: Sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
You release a crackling black ray.
The smell of decay fills the air.
When you cast this spell, you unleash a ray
of negative energy that consumes the life energy of the subject. You must
succeed on a ranged touch attack with the ray to strike a target.
If your attack is successful against a
living creature, the ray makes the subject weaker, slower, and less healthy.
The subject takes a –4 penalty to Strength, Constitution, and Dexterity for the
duration of the spell.
Evocation [Flame]
Level: Sorcerer/wizard 1
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
A burning ray shoots out at the
target from your upturned palm. The sound of a crackling fire follows the ray’s
path.
You must succeed on a ranged touch attack
with the ray to strike a target.
If your attack is successful, the ray deals
1d6 points of fire damage per two caster levels (maximum 5d6). The target must
also make a Reflex save or catch fire, taking 1d6 points of fire damage each
round until the flames are put out (requiring a DC 15 Reflex save; see Catching
on Fire, DMG 303).
Focus: A small, polished glass lens.
Evocation [Cold]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
A cyan ray beams from your
fingertips.
You shudder with cold as the ray
leaves your hand.
You launch a ray of numbing cold at your
enemy. You must succeed on a ranged touch attack with the ray to strike a
target. If successful, the ray deals 1d6 points of cold damage per two caster
levels (maximum 5d6). The target must also make a Reflex save or be frozen to
the ground with its feet encased in ice. A frozen creature cannot move,
receives no Dexterity bonus to AC, and incurs a –2 penalty on attack rolls.
A frozen creature can free itself with a DC
18 Strength check or by dealing 15 points of damage to the ice.
Material Component: Ice or a vial of melted mountain snow.
Evocation [Light]
Level: Bard 6, sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Your palm emits a ray of light. The
ray gives off a soft, continuous glow.
You direct a short ray at the eyes of a
target. You must succeed on a ranged touch attack with the ray to strike a
target. With a successful ranged touch attack, the subject is blinded for 1d4
rounds.
Necromancy
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./ 2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
Holding your outstretched hand palm
down, you fire a sickly green ray. Your hand feels cold and clammy for a few
seconds after the ray flies forth.
You must succeed on a ranged touch attack
with the ray to strike a target.
If your ranged touch attack hits, the
subject becomes sickened.
Enchantment (Compulsion) [Mind-Affecting]
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A bright yellow beam bursts from your
extended fingertips. The beam emits an “uh” sound, like someone trying to think
of a word.
This ray clouds the mind of your enemy,
damaging its intellect. You must succeed on a ranged touch attack with the ray
to strike a target. A subject struck by the ray takes 1d4+1 points of
Intelligence damage. If the target is a wizard, she might temporarily lose the
ability to cast some or all of her spells if her Intelligence drops too low.
Material Component: A miniature cone-shaped hat.
Necromancy
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
A dark ray flies forth from your
hand. The air fills with the smell of blood.
You must succeed on a ranged touch attack
with the ray to strike a target.
The target of this ray feels weaker and
takes a –2 penalty on attack rolls. Its speed is reduced by 10 feet.
Transmutation
Level: Sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You speak the words of this spell and
your claws shine with lustrous yellow radiance, growing more slender and
sharper as you watch.
Choose one of your natural weapons that
deals slashing or piercing damage (such as a bite or a single claw). That
natural weapon’s threat range doubles (in most cases, becoming 19–20).
The effect of this spell does not stack
with any other effects that increase a weapon’s threat range.
Evocation
Level: Sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius emanation centered on a point in space, and 40-ft.-radius
emanation centered on the same point; see text
Duration: 1 round
Saving Throw: Will negates, Reflex negates; see text
Spell Resistance: Yes
A lightning strike and a tearing
sound as loud as thunder fills the area as a hole in space opens. Wind rushes
into the void, and objects nearby lift into the air as everything is drawn
inexorably toward the rip in reality.
You tear a temporary hole in reality itself
that sucks all loose material and living creatures into it, sending them to a
random plane (see sidebar). Everything sucked into the reality maelstrom goes to the same plane.
Reality maelstrom has a primary area and a secondary area.
The primary area is the hole itself: a sphere with a 20-foot radius centered on
the spell’s point of origin. Within that area, all unattended objects weighing
100 pounds or less are sucked into the maelstrom, as are all individuals who
fail a Will saving throw.
The rip also creates a windstorm of air
that affects objects and creatures in the secondary area of the spell. The
secondary area is all the space farther than 20 feet from the spell’s point of
origin but not farther than 40 feet away. All unattended objects within the
secondary area that weigh 50 pounds or less are drawn into the primary area of
the maelstrom. Individuals within the secondary area must make a Reflex saving
throw. Those who fail are sucked into the primary area and must then make a
Will saving throw to avoid being drawn into the maelstrom.
Individuals who succeed on either saving
throw can move and attack as normal.
A reality maelstrom is a one-way portal, so nothing ever emerges from the hole the
spell makes.
Material Component: A golden hoop no less than 1 inch across.
Abjuration
Level: Sorcerer/wizard 9
Saving Throw: See text
Spell Resistance: No
Bringing to your lips some of the
most elemental words of arcane power, you feel stirring within you the spirits
of ancient mages as you prepare to absorb the spell energies you have targeted.
Your body shakes uncontrollably, as if eagerly anticipating the power behind
those spells.
This spell functions like dispel magic (PH 223), except that your
caster level for your dispel check is a maximum of +20 instead of +10, and (as
with greater dispel
magic) you have a chance to
dispel any effect that remove curse can
remove, even if dispel magic can’t dispel that effect. When casting a
targeted dispel or counterspell, you can choose to reave each spell you successfully
dispel, stealing its power and effect for yourself.
When making a targeted dispel, make a
Spellcraft check (DC 25 + spell level) to identify the target spell or each
ongoing spell currently in effect on the target creature or object.
Each spell you dispel with a targeted
dispel can be reaved if you so desire, and the spell’s effects are redirected
to you, continuing as if cast on you by the original caster with no
interruption to or extension of duration. Once you reave the spell, you
identify it if you haven’t done so already (see below).
If the subject was the caster and the spell
is dismissible, you can dismiss it as if you had cast it yourself. Likewise, if
the subject was the caster and the spell requires concentration, you must
concentrate to maintain the spell’s effect as if you had cast it yourself.
You can still attempt to reave a spell you
didn’t identify with your Spellcraft check, but doing so can be risky if you
don’t know the specifics of the spell’s effect. For example, if you fail to
identity an ongoing spell effect on an enemy character and choose to reave
anyway, you might find yourself under the influence of the dominate person effect that character was suffering from.
Any spell resistance you might have has no effect against harmful spells you
might inadvertently reave, but you get the same chance to save against those
spell effects as the original target.
If you choose to reave a spell you have
successfully counterspelled with reaving dispel, you seize control of the spell after the enemy caster completes
it, and you can redirect the spell to whatever targets or area you wish
(including the original caster, if appropriate). Again, you must make a
Spellcraft check (DC 25 + spell level) to identify the spell you intend to reave,
but you are free to choose to redirect a spell whose effect, range, and area
you don’t know.
If the redirected spell’s correct casting
conditions aren’t met (because you guess at an improper target or range, for
example), the spell fails.
Reaving dispel can be used to cast an area dispel with the
increased maximum caster level, but any magical effects so dispelled cannot be
reaved.
Enchantment (Compulsion) [Fear,
Mind-Affecting]
Level: Sorcerer/wizard 2, Hades 2
Components: V, S, F
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
You rap the switch in your hand and
then sharply against your thigh, finishing the final gesture that will bring
discomfort to your foe.
When the spell is cast, the subject is
dazed for 1 round and shaken for the duration of the spell. Furthermore, a
spellcaster targeted by rebuke must make a successful
Concentration check (DC equal to the save DC for this spell + the level of the
spell being cast) to cast spells while under its effect.
Focus: A stick at least 1 foot long.
Enchantment (Compulsion) [Fear,
Mind-Affecting]
Level: Sorcerer/wizard 7
Saving Throw: Will partial
You jab the stick into your side and
twist it, causing yourself some discomfort but creating a killing pain in the
target.
This spell functions like rebuke, except that the target dies instantly if it
fails its saving throw. A creature that survives this effect is dazed for 1
round.
Enchantment (Compulsion) [Fear,
Mind-Affecting]
Level: Sorcerer/wizard 4
This spell functions like rebuke, except that the subject is cowering for
1d4 rounds instead of being dazed for 1 round.
Necromancy
Level: Sorcerer/wizard 4
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round
Your expel your breath weapon, and it
is filled with dancing white sparks that swarm around your foes and freeze them
with fear.
For this spell to function, you must have a
breath weapon, either as a supernatural ability or as the result of casting a
spell such as dragon breath (page 73).
When you successfully cast this spell, you
imbue your breath weapon with negative energy that rebukes undead in its area.
Undead within the area of your breath weapon that fail their saving throws
against it cower as if in awe for 1 round.
Abjuration
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Will half, then Fortitude negates; see text
Spell Resistance: No
You finger the tiny loop of wire in
your hands as you complete the spell. You manipulate the magical aura of the
target, creating a damaging feedback reaction, and the target explodes with
white sparks.
The subject takes 1d12 points of damage per
functioning spell or spell-like ability currently affecting it (maximum 25d12).
In addition, any creature so affected that fails its Will save must then
succeed on a Fortitude save or be dazed for 1d6 rounds.
Only spells specifically targeted on the
creature in question can be used to create the backlash of a reciprocal gyre, so spells that affect an area can’t be used
to deal reciprocal damage to creatures within their area. Likewise, persistent
or continuous effects from magic items can’t be used to deal reciprocal damage,
but targeted spell effects can be.
Material Component: A tiny closed loop of copper wire.
Conjuration (Creation)
Level: Cleric 4, Purification 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: All allies and foes within a 60-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
By reciting a sacred passage or
declaration, you invoke your deity’s blessing upon yourself and your allies.
The spell affects all allies within the
spell’s area at the moment you cast it.
Your allies gain a +2 luck bonus to AC, on
attack rolls, and on saving throws, or a +3 luck bonus if they worship the same
deity as you.
Divine Focus: In addition to your holy symbol, this spell
requires a sacred text as a divine focus.
Evocation [Water]
Level: Druid 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
As you complete the spell, a surging,
frothing wave of thick, red seawater washes over everything in the area.
All creatures in the area of a red tide spell are immediately knocked prone and
must make a Fortitude saving throw.
A creature that makes its Fortitude save
against a red tide is sickened for 1 minute. A creature that
fails this saving throw is nauseated for 1 minute, and it takes 2d6 points of
Strength damage.
After 1 minute, the nausea ends but the
creature must make a second Fortitude saving throw or take an additional 2d6
points of Strength damage. Creatures that are immune to poison are immune to
these effects of a red tide.
Creatures with the fire subtype take 1d6
points of damage per caster level (maximum 20d6), or half with a successful
Reflex save.
The tainted water evoked by this spell
vanishes almost immediately, and any objects or creatures in the area do not
emerge wet.
Transmutation
Level: Sorcerer/wizard 5
Duration: 10 minutes/ level The creature shrinks rapidly before your eyes.
This spell functions like reduce person (PH 269), except as noted
above.
Illusion (Glamer)
Level: Bard 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
You invoke the spell and, to your
eyes, you are covered with a glittering net of sparks and spangles. To the eyes
of the drow in the underground marketplace, you look like just another dark
elf.
A reflective disguise spell causes any intelligent creature viewing you to perceive you
as the same species and gender as itself, provided that its size category is no
more than one step different from your own. The spell changes perceptions of
clothing, race, and gender.
Reflective disguise does not give you any knowledge of the
abilities or mannerisms of the reflected form, nor does it alter the perceived
tactile (touch), audible (sound), or olfactory (smell) properties of you or
your equipment.
A creature that interacts with the glamer,
beyond simply viewing it, gets a Will save to recognize it as an illusion. For
example, a creature that touched you and realized that the tactile sensation
did not match the visual one would be entitled to such a save. A creature with
the scent ability automatically gets a Will save if you are within its scent
range.
Illusion (Glamer)
Level: Bard 5, sorcerer/wizard 6
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/2 levels, no two of which are more than 30 ft. apart
Duration: 12 hours (D)
Saving Throw: Will negates
Spell Resistance: Yes
You cast the spell, and your allies
all suddenly appear to be members of the same orc tribe you plan to infiltrate.
This spell functions like reflective disguise, except you can change the appearance of
other creatures as well.
Affected creatures resume their normal
appearances if slain.
An unwilling target can negate the spell’s
effect on itself by making a successful Will save or with spell resistance.
Abjuration
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) Ef fect and Area: Invisible
ward that occupies two 10-ft. squares/ level (S)
Duration: 1 hour/level
Saving Throw: Will negates; see text
Spell Resistance: Yes
A metallic stretching sound, as if a
thin sheet of metal were bowed then released, echoes forth from your
outstretched hand. You can see for just an instant a glowing grid that defines
the protected area of your spell.
You create a special ward that prevents
unauthorized spellcasters or creatures with spell-like abilities from entering
an area. Any creature that has spells prepared, spell slots available for
casting without preparation, or innate spell-like abilities must succeed on a
Will save or be halted by an invisible barrier that prevents passage. The DC of
the Will save increases by a number equal to the spell level of the
highestlevel spell the creature has prepared or is capable of casting (so that
a 10th-level sorcerer who hasn’t yet depleted his 5thlevel spell slots for the
day adds 5 to the save DC). You can choose to designate a password or special
condition (such as character race, alignment, possession of a token, or any
other observable or detectable characteristic) by which spellcasting characters
and creatures can enter the refusal-warded area.
Creatures that have no spellcasting
capability or spell-like abilities (including spellcasters who have used up
their spell slots and creatures with spell trigger or spell completion magic
items) can pass through the barrier with no difficulty. Spellcasters and
creatures that have spell-like abilities and that are already within the area
you protect when you create the ward are not compelled to leave or restricted
in their movement within it (and spells and spell-like abilities can pass
through the barrier in either direction with no difficulty). However, if such
creatures leave the area, they must succeed on saving throws as described above
to return.
Creatures attempting to use any
teleportation spell or effect to enter the warded area make the normal saving
throw. They are shunted harmlessly to the nearest safe space outside the warded
area if they fail.
Material Component: A pinch of dust from a wizard’s tomb.
Conjuration (Summoning)
Level: Paladin 3, sorcerer/wizard 3
Effect: One mount/level
You toss a bit of horsehair into the
air, and as it drifts toward the ground, an array of finely adorned mounts
appears.
This spell functions like mount (PH 256), except you can
summon several mounts. Each comes with a bit and bridle, riding saddle, saddle
blanket, ribbons, adornments, and a banner. You select the colors of the horses
and the livery, either or both of which can include a heraldic or personal
symbol.
Abjuration
Level: Cleric 6
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
With a stern word of disallowance,
you cast the spell. A barely perceptible hum sounds in the direction you indicate.
A creature in the area must succeed on a
Fortitude saving throw or be pushed away from you to a distance of 5 feet per
caster level. If the creature is pushed into a wall or similarly solid surface,
it takes 1d6 points of damage for every 10 feet it was moved.
Movement forced by this spell can take the
creature beyond the spell’s range.
Conjuration (Healing)
Level: Druid 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing creature touched
Duration: 2 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You pass your hand over the body of
your friend, drawing a cocoon of glowing yellowgreen energy about him.
When you cast the spell, the rejuvenation cocoon forms around the subject.
One round after the cocoon forms, it heals
the subject of 10 points of damage per caster level (maximum 150 hit points)
and purges the subject of poison and disease. At the end of the second round,
the rejuvenation
cocoon dissipates and the subject
emerges, able to move and act freely.
The cocoon is made of force, but it is
somewhat flexible and responds to pressure from the inside of the cocoon.
The subject can’t move from the space it is
in while cocooned, however.
The cocoon has hardness 10 and 10 hit
points per caster level. If it is destroyed, the spell ends.
Material Component: A cocoon of a butterfly.
Necromancy [Evil]
Level: Cleric 3
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: One humanoid that died within the past week
Duration: 24 hours or until discharged; see text
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Hunger gnaws at your innards as you
complete the spell. Your hands glow with black crackling energy, which discharges
into the corpse you touch. For a moment, the corpse glows with a similar
blackness before fading.
You charge a dead body with negative
energy, giving it the ability to heal an undead creature that dines upon its
flesh. The corpse remains charged with this energy for up to 24 hours. If an
undead creature eats a full meal of the corpse’s flesh within this time (a
humanlike undead creature, such as a ghoul, generally taking 10 minutes), the
undead gains fast healing 1 upon completing its feast, which lasts for the next
5 minutes.
This effect does not stack with any fast
healing the undead has from other sources. This spell does not allow the undead
to regrow or attach lost body parts. Eating the flesh discharges the spell from
the corpse.
You can cast this spell multiple times on a
corpse, allowing more than one undead to benefit from eating it, though a
single undead gorging itself on multiple “meals” does not gain any extra
benefit while the first meal is in effect (the fast healing does not stack).
A typical Medium corpse is usually enough
for ten such meals, a Small corpse five, Tiny two, and Diminutive one.
A living creature that eats a charged
corpse must succeed on a Fortitude saving throw or immediately contract filth
fever (DMG 292; no incubation time). Creatures that
are neither alive nor undead and eat the charged corpse are unaffected.
Transmutation
Level: Bard 1, druid 1, ranger 1, sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
With a touch of a wax-covered finger
to the subject, you inhale deeply and smell nothing.
This spells hides the scent of the creature
or object touched for the duration of the spell. The scent ability (MM 314) cannot detect a creature under the effect of a remove scent spell.
It also negates the harmful effects of the
noxious stench exuded by certain creatures, such as ghasts, for the duration of
the spell.
Material Component: A pinch of unscented candle wax.
Conjuration (Healing)
Level: Cleric 7, Pact 7
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target: Willing living creature touched
Duration: Permanent until triggered
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Calling upon your deity to aid your
ally, you bind a protective spell to your friend, leaving a tattoolike mark of
your deity’s holy symbol on his skin.
This spell remains dormant until the subject
is subjected to one or more of the following adverse conditions: ability
damage, blinded, confused, dazed, dazzled, deafened, diseased,
exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or
poisoned. One round after the subject is affected by a condition that triggers
the renewal pact, the subject receives a panacea spell (page 152) at a caster level equal to
that of the caster of the renewal pact.
A creature can be subject to only one renewal pact at a time. Casting renewal pact on a subject who already has an untriggered
renewal pact voids the earlier pact.
Material Component: A topaz worth at least 500 gp.
Transmutation
Level: Sorcerer/wizard 4
The smell of grease and the distant
echo of clanking gears greet your senses as you complete this spell. Upon
touching the intended construct, the grease smell and gear sounds disappear.
Major dents and scratches disappear from the construct, as do cuts, tears, and
abrasions.
This spell functions like repair light damage, except that you repair 4d8 points of damage
+1 point per caster level (maximum +20).
Transmutation
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As a sculptor massaging a rough spot
of clay into something less abrasive, your touch smooths over the dents and
dings of the construct you touch.
When laying your hand upon a construct that
has at least 1 hit point remaining, you transmute its structure to repair the
damage it has taken. The spell repairs 1d8 points of damage +1 point per caster
level (maximum +5).
Transmutation
Level: Sorcrer/wizard 0
As if with the eye of an expert
craftsman, your touch draws out a minor dent in the construct’s surface.
This spell functions like repair light damage, except that you repair 1 point of damage to
a construct.
Transmutation
Level: Sorcerer/wizard 2
Your touch eliminates the wear and
tear from the construct’s body.
This spell functions like repair light damage, except that you repair 2d8 points of damage
+1 point per caster level (maximum +10) to a construct.
Transmutation
Level: Sorcerer/wizard 3
With a touch, you mold the battered
construct’s form to be more like it was on its day of creation.
This spell functions like repair light damage, except that you repair 3d8 points of damage
+1 point per caster level (maximum +15) to a construct.
Transmutation [see text]
Level: Sorcerer/wizard 9
Components: V, S
Casting Time: 1 round; see
Effect: One spell or spell-like ability
Duration: See text
Saving Throw: See text
Spell Resistance: See text
The enemy mage raises her hands, and
a cone of swirling, multicolored winds appears at her fingertips. Then she
laughs and says, “Can you do that?” You smile and reply, “I can now.”
You duplicate the effect of any one spell
or spell-like ability you have seen within the last round. This spell can
duplicate only spells and spell-like abilities of 8th level or lower. This
duplication functions like the ability of a wish spell to duplicate
another spell, except that it is not limited by type of spell (divine or
arcane) or by what school the effect is from. If the casting time of the spell
you observed is greater than 1 round, the casting time of this spell is
increased to the same.
A duplicated spell or spell-like ability
functions as if you had the appropriate spell prepared and were casting it
yourself. If the spell or ability has an XP cost, you must pay that XP cost. If
the spell has a costly material component, you must provide that component or
pay an additional XP cost equal to the gold piece value of that component
divided by 5.
Abjuration
Level: Cleric 3, druid 3, sorcerer/ wizard 4
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
You call upon the protective energies
of magical power, surrounding your subjects in temporarily visible fields of
energy.
Although the fields fade from view,
you can still just barely sense their existence.
This spell functions like resist energy (PH 272), except that it
affects all targeted creatures.
Abjuration
Level: Cleric 1, druid 1, Hades 2, Limbo 2, paladin 1, ranger 1,
sorcerer/wizard 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You can tell that your target feels
the oppression of the plane around you, the rank evil of the place. A few
spoken phrases, backed by magical power, and that oppression seems to lift.
This abjuration grants a creature limited
protection from a plane’s alignment traits (DMG 149). When the subject
visits a plane with an alignment trait, this spell grants it immunity to
penalties on its Charisma-based checks that mildly aligned planes impose on
visitors of opposed alignments. The Charisma-, Wisdom-, and Intelligencebased
check penalties associated with strongly aligned planes are halved while the
spell’s duration lasts.
Abjuration
Level: Bard 4, cleric 4, druid 4, sorcerer/wizard 4
Duration: 24 hours
Just as you touch the spell’s
subject, a feeling of peace and watchful guardianship fills your being.
This spell functions like resistance (PH 272), except as noted
here. You grant the subject a +3 resistance bonus on saves.
Abjuration
Level: Bard 6, cleric 6, druid 6, sorcerer/wizard 6
Duration: 24 hours
As you finish casting the spell, you
feel imbued with the feeling that something greater than yourself is protecting
you.
When you touch your intended subject
and release the spell, the feeling disappears.
This spell functions like resistance (PH 272), except as noted
here. You grant the subject a +6 resistance bonus on saves.
Evocation [Sonic]
Level: Bard 4, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: 60-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Your quick movements and rapid
utterances release the spell’s energy, culminating in a final cry that
unleashes a tremendous bolt of sonic energy from your open hand.
The bolt of sonic energy deals 1d4 points
of sonic damage per caster level (maximum 10d4) to each creature within its
area. In addition, a resonating bolt deals full damage to objects and can easily
shatter or break interposing barriers. If the bolt destroys a barrier, it can
continue beyond the barrier if its range permits; otherwise, it stops.
Conjuration (Healing)
Level: Cleric 7
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
Hurling diamond dust into the air,
you call out to your deity, and a sparkling aura briefly surrounds those you
wish to heal.
This spell functions like restoration (PH 272), except as noted
above.
Abjuration
Level: Blackguard 1, cleric 1, paladin 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
By laying hands on your ally and
saying a brief prayer, you convince a higher power to grant him a second
chance.
The subject of a resurgence spell can make a second attempt to save
against an ongoing spell, spell-like ability, or supernatural ability, such as dominate person. If the subject of resurgence is affected by more than one ongoing
magical effect, the subject chooses one of them to retry the save against. If
the subject succeeds on the saving throw on the second attempt, the effect ends
immediately. Resurgence never restores hit points or ability score
damage, but it does eliminate any conditions such as shaken, fatigued, or
nauseated that were caused by a spell, spell-like ability, or supernatural
ability.
If a spell, spell-like ability, or
supernatural ability doesn’t allow a save (such as power word stun), then resurgence won’t
help the subject recover.
Abjuration
Level: Blackguard 3, cleric 3, paladin 3
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
Throwing out your hand and calling
upon your deity for favor, you give your allies a chance to free themselves of
the baleful magic.
This spell functions like resurgence, except as noted here. The spell grants a
second save attempt against a single spell or ability chosen by you. For
instance, if three of your allies have been mind blasted by
mind flayers and two others have been turned into toads by baleful polymorph spells, you must choose to affect either
the mind blast (granting three new save attempts) or the baleful polymorphs (granting two new save attempts).
Necromancy [Language-Dependent]
Level: Bard 2
Components: V, S
Casting Time: 1 round
Range: Touch
Target: One recently dead creature
Duration: 5 rounds
Saving Throw: None
Spell Resistance: No
You touch the body and intone a
lament, calling out to the living memory of the creature. Tendrils of mystical
energy sparkle around the creature’s lips, and it begins to speak.
You cause a creature that has been dead for
up to three days to reveal information about events that led up to its death.
The corpse speaks tersely in its native language, using no more than a dozen
words or so in a round.
In the first round, it describes the last
thing it saw. In the second, it describes its dying wish. In the third, it
describes the attack that killed it. In the fourth, it tells who killed it. In
the fifth, it tells why it believes it was killed.
Conjuration (Healing)
Level: Bard 6, blackguard 4, cleric 4, paladin 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Dead ally touched
Duration: 1 minute/level
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
You rush to your fallen companion
amid the chaos of the battle and cry out the words that will bring her back for
one last fight.
This spell brings a dead ally temporarily
back to life. The subject can have been dead for up to 1 round per level.
Your target functions as if a raise dead spell (PH 268) had been cast
upon her, except that she does not lose a level and has half of her full normal
hit points. She is alive (not undead) for the duration of the spell and can be
healed normally, but dies as soon as the spell ends. While under the effect of
this spell, the subject is not affected by spells that raise the dead.
The subject gains a +1 morale bonus on
attack rolls, damage rolls, saves, and checks against the creature that killed
her.
Abjuration
Level: Sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level or until discharged
As you clasp the shell in one hand
and the ball of sap in the other, a silver radiance flecked with blue lines
surrounds you.
You pocket the items, but the
radiance remains.
This spell functions like protection from arrows (PH 266), except as noted
here. If any projectile fired from a ranged weapon that strikes you has all its
damage negated by your damage reduction (10/magic), the projectile is turned
back upon the creature that fired it. The attacker’s attack roll is used to
determine if the reversed projectile strikes the attacker, but the damage is
rerolled. If the attacker is also protected by a reverse arrows spell, it is possible for the projectile to
bounce between both individuals until one of the spells is discharged from
accumulated damage.
Once this spell has prevented a total of 10
points of damage per caster level (maximum 100 points), it is discharged.
Focus: A piece of shell from a tortoise and a ball
of tree sap.
Conjuration (Healing)
Level: Cleric 6
Components: V, S, M, DF
Casting Time: 1 minute
Range: Touch
Target: Dead outsider touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
Sprinkling the components of its home
plane over the body of the outsider, you chant and pass around the corpse three
times. With the final words of the spell, the outsider’s eyes open, alive once
more.
You restore life to a dead outsider, as
with the raise dead spell (PH 268). You can restore
to life any creature of the outsider type of up to your level in Hit Dice, and
the creature can have been dead for any length of time.
Material Components: A bit of soil, water, or other unworked,
natural material from the outsider’s native plane, and a diamond worth at least
5,000 gp.
Necromancy [Evil]
Level: Deathbound 5, sorcerer/ wizard 6
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Destroyed undead creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Touching the corpse of the creature,
you whisper to its departed spirit, calling it back—but not to life.
Your restore animation to an undead
creature destroyed by hit point loss (even a zombie or skeleton, which can’t
normally be reanimated once destroyed). You can revive a destroyed undead
creature that has been inactive for up to one day per caster level. In
addition, the subject’s animating spirit must be free and willing to return. If
the subject’s animating spirit is not willing to return, the spell does not
work; therefore, subjects that want to revive receive no saving throw.
Revive undead restores hit points to the subject up to a
total of 1 hit point per Hit Die. The body of the undead to be revived must be
whole. Otherwise, missing parts are still missing when the creature is
reanimated. None of the dead creature’s equipment or possessions are affected
in any way by this spell.
An undead that has been destroyed by a
turning effect can’t be revived by this spell.
The subject of the spell loses one level or
Hit Die (if it doesn’t have a character class level, it loses a HD) when it is
revived. This level loss cannot be repaired by any spell. If the subject is 1st
level, it loses 2 points of Charisma instead. An undead that was destroyed with
spells prepared has a 50% chance of losing any given spell upon being revived,
in addition to losing spells for losing a level. A spellcasting undead creature
that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any
given unused spell slot as if it had been used to cast a spell, in addition to
losing spell slots for losing a level.
Material Component: A black pearl worth at least 5,000 gp.
Conjuration (Healing)
Level: Cleric 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
The diamonds vaporize from your hand
as you cast this spell, and the vapors they give off wrap around your fallen
companion, dragging her soul back into her mortal form.
Revivify miraculously restores life to a recently
deceased creature. However, the spell must be cast within 1 round
of the victim’s death. Before the soul of
the deceased has completely left the body, this spell halts its journey while
repairing somewhat the damage to the body. This spell functions like raise dead (PH 268), except that the
raised creature receives no level loss, no Constitution loss, and no loss of
spells. The creature has –1 hit points (but is stable).
Material Component: Diamonds worth at least 1,000 gp.
Transmutation
Level: Paladin 1, ranger 1, Wrath 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
A violent fury consumes you. You seek
nothing more than to charge at your enemies and bash in their heads.
This spell allows you to propel yourself in
a single deadly charge. The first charge attack you make before the end of the
round deals double damage on a successful hit.
Abjuration [Good, Light]
Level: Paladin 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
You invoke the powers of good and
law, and in response to your pleas, you glow with the golden radiance of the
sun.
You are bathed in an unearthly glow for the
duration of the spell, as if a daylight spell
(PH 216) had been cast on you. You get a +4
sacred bonus to Charisma.
If you die, your body is converted into an
explosive blast of energy in a 20-foot-radius burst centered where you fell,
dealing 2d6 points of damage per caster level (maximum 20d6) to all evil
creatures in the burst’s area. Good creatures in the area are healed by the
same amount, and undead take double this damage. Spell resistance cannot
prevent this damage, but a successful Reflex save reduces it to half. Your body
is disintegrated, so you cannot be raised with a raise dead spell. Spells that do not require an intact
body, such as true
resurrection, can be used to bring
you back to life as normal.
Transmutation
Level: Paladin 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You pull a holy aura about you that
glows a golden red.
Summoning the power of your deity, you
charge yourself with positive energy. This gives you 5 temporary hit points per
caster level (maximum 50) and a +4 sacred bonus to Strength.
These temporary hit points last for up to 1
hour.
Enchantment (Compulsion) [Mind-Affecting]
Level: Cleric 5, Purification 7
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 ft.
Targets: Allies within a 30-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
When you cast this spell, you fire
your allies and companions with a divine madness or fury, greatly enhancing
their combat ability.
Allies gain one additional melee attack
each round, at their highest attack bonus, when making a full attack. (This
additional attack is not cumulative with other effects that grant extra
attacks, such as a haste spell.) They also gain a +3 morale bonus on
melee attack rolls and damage rolls. (This bonus on melee attack rolls does
stack with the bonus provided by haste.)
Conjuration (Creation)
Level: Cleric 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
As you twirl the small dagger in your
hand, it slowly fades from existence and is replaced by dozens of larger blades
swirling about you in a horizontal ring.
This spell conjures a horizontal ring of
swirling metal blades around you.
The ring extends 5 feet from you, into all
squares adjacent to your space, and it moves with you as you move. Each round,
at the beginning of your turn, and also when you cast the spell, the blades
deal 1d6 points of damage +1 point per caster level (maximum +10) to all
creatures in the affected area.
Spell resistance does not apply to the
damage dealt, but a creature’s damage reduction does apply. The blades are
treated as magic, silvered, and slashing for the purpose of overcoming damage
reduction.
Material Component: A small dagger.
Abjuration
Level: Sorcerer/wizard 6
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One natural or magical hazard; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
From your fingertips springs a thin
line of bright red light to negate the hazard before you.
Each version of this spell can target one
of the hazards described below and “correct” it in the manner described.
Unless specifically stated otherwise, this
spell affects magical and mundane hazards of the indicated type equally.
For example, a ruby ray of reversal can eliminate the webs of a monstrous
spider or the effect of a web spell.
• Any trap targeted by the ray is sprung.
This version of the spell can have adverse effects on creatures standing within
a trap’s area. You must be aware of a trap to cast ruby ray of reversal on it.
• The spell unties knots and causes chains,
manacles, and similar restraining devices to fall away.
Entangle and similar magical effects are dispelled.
Doors (or chests, drawers, cabinets, and so on) that are locked, barred, or
under the effect of an arcane lock spell
are opened.
• A 5-foot-diameter hole is created in a wall of force, forcecage, or similar spell or effect. This function
of the spell does not destroy the targeted effect, but creatures trapped by it
might be able to wriggle free.
• A creature that has been polymorphed,
turned to stone, or otherwise transformed from its natural state is returned to
its natural form.
• A magic jar spell
is dispelled if a ruby ray of
reversal targets the crystal
holding the caster’s soul.
• Webs, slime, grease, and other substances
that would hamper movement are destroyed in a 20-foot-radius spread.
Focus: A ruby worth at least 500 gp.
Transmutation
Level: Bard 4, sorcerer/wizard 4
Components: V
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1d4 rounds
In desperate need, you cry out a word
imbued with power, granting you a bit of extra luck when you need it most.
When the spell is cast, choose from one of
the following effects.
• Gain a luck bonus on Fortitude saving
throws equal to your Charisma modifier, and immunity to poison.
• Gain a luck bonus on Reflex saving throws
equal to your Charisma modifier, and the evasion ability.
• Gain a luck bonus on Will saving throws
equal to your Charisma modifier, and immunity to fear effects.
• Gain temporary hit points equal to 4d8 +
your Cha modifier. These hit points vanish at the end of the spell’s duration.
You can cast this spell multiple times.
Each time you do, choose a different
benefit.
Conjuration (Creation) [Water]
Level: Druid 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 15-ft.-radius spread
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: No
You invoke the powers of nature, and
a great fountain rises up before you, sending waves in all directions.
Cold water gushes in a great wave outward
from the point you choose, violently spreading to the limits of the area. This
wave makes a bull rush attempt against each creature in the affected area
without provoking attacks of opportunity. The wave has a +15 bonus on the
opposed Strength check. If the wave wins the opposed Strength check, the
defender is moved 5 feet directly away from the spell’s point of origin, plus
an additional 5 feet for every 5 points by which the wave’s check result
exceeds that of the defender. Any creature moved 5 or more feet by rushing waters must succeed on a Reflex save or fall
prone.
The wave also drenches anything in its area
and extinguishes any normal fire as large as a bonfire.
Transmutation
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Target: One nonmagical ferrous object or one ferrous creature
Duration: Instantaneous
Saving Throw: None or Fortitude negates (object); see text
Spell Resistance: No
You unleash a russet ray at a
metallic object.
The air around you smells of hot
metal.
This russet ray corrodes metal that it
touches. You must succeed on a ranged touch attack with the ray to strike a
target.
It can effectively destroy any nonmagical
iron or iron alloy object.
Such objects struck by a rust ray take 2d6 points of damage +1 per two caster
levels (maximum +10), ignoring hardness.
You can also target a weapon being wielded
or metal armor being worn. Metal armor affected by this ray takes normal damage
from the spell and loses 1d4 points of Armor Class through corrosion.
If an item is reduced to 0 hit points, it
is destroyed. Ferrous creatures struck by the ray take the same damage as
objects.
Magic items can negate the effect with a
successful Fortitude saving throw.
Material Component: Rust particles or a piece of a rust
monster.