SPHERE OF ULTIMATE DESTRUCTION
Abjuration [Good]
Level: Paladin 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 ft.
Targets: You and allies in a 30-ft.- radius burst centered on you
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A rosy glow passes from your hand and
briefly spreads around you.
You and affected allies gain a +2 sacred
bonus to Armor Class. In addition, while protected by this spell, an affected
creature retains its Dexterity bonus to Armor Class when flat-footed or when
struck by an invisible attacker.
For the duration of the spell, you gain
awareness of the health of all affected creatures, as with the status spell (PH 284), and you need not
be able to touch the affected creatures to heal them with your lay on hands
ability. Use of the lay on hands ability still requires a standard action, but
it can be done at any range, as long as you and your target are on the same
plane.
Abjuration
Level: Ranger 3
Components: V, S
Casting Time: 10 minutes
Range: 30 ft.
Area: 30-ft.-radius emanation centered on you
Duration: 1 hour/level
Saving Throw: Will negates; see text
Spell Resistance: Yes
You press your hand against the
ground and intone the ancient words. A green radiance spreads from your hand,
forming a ring of translucent jade flames. “We’re safe,” you tell your allies,
“for the moment.” You make an area safe
from attacks.
This spell’s benefit functions much like
that of the sanctuary spell (PH 274). The area of a safe clearing spell is immobile.
Any creature attempting to strike or
otherwise directly attack anyone within the safe clearing,
or any creature attempting to enter the area, must make a Will save. Success
means the creature can act normally and is not affected by this casting of the
spell. Failure means it can’t attack anyone in the area or even enter the area
for the duration of the spell. Those not attempting to attack creatures in the
warded area remain unaffected. This spell does not prevent creatures in the
warded area from being attacked or affected by area spells.
A creature within the area that makes an
attack is no longer protected by the spell, and can be targeted normally.
Abjuration
Level: Cleric 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None or Will negates (harmless)
Spell Resistance: No or Yes (harmless)
After an intonation and clasping of
the subject creature, you grant it knowledge of where safety lies.
The recipient of this spell can find the
shortest, most direct direction to a place of safety, with safety being defined
as a location where the individual is not taking immediate damage from the
environment, and immediate damage is not imminent. It does not provide the
means for the subject to move in that direction.
A safety spell points out the
shortest distance out of a poisonous cloud, or the direction one should dig to
reach the surface if entombed in earth. It does not function against the maze spell, because that spell deals no physical
damage. Nor does the spell provide knowledge of or protection against the
creatures that inhabit those safe places.
In the D&D cosmology (DMG 150), safety has the following
effects when cast on specific planes.
Plane of Shadow: Shortest route out of darklands.
Elemental Plane of Air: Nearest windproof shelter, shortest route
out of smoke bank.
Elemental Plane of Earth: Nearest air pocket or open cavern.
Elemental Plane of Fire: Shortest route out of magma pools or other
unusually hot places.
Elemental Plane of Water: Nearest pocket of breathable air; shortest
route out of hot spot, ice pocket, or red tide.
Negative Energy Plane: Nearest doldrum area with the minor
negative- dominant trait.
Positive Energy Plane: Nearest edge zone with the minor
positive-dominant trait.
Limbo: Nearest area of stabilized limbo.
Pandemonium: Nearest shelter from a windstorm.
Carceri: Shortest route out of a Minethys sandstorm.
Gehenna: Nearest flat ledge, nearest shelter from
Mungoth’s acidic snow.
Nine Hells: Nearest shelter from fireballs on Avernus,
rockslides on Malbolge, or cold on Cania.
Acheron: Nearest shelter from Ocanthus bladestorms.
On planes you create yourself, safety might provide other information.
This spell is mostly used in hostile
environments, such as one of the Inner Planes, to locate the nearest pocket of
habitable space.
If safety is cast and then
followed by a plane shift spell (PH 262), the plane shift sends the subject of safety to a place of relative safety on that
plane. It is transported to a pocket of air on the Elemental Plane of Water,
for example, or a cool spot on the Elemental Plane of Fire.
Evocation
Level: Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A thin shaft of whirling salt
crystals lances out from your crooked finger to strike and shred your foe.
You must succeed on a ranged touch attack
with the ray to strike a target.
A creature struck by a saltray takes 1d6 points of damage per two caster
levels (maximum 5d6) and must make a Fortitude save or be stunned for 1 round.
Abjuration
Level: Balance 5, cleric 5
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
You cast this spell and you are
infused with a clear, silvery aura. You touch each of your companions in turn,
and they are infused with the aura as well.
This spell functions like sanctuary (PH 274), except that it
affects multiple creatures.
Evocation
Level: Druid 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Whipping your hand in a wide arc, you
spray sand from your fingers in a powerful blast.
Creatures in the area take 1d6 points of
nonlethal damage.
Any creature that fails its Reflex save is
also stunned for 1 round. You are not harmed by the spell.
Conjuration (Creation)
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No
The ground quakes as native stone
erupts from the ground.
This sharply rising stone takes the
form of a sarcophagus.
This spell creates an airtight stone coffin
that forms around the target. The stone is 1 inch thick, has hardness 8, and
requires 15 points of damage to break through. Decreasing its size does not
change the thickness of the walls; the coffin is always just large enough to
hold the subject. This coffin is sealed upon formation and completely
impervious to air and gas. A creature trapped within a sarcophagus of stone has 1 hour worth of air, and after that
time must hold its breath or begin to suffocate (DMG 304). A creature that has no need to
breathe (such as a construct, elemental, or undead) needs not fear suffocation,
but it remains trapped within the sarcophagus until it breaks free or is freed.
A creature within the coffin can attack the
stone with a natural weapon or light melee weapon. A creature can attempt a DC
26 Strength check to break free of the stone, and allies can also help to break
the trapped creature free.
Material Component: A fragment of a sarcophagus.
Transmutation
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes
As you cast this spell, the snakeskin
vaporizes.
A dull gray ray projects from your
hand. Where the ray strikes, your foe’s skin seems brittle and more frail.
You must succeed on a ranged touch attack
with the ray to strike a target.
The subject’s natural armor bonus is
reduced by 1 point per three caster levels (maximum reduction 5 points at 15th
level). This spell can’t reduce a creature’s natural armor bonus to less than
0, nor does it have any effect on an enhancement bonus to natural armor (such
as that granted by the barkskin spell).
Material Component: A shed snakeskin.
Transmutation
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Six or more Diminutive or Fine objects, all within 1 ft. of each
other, whose total weight does not exceed 25 lb.
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
With a single word and gesture, you
send small, unattended objects flying about the room.
You can point to a collection of little,
unsecured items and cause them to fly off in all directions simultaneously.
The spray of items creates a burst with a
10-foot radius.
If the items are fairly hard or sharp (such
as stones, sling bullets, coins, or the like), creatures in the burst take 1d8
points of damage.
A successful Reflex save negates this
damage. Eggs, fruit, and other soft objects can be used, but the damage then
dealt is nonlethal damage.
Transmutation
Level: Druid 2, ranger 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
At your touch, the creature inhales
deeply, experiencing a new world of sensory input.
You give the creature touched the scent
ability (MM 314).
Material Component: A sprinkle of mustard and pepper.
Abjuration
Level: Sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You invoke the words of this spell,
and your skin glistens and shimmers with a silvery protective aura that makes
you shine.
This spell transforms your natural armor
bonus to Armor Class into a deflection bonus to your Armor Class.
While your overall Armor Class might not
change, the deflection bonus applies to melee touch attacks and ranged touch
attacks, including incorporeal touch attacks. If you have no natural armor
bonus, this spell has no effect.
Evocation [Electricity]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You pinch the marble between your
fingers and intone the spell. It flies from your fingers, trailing a smell of
ozone, and grows into a ball of multicolored sparks that detonate in a burst of
spherical lightning.
A scintillating sphere is a massive electrical discharge that deals 1d6 points of
electricity damage per caster level (maximum 10d6) to every creature and
unattended object within the area.
Material Component: A glass marble.
Evocation [Fire]
Level: Sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A jet of roaring flame bursts from
your outstretched hand, scorching any creature in its path.
Scorch deals 1d8 points of damage per two caster
levels, to a maximum of 5d8 points of damage, to each target it hits.
Focus: A red dragon’s scale.
Necromancy
Level: Pestilence 7
Components: V, S, F, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One living creature/level, no two of which are more than 50 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Picking out those you wish revenge
upon, you cause their bodies to erupt in painful and debilitating blackened
boils, magenta blotches, violet lesions, seeping abscesses, and malignant
cysts.
The target creatures are infected with a
vile disease unless they succeed on a Fortitude save. Once it has infected a
creature, the disease immediately deals 1d6 points of Strength and Dexterity
damage, and it deals the same damage each subsequent day. A creature is allowed
an additional saving throw each day to avoid that day’s damage.
As with mummy rot (DMG 292), successful saves do not allow the
creature to recover. The symptoms persist until the creature finds some magical
means to remove the disease.
The disease can be removed by first casting
break
enchantment or remove curse on the subject (requiring a DC 20 caster
level check for either spell), after which a remove disease, heal, or similar spell will cure the victim.
Focus: A black whip or riding crop, which is
cracked in the direction of the intended victims during the casting of the
spell.
Transmutation [Chaotic]
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One interplanar gate or portal
Duration: 1 round/level
Saving Throw: None (for portal)
Spell Resistance: No
You raise your hand and send a
roiling ball of crackling, multicolored energy at the portal, knowing its
chaotic power will give portal users a surprise.
You randomize the destination of one
interplanar gate or portal for the duration of the spell.
Anyone who passes through the portal from either side is sent to a random plane
instead of the portal’s normal destination. All those who fail the save on the
same round
go to the same location on the same plane.
Material Component: A cracked mirror.
Abjuration
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One interplanar gate or portal
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: No
You cast a silver bar in the
direction of the portal and it vanishes, becoming a semitranslucent net of
silver magic that briefly encases the portal before disappearing.
You can permanently seal an interplanar gate or portal. The spell prevents any
use of the portal, although seal portal can
be dispelled by a dispel magic spell. A knock spell does not
function on a sealed portal, but a chime of opening dispels seal portal if seal portal was
cast by a spellcaster of lower than 15th level.
Once a portal is opened, seal portal does not remain in effect and must be cast
again.
Material Component: A silver bar worth 50 gp.
Transmutation
Level: Paladin 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous and 1 hour/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You feel slightly winded but
energized, as if having just run a long distance but knowing you could run
farther. When touching the spell’s intended recipient, your breathing returns
to normal but you note the spell’s subject heaves a deep, refreshing breath.
This spell removes fatigue from a subject
and provides a +4 bonus on Constitution checks for the duration of the spell.
If the subject creature is exhausted when you cast this spell, its condition is
improved to fatigued.
Conjuration (Healing)
Level: Paladin 3
Components: V, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
You invoke the greater powers and are
infused with a great, golden glow, empowering you with holy glory.
You improve your ability to turn undead.
For the purpose of turning or destroying undead, you are treated as a cleric of
your paladin level.
Divination
Level: Paladin 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
Holding the target item aloft, you
quietly chant the last few words to cast the spell.
The item immediately flares a soft
blue color, which fades almost immediately.
This spell is usually cast on a weapon or a
holy symbol. If an evil creature that has the ability to cast divine spells
comes within 100 feet of the item, the item begins to glow with a faint blue
radiance. You cannot tell where, or in which direction, the detected creature
is, only that such a creature is within range. The spell can penetrate
barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or
3 feet of wood or dirt blocks it.
Illusion (Phantasm) [Mind-Affecting]
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will disbelief
Spell Resistance: Yes
Your vision blurs, and sounds seem
muffled as you cast the spell. Upon completing it, you release the spell’s
energy, freeing your senses from that which dampened them.
The target of your spell glows for an
instant with a black aura.
Rather than creating an illusion of
something, this spell creates an illusion of absolute nothingness. The spell
effect surrounds the subject in a dark, clinging shadow that only it perceives,
which blocks all auditory, olfactory, taste, and visual sensations. In
addition, it blocks finely tuned senses of touch such as those that provide a
creature with tremorsense. A subject that fails its save is blinded and
deafened, and it gains no benefit from blindsense, blindsight, scent, or
tremorsense.
The subject retains any telepathic or
empathic links it might possess with other creatures while affected by the
spell.
Material Component: Black silk cloth tied like a blindfold.
Illusion (Glamer)
Level: Bard 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
By casting this spell, you imbue
yourself with an ephemeral quality that induces others to trust what you say.
Simple illusions aid your attempts to be
persuasive. You gain an insight bonus equal to one-half your caster level
(maximum +10) on Bluff checks.
Conjuration (Creation)
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Invisible, mindless, shapeless servants
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
As you complete this spell, you sense
a number of invisible entities form around you.
This spell creates a number of unseen servants (PH 297) equal to 2d6 +1
per level (maximum +15).
Material Component: A small stick to which many lengths of
knotted thread are attached.
Illusion (Shadow)
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
As the links of chain in your hand
dissipate to feed the arcane energies of your spell, a multitude of ribbonlike
shadows instantaneously explodes outward from an indicated point nearby.
Creatures in the area that fail a Will save
are entangled and unable to move.
Breaking free of a shadow binding requires a DC 20 Strength check or a DC 20
Escape Artist check, taken as a full-round action.
Material Component: A few links of iron chain.
Illusion (Shadow)
Level: Bard 3, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Area: 1-ft.-diameter circle
Duration: 1 minute/level (D)
Saving Throw: No
Spell Resistance: No
With a flourish, you open an
invisible portal. Plunging your arm inside, you see your hand vanish as though
it were invisible.
You can temporarily stash small items on
the Plane of Shadow (DMG 152) or permanently dispose of them there.
This spell opens a small portal to the
Plane of Shadow that is invisible on the Material Plane and appears as a small
disk on the Plane of Shadow.
You can reach into the Plane of Shadow
through the portal created by shadow cache,
but only small, nonliving objects can pass entirely through the hole. The cache
can hold up to 30 cubic feet of material, or 250 pounds.
You can recover objects placed in the
portal throughout the duration of the spell, or by casting another shadow cache later. A shadow cache remains
stationary at the point where you create it. Items placed in a shadow cache can possibly be picked up by natives of the
Plane of Shadow, and in any event are slowly moved by the morphic trait of the
plane. For every 24 hours that passes, there is a 10% chance each day that
objects placed on the Plane of Shadow with shadow cache are
gone (either moved or taken).
The spell cannot be cast on the Plane of
Shadow itself, but only on planes coexistent with the Plane of Shadow.
Illusion (Shadow)
Level: Assassin 4, sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
Shadows rise from the ground to
envelop you. The shadows easily move with you, guiding your steps and how to
hold your body.
While this spell is in effect, you gain a
number of benefits. The shadows wrapping your form grant you a +4 competence
bonus on Escape Artist, Hide, and Move Silently checks. Your shadowy form also
provides you with concealment. This shadowy concealment is not negated by a see invisibility spell, but a true seeing spell counteracts the effect. Standing
within the radius of a daylight spell
or in bright natural sunlight temporarily suppresses the concealment effect.
In addition, if you have 5 ranks in Escape
Artist, you can attempt to slip through a solid object or barrier up to 5 feet
thick with a DC 20 Escape Artist check, though doing this ends the spell as
soon as the attempt is completed (regardless of success). If you have 10 ranks
in Escape Artist, you can attempt to pass through an object or barrier up to 10
feet thick. If you have 15 ranks in Escape Artist, you can attempt to pass
through a barrier composed of magical force (or similar magical obstacles).
Material Component: A small piece of black cloth taken from a
funeral shroud.
Illusion (Shadow)
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Medium shadowy hand
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
You intone the spell, and an enormous
hand made out of thick gray fog floats in the air before you.
You create a floating Medium hand made of
shadow material. A shadow hand is an opaque gray color, 5 feet long, and 5
feet wide with its fingers outstretched. It can grant total concealment against
a single opponent you designate, carry materials as Tenser’s floating disk (PH 294), or point or gesture as a normal
hand does.
The hand has an AC of 18 (+6 natural, +2
deflection) and has half as many hit points as your full normal total. It can
be damaged just as Bigby’s
interposing hand (PH 204) can be, and it makes all saving throws as if it were you.
Changing the hand’s task or target is a
standard action, and it can move anywhere in range. If not given any commands,
the hand follows you at your speed, maintaining the same distance from you. The
spell ends if the hand moves out of the spell’s range.
If carrying items and commanded to do
something else, the hand drops whatever it is holding to complete its task (you
can order the hand to rid itself of items gently as a standard action). Unlike Tenser’s floating disk, it does not have to follow you at a fixed
distance—you direct where the hand goes.
Illusion (Shadow)
Level: Druid 9
Components: V, S, DF
Casting Time: 1 hour
Range: Long (400 ft. + 40 ft./level)
Area: One-mile-radius spread centered on a point in space
Duration: 24 hours/level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: Yes
By infusing the nearby landscape with
power stolen from the Plane of Shadow, you make the surrounding terrain a more
savage, dangerous place.
The spell’s exact effects vary with the
terrain upon which it is cast.
Desert: The spell transforms a desert into a place
where no one goes willingly.
The average temperature increases by 30
degrees, or decreases by 30 degrees if the desert is actually a tundra (see
Cold Dangers and Heat Dangers, DMG 302–303). Sandstorms
(or snowstorms if in a tundra) blow through a shadow landscape desert on an hourly basis.
Hill: Even gentle hills become more treacherous
under the effect of a shadow landscape
spell. Light
undergrowth becomes heavy undergrowth in hill terrain, and slopes seem steeper
than their elevation would indicate. It takes 2 squares of movement to move
uphill on a gradual slope, and 4 squares to move uphill on a steep slope. Cliffs
have frequent overhangs and are made of crumbling rock, requiring a DC 25 Climb
check to ascend or descend.
Marsh: Marshes seem swampier and more forbidding.
Half the undergrowth spaces in the marsh become quicksand (DMG 88).
Mountain: The mountains become places of jagged
peaks, slippery slopes, and howling winds. Cliffs and chasms require a DC 25
Climb check to scale.
Creatures who fail Climb checks or make
loud noises have a 10% chance of starting an avalanche (DMG 90). Altitude effects are one category
worse: areas lower than 5,000 feet are treated as the 5,000- to 15,000-foot
category, and anything above 5,000 feet is treated as being above 15,000 feet.
Plain: Only natural grasslands change as a result
of shadow
landscape, but they become wide-open
spaces with stands of thick bushes where thunderstorms and tornados are
frequent. Half the spaces with undergrowth (light or heavy) grasp at passersby
as if an entangle spell (PH 227) had been cast on
them (save DC equal to the shadow landscape’s DC).
Underground: Ordinary dungeons aren’t affected by shadow landscape, but naturally occurring caverns are.
Natural stone floors take 4 squares of
movement per space to enter. Stalagmites cover 10% of the available floor
space.
In addition to terrain-specific effects, a shadow landscape spell worsens the weather within the
spell’s area. When rolling random weather (DMG 94), roll twice and
take the higher result. In plains terrain, roll three times and take the
highest result. This effect does not apply underground.
You don’t suffer the terrain-specific
effects (entangling terrain, hindrances to movement, altitude effects, higher
Climb DCs, and so on) of a shadow landscape you created. When you cast shadow landscape, you can designate one creature per four caster levels as a
designated traveler. Creatures so designated don’t suffer the terrain-specific
effects of the spell, but they’re still subject to the bad weather.
You can also designate one or more animals,
plants, or magical beasts native to the spell’s area as shadow guardians of the
landscape. You can designate 1 HD of creature per caster level, split up
however you like. For example, a 20th-level druid could designate two treants
(7 HD each) and a dire wolf (6 HD) as shadow guardians.
As long as the designated guardians remain
within the spell’s area, they have a friendly attitude toward you and the
travelers you have designated, and they also gain the following special
qualities: resistance to cold 10, darkvision out to 60 feet, damage reduction 5/magic,
evasion, and lowlight vision. If the creature already has one or more of these
special qualities, use the better value.
Transmutation
Level: Assassin 4, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Your hand becomes slightly
translucent as you complete the arcane gestures of the spell.
As you touch the intended recipient,
your hand appears solid again, while the subject’s flesh takes on a dark,
wispy, insubstantial appearance.
The spell temporarily transposes some of
the subject’s tissue with shadow-stuff, making the subject partially
incorporeal. This partially incorporeal state does not allow the subject to
pass through walls or other solid objects.
Nonmagical physical attacks directed
against the spell’s subject suffer a 50% miss chance. Magical attacks, such as
supernatural and spell-like abilities, spells, and magic weapons, suffer a 20%
miss chance.
Illusion (Shadow)
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
You draw raw energy from the Plane of
Shadow to obscure your face.
You cause a mask of shadows to form around
your face. It does not impede your vision, cannot be physically removed,
completely hides your features, and protects you against certain attacks. You
receive a +4 bonus on saving throws against light or darkness spells and any
spells that rely on bright light for damaging effects, such as the flare spell or the fireworks effect of pyrotechnics. You also gain a 50% chance each round to
avoid having to make a saving throw against gaze attacks, just as if you
averted your eyes. If you avert your eyes while using shadow mask, you get to check twice to see if you avoid
having to make the saving throw.
When the spell’s duration ends, the shadow mask fades over the course of 1d4 rounds (rather
than immediately), giving you time to keep your face hidden by other means. A
successful dispel magic cast against a shadow mask effectively ends the spell and causes the
same slow fading.
Material Component: A mask of black cloth.
Illusion (Shadow)
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst centered on a point in space
Duration: 1 round/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
Whispering the final syllable of the
complicated formula, you cast the spell. Instantly, a blast of bright light
fills the targeted area.
From your vantage point, the spell’s
light glows like a torch, although you note some creatures turn away from it as
if it were a blinding radiance.
This spell creates an intensifying illusion
of bright light that affects all creatures within the area (except those that
are sightless or blinded). Viewers that fail their saving throws see a burst of
bright light on the first round
and become blinded for 1 round. On
subsequent rounds for the rest of the spell’s duration, the affected creatures
continue to perceive a bright light. If they take penalties in bright
illumination, they take them for the duration of their exposure to this light.
Additionally, they are dazzled while in the area of the spell. Those who escape
the area of a shadow radiance spell completely recover within 1 round.
Those who make their saves and those outside the initial burst see only the
equivalent of torchlight emanating from the center of the area.
Material Component: A flame at least the size of a torch.
Illusion (Shadow)
Level: Sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 5-ft.-radius burst
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
As you finish casting this spell,
ribbonlike shadows burst outward from the midst of your foes.
You cause a multitude of ribbonlike shadows
to instantaneously explode outward from the point of origin.
Creatures in the area take 4 points of
Strength damage and are dazed for 1 round.
Material Component: A handful of black ribbons.
Illusion (Shadow)
Level: Sorcerer/wizard 4
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; see text
Spell Resistance: Yes
You spit out the words of the spell,
and the shadow of your foe darkens, becoming a solid black pit. Your opponent
pinwheels its arms as it topples backward into the darkness.
You cause the target’s shadow to become a
temporary gateway to a pocket realm within the Plane of Shadow. The target must
make a Will save or be pulled into the gateway. Inside the pocket realm, the
creature sees a deserted, gloomy duplicate of the real world, while shadowy
phantasms stalk and taunt it without causing actual harm.
Each round, the creature can attempt
another Will save to return from the shadow well. Otherwise,
the subject returns to the real world when the spell’s duration expires.
Being trapped in a shadow well can be terrifying; upon returning to the
real world, the subject must succeed on another Will save or be frightened for
1d4 rounds.
Upon leaving the pocket realm, the subject
reappears in the spot it had been in when the shadow well spell
was cast.
If this spot is filled with a solid object,
the subject appears in the nearest adjacent empty space.
Spells and abilities that move a creature
within a plane, such as teleport and
dimension door, do not help a creature escape a shadow well spell, although a plane shift spell allows it to flee to another plane as
normal. The target might still become frightened upon leaving.
Evocation [Light]
Level: Cleric 4, druid 4
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Light flashes bright and white for an
instant in the area of this spell, dispersing portals to the Plane of Shadow
and stunning the unnatural creatures that fear the light.
Natives of the Plane of Shadow caught in a shadowblast are stunned for 1d6 rounds if they fail a
Fortitude saving throw. Shadow natives that are also undead or vulnerable to
light take an additional 2d10 points of damage if they fail a second Fortitude
save.
Creatures that fail either Fortitude save
cannot use spell-like or supernatural abilities to open any portal to the Plane
of Shadow for 3d6 minutes.
Shadowblast closes all portals, gates, and other openings to the Plane of Shadow
in its area. Creatures on the other side of a portal are unaffected by shadowblast.
Material Component: A handful of grave dirt, squeezed tightly
and flung.
Illusion (Shadow)
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One 10-ft. portal to the Plane of Shadow
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
Summoning to mind a dark reflection
of the world around you, you inscribe a doorway into the air with your hand,
opening a portal to the Plane of Shadow.
You open a 10-foot-diameter portal onto the
Plane of Shadow, allowing you and creatures you designate within range to pass
into that area. This does not grant you the ability to open another such portal
automatically, so the spell is often used as a temporary hiding place or a
method of gaining access to the Plane of Shadow.
The portal remains for the duration of the
spell, and other creatures can pass through it in either direction if they make
a Will save. The portal is invisible from the Material Plane and looks like a
white hole on the Plane of Shadow.
You must be in a region of heavy shadows to
cast shadowfade. The spell can be cast only on a plane
coexistent with the Plane of Shadow (DMG 152), and it cannot be
cast on the Plane of Shadow itself.
Illusion (Shadow)
Level: Sorcerer/wizard 6
Components: V, S, M
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will partial; see text
Spell Resistance: Yes
You feel a spectral force form near
you, as if some intangible shadow being stood nearby.
Upon choosing the target of your
spell, you sense the shadowy force depart from your side, moving as fast as
thought toward the creature you designated as your target. You see the target
creature move as if attacked by an unseen foe.
Upon casting this spell, you create a
shadowy force that automatically grabs the target (PH 156). The shadowy force immediately attempts to establish a hold
on the target with a grapple check bonus equal to the DC of this spell. If the
target succeeds on its saving throw, the grapple check bonus of the shadowy grappler is cut in half. For example, a sorcerer
with a 16 Charisma who casts this spell creates a shadowy grappler with a grapple check bonus of +19 if the
target fails its save and +9 if the target makes its save.
Every round on your turn, the shadowy grappler makes a grapple check against the target.
Once it has a hold, the shadowy force attempts to pin the target on the
following round. If the grappler establishes a pin, it uses the option to
prevent the target from speaking. The grappler always attempts to maintain a
grapple or work toward a pin.
A shadowy grappler occupies the same square as the target and moves with the target
for as long as the spell lasts.
Other creatures cannot join the grapple,
either to assist the target or the grappler.
Material Component: A dried squid tentacle.
Evocation [Force]
Level: Sorcerer/ wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more 20-ft.-radius bursts of piercing force
Duration: 1 round/ level
Saving Throw: Reflex half
Spell Resistance: Yes
Tossing the shard from your grasp,
you complete the spell. An instant later, translucent shards of arcane energy
blast the area you designated. In addition to deadly shards, the area fills
with the chiming sound of shattering glass.
Immediately upon completion of this spell,
and once per round thereafter, you can cause minuscule shards of magical force
to explode out in a 20- foot-radius burst from the point of origin. The storm
deals 3d6 points of force damage to all creatures within the radius. A
successful Reflex save halves the damage.
Each round at the beginning of your turn,
creatures in the area take an additional 3d6 points of force damage.
You can use a free action to suppress the
storm for that round.
Material Component: A small shard of clear glass or crystal.
Divination
Level: Druid 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Animal touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
As the bit of dried food vanishes
from your hand, you gain a wolf’s-eye view of the world—and a wolf’s-nose view
as well.
You sense through an animal’s senses,
seeing through its eyes and hearing through its ears. While doing so, you use
either your Listen or Spot modifiers or the animal’s, whichever is better.
This spell gives you no special ability to
understand what you sense.
You can switch your perceptions between the
animal’s and your own on your turn as a free action. You and the animal must be
on the same plane for the spell to function.
Material Component: An edible treat that would appeal to the
animal (vegetable or meat).
Transmutation
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You cast this spell, and your jaws
glow with yellow, eldritch power, your muscles grow more powerful, and your
teeth become sharper.
Choose one of your natural weapons (or your
unarmed strike if you have no natural weapons). For the duration of the spell,
that method of attack deals damage as though you were one size category larger
than your actual size. This spell does not stack with itself.
Evocation [Sonic]
Level: Sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 15-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You strike the bell with the hammer
and evoke a loud thrumming vibration. It quickly builds to a painful crescendo,
then fades. In its wake it leaves a circle of crushed stone and rubble.
Creatures and objects in the area take 1d4
points of sonic damage per caster level (maximum 10d4), and can make a saving
throw to take half damage. If the floor of the area is made of stone, wood,
ice, or material with hardness less than those, the floor is pulverized,
resulting in an area of difficult terrain composed of soft dust, wood
fragments, or loose crushed ice, as appropriate.
Focus: A miniature hammer and bell worth at least
10 gp.
Abjuration
Level: Cleric 4, druid 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Pressing your hand to the creature’s
chest, you utter a low chant, and a warm glow passes from your hand into the
subject.
The subject gains immunity to fatigue,
exhaustion, and ability damage or ability drain (regardless of the source).
Abjuration
Level: Cleric 4
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
You hold your arms aloft and implore
the power you venerate. Your comrades are bathed in a silver light, and over
their hearts appears the symbol of your god, showing the deity’s protection.
This spell functions like shield of faith (PH 278), except that it
affects multiple allies at a distance.
Abjuration [Good]
Level: Cleric 3, paladin 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One shield or buckler touched
Duration: 1 minute/level
Saving Throw: Will negates (object, harmless)
Spell Resistance: No
You press your palm against the
shield and speak the words of power. A silver radiance, in the shape of your
holy symbol spreads over the shield.
The touched shield or buckler grants its
wielder a +1 sacred bonus to Armor Class and on Reflex saves, +1 per five
caster levels (maximum +5 at 20th level). The bonus applies only when the
shield is worn or carried normally (but not, for instance, if it is slung over
the shoulder).
Transmutation
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Shield touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
A feeling of protectiveness and
guardianship fills you as you complete the spell. Touching the target shield,
you point to the creature it is meant to protect and watch as the shield rises
in the air and floats gently toward the indicated creature.
A shieldbearer spell
allows you to enchant one shield so that it hovers near and attempts to protect
one creature of your choice. The spell’s recipient is chosen at the time of
casting and cannot be changed. The enchanted shield remains within 1 foot of
the creature for the duration of the spell.
The shield’s subject is then granted a
shield bonus to AC as if it was wearing the shield. The spell permits the
enchanted shield’s subject to use a two-handed weapon or a weapon in each hand
and still benefit from the shield’s effect.
Shield bonuses from multiple sources, including
multiple castings of this spell, do not stack.
Illusion (Glamer)
Level: Druid 7, sorcerer/wizard 8
Components: V, S
Casting Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level)
Area: 1-mile radius + 1 mile/level
Duration: 1 hour/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
As if a massive cloth were sweeping
it away, the path before you becomes hidden in shadows and false underbrush. At
the same moment, a new path appears from the point you designate, wandering off
in a different direction.
This spell simultaneously hides a path or
road specified by you, while simultaneously creating an illusory path. The
illusory path starts at a point chosen by you within the range of the spell. It
continues in the direction you indicate, to the limit of the spell’s area,
where it ends abruptly. The illusory path avoids obstacles and provides no
bridges, stairs, ladders, ramps, or other methods of traversing such obstacles.
There is no way to force the illusory path
to lead over a cliff or across a river more than 4 feet deep.
Those who fail their Will saves struggle
along the illusory path. If vegetation or rough terrain slows their progress,
they believe the path is sloping enough to justify the reduced speed. Those who
succeed on their Will saves see both paths, but the illusory path is shadowy
and obviously unreal.
Enchantment [Mind-Affecting]
Level: Assassin 1, bard 1, sorcerer/ wizard 1
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart.
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes
Upon completing this spell, you feel
a nagging compulsion to divert your attention from your enemies. Shaking off
the feeling, you note with satisfaction that your targeted enemies seem even
more distracted than you.
This spell distracts its targets,
preventing them from reacting with the deftness they might otherwise possess.
Only effective when cast in the surprise
round of combat and against flat-footed creatures, this spell causes those it
affects to take a –10 penalty on their next initiative check. Targets that
cannot be caught flat-footed (such as a rogue with uncanny dodge) cannot be
affected by this spell.
Evocation [Fire]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You snap your fingers, and a small
explosion of black smoke results. Nearby, one of your foes bursts into flames.
This spell causes a creature to take 2d6
points of fire damage in each round
of the spell’s duration. The shroud of flame around the creature sheds bright
illumination out to 40 feet and negates any concealment the creature might
have.
Immersing the subject creature in a
nonflammable liquid ends the spell.
Material Component: A pinch of saltpeter, a small piece of
phosphorus, and a scrap of lace cloth or a spiderweb.
Necromancy
Level: Cleric 2, sorcerer/wizard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
You are bathed with a dappled white
light.
Where it strikes your body, your
flesh grows momentarily pale and ancient, then returns to normal.
You shroud yourself with invisible negative
energy so that nonintelligent undead creatures perceive you as a fellow undead,
ignoring you. Your appearance does not change, and while intelligent undead do
not immediately recognize you as alive, they are likely to question whether you
are actually undead. If used in conjunction with a disguise or illusion to
appear undead, this spell gives you a +5 bonus on your Disguise check.
When you are affected by this spell, inflict spells heal you and cure spells hurt you. You are treated as if you
were undead for the purpose of all spells and effects that specifically affect
undead creatures. A successful turning or rebuking attempt against you
(treating you as an undead of your Hit Dice) ends this spell but does not
otherwise affect you.
If you attack an undead creature while this
spell is in effect, the spell immediately ends.
Material Component: Dust or bone fragments from any destroyed
undead creature.
Enchantment (Compulsion) [Mind-Affecting]
Level: Cleric 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level or until discharged
The tea leaves burst into flames
between your fingers, and for a brief moment you see the future in the
billowing smoke.
You get a +4 bonus on your next initiative
check.
Material Component: A small piece of dried goat intestine or
some tea leaves.
Abjuration
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One door, chest, or other opening up to 30 sq. ft./level
Duration: Permanent
Saving Throw: Reflex half; see text
Spell Resistance: No
While pointing at the target, you
trace the lines of a complicated sigil that visually appears where it is to
seal. The sigil glows with latent magical energy.
You seal a door, chest, or similar closure
with a prominent magical sigil that bars entry and prevents opening. A door or
object protected by this spell can be opened only by breaking (add 10 to the
normal break DC) or by the use of knock or dispel magic. If the door or object is forced open by
any means (magical or physical), the sign of sealing deals 1d4 points of damage per caster level (maximum 10d4) in a
30-foot radius (Reflex half).
A knock spell doesn’t negate
or automatically bypass a sign of sealing, but will suppress the sign for 10 minutes on a successful caster
level check (DC 11 + the caster level of the sign’s creator). A sign of sealing is a magic trap that can be disarmed with a
DC 28 Disable Device check. You can pass your own sign safely, and it remains
set behind you.
Material Component: A crushed emerald worth 100 gp.
Abjuration
Level: Sorcerer/wizard 6
Casting Time: 10 minutes
Target: One door, chest, or other opening or open space up to 30 sq. ft./level
This spell functions like sign of sealing, except that it can also be used to seal an
open space (such as a corridor or an archway), creating a magical barrier of
force that repels any creature attempting to pass. In addition, doors and
objects protected by a greater sign of sealing are strengthened, increasing their hardness by 10 and granting
them an extra 5 hit points per caster level.
Any object protected by a greater sign of sealing is treated as a magic item for the purpose
of making saving throws and gains a +4 resistance bonus on saving throws. If
its seal is broken, a greater sign of
sealing deals 1d6 points of
damage per caster level (maximum 20d6) in a 40-foot radius (Reflex half).
A greater sign of sealing cannot be passed with a knock spell, but it can be
dispelled (DC 15 + the caster level of the sign’s creator). It can be disarmed
with a DC 31 Disable Device check.
Material Component: A crushed emerald worth at least 500 gp.
Illusion (Glamer)
Level: Assassin 1, sorcerer/wizard 0
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One portal
Duration: 1 minute/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The door squeaks slightly as you
force it. You pause and wave your finger in a pattern along the opening and it
silences.
This simple cantrip negates the sound of opening
and closing a single portal (door, window, gate, drawer, chest lid, or the
like). Even the squeakiest door opens without a sound when under the effect of
this spell. Silent portal covers only the normal means of opening and
closing the targeted portal. Breaking a window or kicking in a door still makes
noise, but opening a door that is loosely hanging by its hinges does not (since
this is the normal way a door would be opened). Portals composed of magical
energy are not affected by this spell.
In the case of magic or even intelligent
portals, spell resistance and a Will save (DC 10 + caster’s ability modifier +
other modifiers as appropriate) apply.
Transmutation
Level: Paladin 1
Components: V, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You evoke the greater powers of good,
and your beard stiffens, turning metallic and reaching halfway down your chest,
giving you greater protection.
Your beard grows and turns to pure and
magically hardened silver, providing you with a +2 sacred bonus to AC. If you
do not have a beard, you grow one for the duration of this spell (even if you
are a creature that cannot normally grow a beard, such as an elf or a female
human). You get a +2 circumstance bonus on Diplomacy checks against dwarves.
Transmutation
Level: Cleric 3, druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/3 levels, no two of which are more than 30 ft. apart
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
Casting this spell makes the water
around the spell’s targets roil. Each target begins struggling against the
water, as if trying hard merely to stay afloat.
When this spell is cast, it causes the
targets, which must be currently in water or another liquid, to sink. Each
subject descends 100 feet down into the liquid (or to the bottom, if the liquid
is not deep enough). Affected creatures can then swim up normally. Once on the
bottom, a creature must still make a Swim check to move, or else it can move
along the bottom at one-quarter its land speed.
Evocation
Level: Bard 4, druid 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Upon completion of this spell, you
are infused with unearthly grace and confidence.
For the duration of this spell, you gain a
+4 enhancement bonus to Charisma and Dexterity, a deflection bonus to AC equal
to your Charisma modifier, and a +8 bonus on Perform checks. You also gain a
swim speed of 60 feet and the ability to breathe water. You can move and attack
normally while underwater, even with slashing or bludgeoning weapons.
Material Component: A shard of mirror.
Necromancy [Evil]
Level: Sorcerer/wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One or more fingerbones
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Shaking the fingerbones in your hand
like dice, you coat them in shadowy energy. As you cast them to the ground to
complete the spell, animate skeletons spring up where you threw the bones.
You create a number of loyal skeletons from
fingerbones. Treat all skeletons as human warrior skeletons (MM 226), except that each one has turn resistance equal to your
caster level – 1. You can create one skeleton per caster level.
These skeletons count toward the number of
Hit Dice of undead you can have in your control (4 HD per caster level, as with
animate dead).
Material Component: One finger bone from a humanoid and one
onyx gem worth 50 gp per skeleton to be created.
Necromancy
Level: Cleric 3, sorcerer/wizard 3
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One humanoid skull
Duration: Permanent
Saving Throw: See text
Spell Resistance: No