TACTICAL PRECISION.. 1

TARGETING RAY.. 2

TELEPATHIC AURA.. 2

TELEPATHIC BOND, LESSER.. 2

THORNSKIN.. 3

THUNDERHEAD.. 3

THUNDERLANCE. 4

THUNDEROUS ROAR.. 4

TIDAL SURGE. 5

TIGER’S TOOTH.. 5

TORTOISE SHELL. 5

TOUCH OF MADNESS. 6

TOWERING OAK.. 6

TRAIN ANIMAL. 7

TRANSCRIBE SYMBOL. 7

TRANSFIX.. 8

TRANSLOCATION TRICK.. 8

TRANSMUTE ROCK TO LAVA.. 9

TRAVELER’S MOUNT. 10

TREASURE SCENT. 10

TREMOR.. 10

TREMORSENSE. 11

TRIADSPELL. 11

TRUE CREATION.. 12

TRUE DOMINATION.. 12

TSUNAMI 13

TUNNEL SWALLOW... 14

TACTICAL PRECISION

Divination [Mind-Affecting]
Level: Bard 2
Components: V, S, M
Casting Time: 1 standard 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/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

You hold aloft a toy soldier and shake it at your allies, calling them to arms as you do so. The toy soldier dissipates, but you feel a connection to your allies as though you could hear each one whispering her intended actions before she performed them.

 

When you cast this spell, you grant your allies greater insight into one another’s actions, allowing them to better coordinate their attacks. If two affected allies flank the same creature, each gains a +2 insight bonus on melee attack rolls and deals an extra 1d6 points of damage against the flanked creature. Creatures not subject to extra damage from sneak attacks are immune to this extra damage.

 

Material Component: A toy soldier.

 

TARGETING RAY

Divination
Level: Bard 1, sorcerer/wizard 1
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: No

 

From your clenched fist you produce a luminous ray. The ray pulsates between the target creature and you.

 

The ray acts as a rangefinder for you and any allies. You must succeed on a ranged touch attack with the ray to strike a target. It provides a +1 insight bonus per three caster levels on ranged attacks directed at the subject for the duration of the spell. Your allies need not see you, but they must be able to see the ray. You can otherwise act normally for the duration of the spell. Allies who can see the target of the ray receive the bonus even if you lose line of sight to the target.

 

Focus: A small metal or stone tube.

 

TELEPATHIC AURA

Divination
Level: Paladin 4
Components: S, DF
Casting Time: 1 standard action
Range: 100 ft.
Area: 100-ft.-radius emanation centered on you
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

 

You make a silent gesture with your holy symbol and think about your fellowship with your companions. In a moment, they all look up as if someone called their names.

 

You can mentally communicate with all allies within range, though this is one-way communication. (You can send thoughts, but you cannot receive thoughts in response.) Anything you choose to send is received by all creatures you perceive as allies within the emanation (you cannot send thoughts only to certain allies), and they all understand you regardless of language.

 

Allies with Intelligence scores lower than 3 understand basic commands but not complex information (“Attack” is understood, but “Ignore the foot soldiers and attack the spellcasters” gets the same reaction as “Attack”).

 

TELEPATHIC BOND, LESSER

Divination [Mind-Affecting]
Level: Mind 3, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: 30
ft.
Targets
: You and one willing creature within 30 ft.
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

 

As you send your thoughts outward, your mind brushes against the consciousness of your friend and it welcomes you, forming a bond that no distance can break.

 

You forge a telepathic bond with another creature with an Intelligence score of 6 or higher. You can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

 

THORNSKIN

Transmutation
Level: Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

 

You push a thorn against your skin to complete the spell. Instead of piercing your skin, the thorn melds into it. An instant later, hundreds of similar thorns sprout all over your body.

 

Your skin sprouts thorns when this spell is cast, increasing the damage you deal with an unarmed strike and making you difficult to grab. As well as dealing lethal damage with your unarmed strikes (if you don’t already do so), you deal an extra 1d6 points of piercing damage (so that a human under the effect of thornskin would deal 1d3 points of bludgeoning damage + 1d6 points of piercing damage with an unarmed strike). In addition, any creature that hits you with a natural weapon or unarmed strike (including all successful grapple checks) takes 5 points of piercing damage.

 

A creature’s damage reduction, if any, applies to the damage from this spell.

 

The damage from thornskin is treated as piercing for the purpose of overcoming damage reduction.

 

Material Component: A thorn.

 

THUNDERHEAD

Evocation [Electricity]
Level: Druid 1, sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Reflex negates; see text
Spell Resistance: Yes

 

Black mist forms near the ground and sweeps upward to join a small cloud forming above the creature you designate as your target. Miniature peals of thunder erupt from the cloud.

 

Thunderhead creates a small thundercloud over the subject’s head. The cloud moves with the subject, following it unerringly even if he becomes invisible or leaves the region. In every round of the spell’s duration, a miniature bolt of lightning leaps from the thundercloud to strike the subject. Each bolt deals 1 point of electricity damage that is negated by a successful Reflex save.

 

Material Component: A small piece of copper wire.

 

THUNDERLANCE

Evocation [Force]
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: A spearlike beam
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

 

A faint gray shimmering force in the general shape of a staff or spear springs from your hand.

 

When you cast this spell, you create a deadly lance of force. You can freely make a thunderlance retract or grow to any length from 1 foot to 20 feet, but it always remains a straight lance of force. This effect gives you a natural reach of 20 feet. You can use a thunderlance to make powerful melee attacks.

 

You can wield a thunderlance in one or two hands, dealing a base 3d6 points of damage (crit 20/×3). Instead of using your Strength modifier, you use the higher of your Intelligence modifier or Charisma modifier as a bonus on attack rolls and damage rolls.

 

If you successfully strike a target protected by any force effect of 3rd level or lower, such as a shield or mage armor spell, the thunderlance might dispel the force effect in addition to damaging the target. Make a dispel check against the level of the caster who created the effect. If you succeed, the effect is dispelled. The thunderlance remains whether you succeed or fail on this check.

 

Material Component: A small metal spear.

 

THUNDEROUS ROAR

Evocation [Sonic]
Level: Druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

 

Calling upon the lost voices of dead creatures, you cause the targeted area to become filled with the enraged roaring of a thousand dinosaurs. The ground beneath the area shakes with the sound.

 

The resulting blast of sound from the casting of thunderous roar can be heard for miles, but the spell affects only those in its area. All creatures in the affected area take 1d6 points of sonic damage per two caster levels (maximum 5d6).

 

A successful Fortitude saving throw halves the damage. Additionally, any creature that takes damage from this spell must make a Reflex saving throw or be knocked prone from the force of the roar. Crystalline creatures take 1d6 points of sonic damage per caster level (maximum 10d6).

 

TIDAL SURGE

Evocation [Water]
Level: Druid 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature or all creatures in a 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

 

An explosion of water rushes out from the point you designate, bowling over your enemies.

 

When you cast this spell, you create a huge wave of water that slams into one or more targets within range. If no large, natural source of water (a river, lake, or ocean) exists within the spell’s range, you can affect only one target.

 

If such a source of water exists within the range of the spell, the spell creates a burst centered on a location you designate. In either case, the water deals 1d6 points of damage per caster level (maximum 15d6) to the target or to creatures within the burst.

 

In addition, all affected creatures are subjected to a bull rush attack, forcing them to make opposed Strength checks against the wave of water. The water has a +5 bonus on the opposed Strength check, or a +10 bonus if the spell is cast near a source of water. You designate the direction the wave pushes when you cast the spell; creatures that lose the opposed Strength check are pushed back 5 feet, plus an additional 5 feet for every 5 points by which the wave beats their Strength checks, in the chosen direction.

 

It is possible for a wave arising from a body of water to push characters into the water.

 

The wave puts out torches, campfires, exposed lanterns, and other open flames if they are carried by the target or located within the area and they are Large or smaller. If the wave hits a magical fire, those flames are targeted by a dispel magic effect as if you had cast the spell.

 

TIGER’S TOOTH

Transmutation
Level: Druid 2
Components: V
Casting Time: 1 swift action
Duration: 1 round

 

You speak quickly, and your animal companion glows briefly, the glow focusing around its natural weapons.

 

This spell functions like magic fang (PH 250), except as noted above.

 

TORTOISE SHELL

Transmutation
Level: Druid 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)

 

In the blink of an eye, the creature you touched grows the armor plating of a tortoise across its torso and a tough, leathery skin elsewhere.

 

Tortoise shell grants a +6 enhancement bonus to the subject’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels beyond 11th, to a maximum of +9 at 20th level.

 

The enhancement bonus provided by tortoise shell stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor of +0, much as a character wearing only normal clothing has an armor bonus of +0.

 

Tortoise shell slows a creature’s movement as if it were wearing heavy armor.

 

An elf subject to tortoise shell, for example, would have a speed of 20 feet and could run only 60 feet per round.

 

The spell affects only a creature’s speed; tortoise shell doesn’t carry an armor check penalty or an arcane spell failure chance.

 

TOUCH OF MADNESS

Enchantment [Mind-Affecting]
Level: Madness 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

 

Your hand glows with roiling purple light as you reach out to deliver lunacy with your touch.

 

You can cause one living creature to become dazed by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no actions for 1 round per caster level.

 

TOWERING OAK

Illusion (Glamer)
Level: Ranger 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level

 

You evoke the power of the forests, giving yourself the ability to speak for them. You loom over others like a mighty tree dwarfs lesser plants.

 

You draw on the oak’s strength to improve your ability to intimidate your enemies. You gain a +10 competence bonus on Intimidate checks and a +2 enhancement bonus to Strength.

 

TRAIN ANIMAL

Enchantment (Charm) [Mind-Affecting]
Level: Druid 2, ranger 2
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Animal touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

 

At last, you near the end of the spell’s complicated procedure. As the final act of the ritual, you call out the tricks you wish to teach the animal you are touching. Your hand tingles for a moment as the spell takes effect.

 

While this spell is in effect, the affected animal gains a number of additional tricks equal to half your caster level (maximum five).

 

This spell does not modify an animal’s attitude toward you, nor does it guarantee that an animal will cooperate when instructed to perform the newly learned tricks.

 

TRANSCRIBE SYMBOL

Abjuration
Level: Sorcerer/wizard 6
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Magic symbol touched
Duration: 10 minutes or until discharged
Saving Throw: None
Spell Resistance: No

 

Mimicking the marks of the sigil on the slate you hold, you render yourself immune to detection by the magic symbol.

 

You place a protective spell upon your hand that allows you to touch an untriggered magic sigil (such as a glyph of warding or a symbol of death) without setting it off. The touched sigil is removed from its location and held as magical potential on your hand, as though it were a touch spell.

 

To pick up a sigil in this manner, you must make a successful caster level check (DC 20 + the target glyph’s spell level). Failure indicates that you have triggered the glyph or symbol. If you successfully transfer the sigil to your hand, you can use a standard action to place it on a surface (not a creature) of the sort on which it can normally be scribed. The transferred sigil works normally thereafter and retains all its original triggering conditions, although its current location might make its triggers difficult or impossible to achieve.

 

You can maintain the magic sigil on your hand as long as you concentrate.

 

If your concentration lapses or the spell duration expires while the sigil is thus stored as potential, it immediately triggers upon you (and only you), even if you normally would not meet its trigger conditions. The effect has the same saving throw and spell resistance as the original spell did. The only safe way to rid yourself of the stored sigil is to place it upon a suitable surface.

 

Focus: A piece of slate that has been scoured bare and smooth on one side.

 

TRANSFIX

Enchantment (Compulsion) [Mind-Affecting]
Level: Sorcerer/wizard 7
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft.-radius emanation centered on a point in space
Duration: 1 hour/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

 

With a declaration, you finish your casting. Immediately, beings in the affected area cease moving, standing as still as statues.

 

This spell causes any Medium or smaller humanoids within the area of the spell to become paralyzed. When casting the spell, you must specify a condition that will end it (“Wait here until the dragon arrives”), even if that condition can never feasibly be met (“Stay here until the sun shines at night”). Subjects in the area that fail their saves immediately become aware of the condition, but they cannot communicate it due to their paralyzed state (although someone could use a spell such as detect thoughts to ascertain the condition). For every hour the creatures are transfixed before the condition is met, they are allowed another saving throw to break free of the spell’s effect.

 

As long as the spell operates, any Medium or smaller humanoid that enters its area must make a successful saving throw or become transfixed with the same exit conditions (they too become aware of the exit conditions on becoming transfixed). Likewise, any creatures removed from the area are freed from the spell’s effect.

 

An affected creature that is attacked gains a new saving throw to break free of the enchantment.

 

Material Component: A drop of pine resin.

 

TRANSLOCATION TRICK

Conjuration [Teleportation]
Level: Sorcerer/wizard 4
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: You and one creature
Duration: 10 minutes/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

 

You utter the words, and in an instant you and your target are switched—you take its position and form, and it appears where you had stood moments before, looking to others as you appear.

 

You and the other target switch locations, as if simultaneously using dimension door spells (PH 221) and exchange appearances, as if using disguise self spells (PH 222) to appear as each other. Your target can negate this spell with a successful saving throw.

 

If you or your target exceed the capacity of the dimension door spell or if you and your target have bodies that are so different that the disguise self spell could not disguise you as your target, this spell fails.

 

Magic that penetrates disguises (such as true seeing) reveals the identities of you and your target. Otherwise, you are considered to be disguised as your target and vice versa for the duration of the spell. You get a +10 bonus on Disguise checks to impersonate the target.

 

When the spell ends, you and your target revert to your true appearances in your current locations.

 

You do not switch places again.

 

TRANSMUTE ROCK TO LAVA

Transmutation [Earth, Fire]
Level: Druid 9, sorcerer/wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 10-ft. cube
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: No

 

As you release the spell’s energy, the targeted area of stone instantly turns to molten lava, and the uncomfortable burning in your chest immediately ceases.

 

You transform natural, uncut, or unworked rock of any sort into an equal volume of red-hot molten lava.

 

All creatures in the spell’s area that make successful Reflex saves take 6d6 points of fire damage, provided they can physically escape the area on their next turn. Creatures that fail their saves, or those unable to escape the area, take 20d6 points of fire damage in each round they remain in the area.

 

Creatures in the lava have their speed reduced to 5 feet and take a –2 penalty on attack rolls and to Armor Class.

 

Even after leaving the area of the spell, creatures that were exposed to the lava take half damage (either 3d6 or 10d6) for 1 additional round.

 

If transmute rock to lava is cast upon the ceiling of a cavern or tunnel, the lava falls to the floor and spreads out in a 15-foot-radius pool at a depth of approximately 1-1/2 feet. The rain of lava deals 2d6 points of fire damage to anyone caught directly beneath (Reflex half). In addition, creatures take 10d6 points of fire damage each round when they are caught in the area of the pool.

 

Although constructions of worked stone can’t be targeted with this spell, casting it on unworked stone below or adjacent to such structures deals 10d6 points of fire damage per round to any part of the structure in contact with the lava. Wooden structures in contact with lava instantly burst into flame.

 

The lava cools naturally from its surface toward its center, and it no longer deals fire damage after 2d6 hours as it slowly reverts to stone. Though a 15-foot-radius pool can take as long as two days to completely cool, the core of a 10-foot cube of lava might remain molten for a month or more.

 

Magical or enchanted stone is not affected by the spell.

 

TRAVELER’S MOUNT

Transmutation
Level: Blackguard 1, druid 1, paladin 1, ranger 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Animal or magical beast touched
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

 

With words of encouragement, you make the creature better able to handle the rigors of overland travel, at the expense of its ability to fight.

 

The touched animal or magical beast gets a 20-foot enhancement bonus to its speed, and it can hustle without taking damage or becoming fatigued as long as the spell is in effect. While bearing a rider, the mount no longer attacks in combat. The steed willingly bears its rider into battle; it just can’t use its own natural weapons for the duration of the spell.

 

TREASURE SCENT

Divination
Level: Bard 3, druid 3, sorcerer/ wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level

 

A multihued glow of metallic colors surrounds you. The swirling glow manifests as a thin mist that forces itself up into your nose. Suppressing a sneeze, you note with excitement the unmistakable scent of treasure.

 

You can detect copper, silver, gold, platinum, and gems within 30 feet, as well as differentiate between the five kinds of valuables.

 

When you detect one of these types of valuables, the exact location of the source is not revealed—only its presence and direction.

 

Whenever you come within 5 feet of the treasure, you can pinpoint its exact location.

 

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.

 

TREMOR

Evocation [Earth]
Level: Cleric 3, druid 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft.-radius spread
Duration: 1 round/3 levels
Saving Throw: See text
Spell Resistance: No

 

When you cast this spell, a small, localized tremor shakes the ground in the area.

 

Detritus and loose debris rattle with the small quake, and creatures caught in the area stumble and fall.

 

This minor quake is not strong enough to damage structures. The effect lasts for 1 round per three caster levels, during which time any spellcaster on the ground in the area must succeed on a Concentration check (DC 15 + spell level) or lose any spell she is casting. A creature attempting to use a skill that would provoke attacks of opportunity (such as Disable Device, Heal, Open Lock, and Use Rope, among others) must succeed on a DC 15 Concentration check, or the action automatically fails and is wasted. Each creature in the area must make a Reflex save each round or be knocked prone.

 

TREMORSENSE

Transmutation
Level: Ranger 2, sorcerer/wizard 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)

 

You cast this spell and know where each of your opponents stands. Their presence is marked in your mind like ripples radiating along the surface of a pond.

 

You can automatically pinpoint the location of any object or creature within 30 feet that is in contact with the ground.

 

Arcane Focus: A fleck of skin from a creature that has tremorsense.

 

TRIADSPELL

Transmutation
Level: Cleric 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

 

You complete the casting, and deep within your mind, you feel one of your prepared spells subdividing into three parts, each as powerful as its original.

 

You alter one of your prepared spells so that you can cast it three times before it is expended. The prepared spell must be of 3rd level or lower, and once the triadspell is cast, you can cast the altered spell two additional times (a total of three times) before it is expended.

 

The altered spell functions normally and requires components or XP for each use as if you were casting three separate spells. If you later choose to prepare a different spell in that spell slot, any extra castings provided by the triadspell are lost. You cannot cast triadspell more than once upon a single prepared spell.

 

TRUE CREATION

Conjuration (Creation)
Level: Creation 8
Components: V, S, M, XP
Casting Time: 10 minutes
Range: 0 ft.
Effect: Unattended, nonmagical object of nonliving matter, up to 1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

 

With one last invocation to your deity, you end the spell and bring into being the object you desire.

 

You create a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magic or negating powers.

 

For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item, such as a Craft (bowmaking) check to make straight arrow shafts or a Craft (gemcutting) check to make a cut and polished gem.

 

Unlike the items brought into being by the lower-level spells minor creation and major creation, objects created by the casting of true creation can be used as material components.

 

Material Component: A small piece of matter of the same type of item you plan to create—a sliver of wood to create arrow shafts, a tiny piece of the appropriate stone to create a polished gem, and so forth.

 

XP Cost: Half the item’s gold piece value in XP, or 50 XP, whichever is more.

 

TRUE DOMINATION

Enchantment (Compulsion) [Mind-Affecting]
Level: Domination 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid
Duration: 24 hours/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

 

Reaching out with your thoughts, you grasp the mind of your foe and take command of its actions.

 

You can control the actions of any humanoid. You establish a telepathic link with the subject’s mind. If a common language is shared, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language is shared, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it.

 

Subjects have a chance of resisting this control by making a Will save to avoid the effect when the spell is cast. Those affected by the spell and then forced to take actions against their nature receive a new saving throw with a –4 penalty. Obviously self-destructive orders might be carried out, unless the subject can make a saving throw with the –4 penalty.

 

Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

 

Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or dispel it.

 

TSUNAMI

Conjuration (Creation) [Water]
Level: Druid 9
Components: V, S, M
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: 20-ft./level-wide, 10-ft.-long, 40-ft.-high wave of water; see text
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Fortitude partial (object)
Spell Resistance: No

 

The eldest, most powerful forces of elemental water heed your summons and obey your request. These forces of pure elemental power gather together a wall of water that moves inexorably in the direction of your choice, crushing all that it encounters.

 

This spell creates a towering tsunami and sends it forth in a powerful wave to smash all in its path. The tsunami starts at any point you select within range of the spell and then moves at a speed of 60 feet in any direction chosen by you. Once the direction is set, the tsunami cannot change course. The tsunami deals 1d6 points of bludgeoning damage per caster level (maximum 20d6) to all in its path. Anything struck can make a Fortitude saving throw for half damage. Gargantuan or larger creatures that fail the save are knocked prone. Huge or smaller creatures that fail the save are picked up and carried with the wave. Each round

 

a victim is carried by the tsunami, it takes the bludgeoning damage again and can make an additional Fortitude save for half damage. Creatures being carried by a tsunami cannot move in any other way. They can otherwise act normally, but must make a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in a tsunami take a –4 penalty to Dexterity and a –2 penalty on attack rolls. They can escape the wave by making successful DC 20 Swim checks, as long as they end their movement outside the effect of the tsunami.

 

Any creature that comes in contact with a tsunami as a result of movement during its turn is considered to have been struck by the tsunami’s movement. A creature can attempt to extract another creature caught by a tsunami, providing the rescuer resists being swept up or knocked down by the tsunami and can reach the victim Extracting a victim in this manner requires a DC 20 Strength check.

 

A tsunami’s progress can be halted by anything that would normally block line of effect along its path, assuming the tsunami does not destroy the intervening object or creature. If only a portion of the tsunami is blocked, the rest of it continues on.

 

Although this spell can be cast on dry land, it is most effective when cast on the open sea. In this case, saving throws to avoid full damage are made with a –4 penalty, and the width of the tsunami increases to 40 feet per caster level. A tsunami that begins on water but then travels onto land immediately shrinks to its land size and speed. A tsunami does not vanish if it moves beyond the spell’s initial range.

 

Material Component: A crown of coral set with pearls (total value of at least 5,000 gp).

 

TUNNEL SWALLOW

Conjuration (Creation) [Earth]
Level: Sorcerer/wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Tunnel section up to 20 ft. in diameter and up to 50 ft. long
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: No

 

You unleash the power of this spell, and the walls of the tunnel begin to roil and shift on all sides, clenching in rapid succession as they fling your opponents down the hallway.

 

You cause a section of tunnel to flex with peristaltic convulsions, crushing its contents and moving them along its length in the direction you designate.

 

Each creature and object in the affected tunnel section is crushed for 1d6 points of damage per level (maximum 15d6) and is moved from its former position to a point just outside the affected tunnel section. A creature that makes a successful Reflex saving throw takes only half damage and is moved halfway from its former position in the tunnel toward the designated end of the tunnel section. When the spell duration expires, the tunnel returns to its former shape and size, with no harm done to its structure.

 

Tunnel swallow affects both worked and natural tunnels, as well as corridors in surface buildings, but does not harm the structure.

 

Movement caused by this spell does not provoke attacks of -opportunity.

 

Material Component: A lump of chewed vegetable or meat.