Abjuration
Level: Liberation 9, sorcerer/wizard 9
Components: V, S, M, DF
Casting Time: 1 round
Range: 180 ft.
Area: 180-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A burst of white energy erupts from
your body to destroy spells that contain, constrain, or seal.
An unbinding spell
negates charm and hold spells of all types; arcane locks and similar closures; and spells that
create physical or magical barriers, such as wall of fire, wall of force, guards and
wards, temporal stasis, and
slow spells, among others. The effect of a statue spell is also ended, and a magic jar is shattered—forever destroyed—and the life
force within snuffed out. In addition, any spell that holds magical effects,
including other spells (magic mouth, imbue with spell ability, and so on), immediately releases them at a range of 0
feet.
Protective spells such as protection from evil, shield, globe
of invulnerability, and similar spells are
not affected by an unbinding. Petrified creatures are neither revealed
nor restored.
Individuals bound to service are not freed
(including creatures such as familiars, invisible stalkers, genies, and
elementals). An antimagic field is not affected, nor does the effect of unbinding penetrate one. A magic circle against evil (or another alignment) that currently holds
a creature imprisoned is dispelled.
Curses and geas/quest spells are negated only if you are of a
level equal to or greater than that of the original caster.
All these effects occur without regard to
the caster’s wishes. Spell effects on the person of the caster, or effects or
items being carried or worn by the caster, remain
undisturbed, but any others within the area are affected, including those of
allies. The opening of locks or other closures triggers any alarms or traps
attached to them. Any released creature might or might not be friendly to the
caster.
Material Components: A lodestone and a pinch of saltpeter.
Transmutation
Level: Cleric 4, paladin 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched or fifty projectiles (all of which must be in contact
with each other at the time of casting)
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Your hand glows with a dull light,
and when you touch the weapon, the light shifts to it, so that it sheds a
serene gray radiance as bright as a candle.
You give a weapon the undead bane special
ability in addition to any other properties it has. Against undead, your
weapon’s enhancement bonus is 2 higher than normal, and it deals an extra 2d6
points of damage against undead. The spell has no effect if cast upon a weapon
that already has the undead bane special ability.
Alternatively, you can affect up to fifty
arrows, bolts, or bullets. The projectiles must be of the same kind, and they
have to be together, such as in the same quiver. Projectiles, but not thrown
weapons, lose their transmutation after one attack.
The weapon is treated as goodaligned for
the purpose of overcoming damage reduction.
Necromancy
Level: Sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One undead creature; see text
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You cast your spell on the foul
creature, and for a brief moment your own face appears atop its ruined body.
You empower the subject undead with the
authority of command over undead in your control. The targeted undead must have
Intelligence 5 or higher.
Undead under your control obey the target
undead as if it were you. You can give orders to the undead normally,
superseding the orders of the subject of this spell. The number of undead you
can control is increased by an amount equal to your caster level as long as the
undead
lieutenant is active. If the
target undead creature is destroyed, the spell ends.
You can have only one undead lieutenant at any time.
Necromancy
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One corporeal undead/ 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 make a dark incantation and smash
the firefly between your thumb and forefinger.
The undead
bursts into blue flames that do not burn.
The subject creature deals an extra 2d6
points of damage on melee attacks against living creatures. If an attacked
creature has spell resistance, the resistance is checked the first time the
undead subject attacks it. If your caster level check fails, the creature is
unaffected by that casting of the undead torch.
If the undead creature is destroyed, the undead torch continues to burn at the location of its
destruction until the duration ends, and living creatures that pass through
that area take 2d6 points of damage. If the undead creature assumes a
nonphysical state (such as a vampire assuming gaseous form), the spell
disperses harmlessly.
Material Component: A living or dead firefly or glowworm.
Abjuration [Good]
Level: Cleric 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/5 levels
Duration: 1 round/level
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
You invoke the power of good and
indicate each of your party members in turn. A crystal blue aura springs up
around each of them, fortifying them against the assaults of undead.
You grant one or more creatures
special abilities that allow them to effectively destroy undead.
All subjects receive a death ward effect (PH 217). The subjects
also have immunity to the special attacks and abilities of undead that deal
ability damage, ability drain, fear effects, disease, paralysis, or poison.
Targets can make melee and ranged attacks against ethereal or incorporeal
undead as if they were using ghost touch weapons.
They also gain a +4 sacred bonus to AC
against attacks by undead.
Transmutation [Earth]
Level: Druid 9, sorcerer/wizard 9
Components: V, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 5 rounds
You invoke the mighty powers of the
earth and it rises about you, limning you from below with brilliant green
radiance. The power surges within your hands as you are invested with its
might, and you bend that might to your own will.
You take up the mantle of the earth,
gaining power over it as long as you stand upon or beneath its surface.
While energized with the awesome power of
this spell, you can choose a spell from those listed below once per round and
use it as a spelllike ability. Using a spell in this way requires a standard
action, even if the spell would normally have a longer casting time (such as move earth).
The spells granted by undermaster are earth lock,
earthquake,
excavate, flesh to stone, meld into stone, move earth,
reverse gravity, soften earth and stone, statue, stone shape, stone tell,
stone to flesh, transmute mud to rock, transmute rock
to mud, tunnel swallow, wall of stone, and xorn movement.
Material Component: A deep blue spinel worth 500 gp.
Transmutation
Level: Bard 1
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
When you cast
this spell, a familiar and soothing song wells up in your mind.
This spell brings to your mind a song that
helps you retain your concentration.
The song does not distract you from any
task at hand—on the contrary, by humming along to the tune, you can focus your
mind with ease.
As long as this spell is in effect, you can
make a Perform check in place of a Concentration check.
Conjuration (Creation) [Evil, Water]
Level: Blackguard 3, cleric 3
Components: V, S, M, DF
Casting Time: 1 standard action
Area: Cylinder (20-ft. radius, 20 ft. high)
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
You call upon the forces of evil, and
a heavy rain begins to fall in the area you indicate, its raindrops foul and
steaming.
A driving rain falls around you. It falls
in a fixed area once created. The storm reduces hearing and visibility,
resulting in a –4 penalty on Listen, Spot, and Search checks. It also applies a
–4 penalty on ranged attacks made into, out of, or through the storm.
Finally, it automatically extinguishes any
unprotected flames and has a 50% chance to extinguish protected flames (such as
those of lanterns).
The rain damages good creatures, dealing
2d6 points of damage per round
(good outsiders
take double damage).
Material Component: A flask of unholy water (25 gp).
Divination
Level: Bard 3, sorcerer/wizard 3
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: Will negates
Spell Resistance: Yes
Spewing a curse of bad luck, you
fling a piece of broken mirror at your target. The mirror shard dissipates
harmlessly as soon as it leaves your hand, and the sound of rolling dice is
perceptible for an instant.
When you cast this spell, you negatively
influence the randomness of fortune for the target. Whenever the affected
creature undertakes an action involving random chance (specifically, whenever
any die roll is made for the creature, including attack rolls, damage rolls,
and saving throws), two separate rolls are made and the worse result applied.
A creature carrying a stone of good luck is immune to the effect of unluck.
Material Component: A piece of a broken mirror.
Transmutation
Level: Druid 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Willing creature touched
Duration: 1 round/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The creature you touch grows thick
tree roots that anchor it to the ground and provide it with lifesustaining
healing.
The creature you touch must be standing on
or otherwise touching the ground for this spell to have an effect on it. For
the duration of the spell, the touched creature can’t move from its current
space, nor can it be moved from its space by bull rushes, overruns, magic such
as Bigby’s forceful
hand, or any effect short of
a massive earthquake.
Such attempts simply fail. If an overrun
attempt is made against a creature with unyielding roots, the rooted creature must block rather than avoid the overrun. The
rooted creature automatically wins the Strength check to stop the overrun and
can make a Strength check (opposed by the overrunning creature’s Strength or
Dexterity check) to knock the overrunning creature prone.
The roots draw life energy from the ground
that feed the touched creature, healing up to 30 points of damage per round,
neutralizing poisons automatically, and wiping away negative levels (as the restoration spell). The touched creature gets a +4
bonus on Fortitude and Will saves as long as the roots remain, but a –4 penalty
on Reflex saves.
Conjuration (Creation) [Air]
Level: Cleric 1, druid 1
Components: V, S, M
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
Detritus and loose debris on the
ground beneath you begins to spin about, caught in a small vortex. The vortex
quickly coalesces into a column of dirty gray-brown air thick enough to hold
you aloft.
Updraft conjures forth rushing air that propels you
upward. You gain 10 feet per level of altitude, and then gently float back down
to the ground. At any point during your descent, you can move up to 5 feet
laterally.
Material Component: A miniature propeller or windmill.