UNBINDING.. 1

UNDEAD BANE WEAPON.. 2

UNDEAD LIEUTENANT. 2

UNDEAD TORCH.. 2

UNDEATH’S ETERNAL FOE. 3

UNDERMASTER.. 3

UNDERSONG.. 4

UNHOLY STORM... 4

UNLUCK.. 5

UNYIELDING ROOTS. 5

UPDRAFT. 6

UNBINDING

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.

 

UNDEAD BANE WEAPON

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.

 

UNDEAD LIEUTENANT

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.

 

UNDEAD TORCH

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.

 

UNDEATH’S ETERNAL FOE

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.

 

UNDERMASTER

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.

 

UNDERSONG

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.

 

UNHOLY STORM

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).

 

UNLUCK

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.

 

UNYIELDING ROOTS

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.

 

UPDRAFT

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.