Transmutation
Level: Courage 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Pointing your holy symbol at your
ally as you chant, you imbue him with fighting spirit.
The affected creature gains a +4 morale
bonus to Strength and Constitution, and a +2 morale bonus on Will saves.
In addition, when making a full attack, the
affected creature can make one additional attack with any weapon it is holding.
The attack is made using the creature’s full base attack bonus, plus any
modifiers appropriate to the situation. This effect is not cumulative with
similar effects, such as that provided by the haste spell.
Evocation [Darkness]
Level: Assassin 2, blackguard 2, cleric 2, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
You speak the words of this spell,
and tendrils of purple darkness rise from the ground, surrounding you and
concealing you from your foes.
Swirling wisps of darkness obscure your
form, granting you concealment.
The 20% miss chance is in effect even if
the attacker has darkvision.
This spell effect is dispelled in daylight
or in the area of a light spell of 3rd level or higher.
See invisibility does not counter a veil of shadow’s concealment effect, but a true seeing spell does.
Necromancy [Evil]
Level: Cleric 8, sorcerer/wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
Upon completion of the spell, you
exhale your last breath and accept a brief embrace from death.
You gain many of the traits common to
undead creatures. While the spell lasts, you have immunity to mind-affecting
spells and abilities, poison, sleep, paralysis, stunning, disease, death, extra
damage from critical hits, nonlethal damage, death from massive damage, ability
drain, energy drain, fatigue, exhaustion, damage to physical ability scores,
and any effect requiring a Fortitude save unless it is harmless or affects
objects.
You need not breathe, eat, or sleep.
Like an undead creature, you are damaged by
cure spells and healed by inflict spells.
You don’t actually gain the undead type
from casting this spell.
Material Component: A finger from a zombie.
Conjuration (Healing)
Level: Cleric 3, druid 3
Duration: 10 rounds + 1 round/level (max 25 rounds)
This spell functions like lesser vigor, except as noted here and that it grants
fast healing 2.
Conjuration (Healing)
Level: Cleric 5, druid 5
Duration: 10 rounds + 1 round/level (max 35 rounds)
This spell functions like lesser vigor, except as noted here and that it grants
fast healing 4.
Conjuration (Healing)
Level: Cleric 1, druid 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 rounds + 1 round/level
(max 15 rounds)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The sounds of battle ring in your
ears as you lay hands on your fallen comrade. You can spare neither time nor
magic to do more right now, but the blood flow slows to a trickle and her
breathing becomes less labored, even as you are called to the aid of another.
The subject gains fast healing 1, enabling
it to heal 1 hit point per round until the spell ends and automatically
becoming stabilized if it begins dying from hit point loss during that time.
Lesser vigor does not restore hit points lost from
starvation, thirst, or suffocation, nor does it allow a creature to regrow or
attach lost body parts.
The effects of multiple vigor spells do not stack; only the highest-level
effect applies.
Conjuration (Healing)
Level: Cleric 3, druid 3
Range: 20 ft.
Target: One creature/2 levels, no two of which are more than 30 ft. apart
Duration: 10 rounds + 1 round/level (max 25 rounds) This spell functions like lesser vigor, except that it affects multiple creatures.
Conjuration (Healing)
Level: Cleric 6, druid 6
Duration: 10 rounds + 1 round/level (max 40 rounds) This spell functions like mass lesser vigor, except as noted here and that it grants
fast healing 3.
Conjuration (Calling) [Evil]
Level: Cleric 9, sorcerer/ wizard 9
Components: V, S, M, XP
Casting Time: 1 hour
Range: Touch
Target: One corporeal undead creature
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: Yes
The ground tears at your feet, and
you can hear the distant screams of people in pain.
An unwholesome red light emanates
from the tear and coalesces into the translucent form of a fiend. It sneers at
you as the earth closes, then it turns to look at the undead host you chose as
the spell’s subject. Both the undead and the fiend shudder as they meld
together and the red glow dissipates.
You summon the spirit of a fiend from the
depths of the Nine Hells or the Abyss and bind it into the body of a corporeal
undead creature—either a bodak, devourer, ghast, ghoul, mohrg, mummy,
nightshade, skeleton, vampire, vampire spawn, wight, or zombie.
Binding the fiend applies the fiendish
template (MM 108) to the undead creature. The resulting
creature is independent of you, and can act on its own. Its initial attitude
toward you is indifferent.
Material Component: A bit of brimstone and a bloodstone worth
at least 500 gp.
XP Cost: 100 XP.
Conjuration (Creation)
Level: Druid 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft.-radius/level spread
Duration: 10 minutes/level
Saving Throw: See text
Spell Resistance: Yes
You hold the crown of ivy leaves
aloft, invoking the powers of nature, and an explosion of plant growth fills
the area—plants over which you have control.
You create and direct the rapid growth of
vines. When you cast the spell, choose one of the following effects.
• Climbing aid (treat as knotted ropes) •
Bind helpless targets (Escape Artist DC 25 to escape) • Hamper movement (as
heavy undergrowth) • Camouflage (add +4 competence bonus on Hide checks) As a
standard action, you can redirect the vines’ growth (thus changing the effect).
Material Component: A crown of ivy leaves.
Divination
Level: Druid 1, ranger 1
Components: V, DF
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
As you intone the sounds of the spell,
your sight temporarily dims under a green gloom. An eyeblink later, the dimness
disappears, and you feel a new connection with the natural order, as if it were
directing where to land your blow.
While this spell is in effect, you have a
special connection to the forces of nature that allows you to deliver sneak
attacks on plant creatures as if they were not immune to sneak attacks. To
attack a plant creature in this manner, you must still meet the other
requirements for making a sneak attack.
This spell applies only to sneak attack
damage. It gives you no ability to affect plant creatures with critical hits,
nor does it confer any special ability to overcome the damage reduction or
other defenses of plant creatures.
Conjuration (Summoning) [see text]
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1d4+3 summoned creatures
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
A churning in your stomach overtakes
you as you complete the spell. Something slithers up your throat, and you vomit
serpents.
This spell summons 1d4+1 celestial or
fiendish Medium vipers (MM 280), which leap forth
from your mouth to attack your enemies.
A celestial viper summoned by this spell
has resistance to acid 5, cold 5, and electricity 5; spell resistance 7; and a
smite evil attack that provides a +2 bonus on one damage roll.
A fiendish viper summoned by this spell has
resistance to acid 5 and fire 5; spell resistance 7; and a smite good attack
that provides a +2 bonus on one damage roll.
Starting in the round you complete the
spell, you can spit three vipers as a standard action or one viper as a move
action. (Thus, if you move and then cast this spell, you cannot spit any vipers
until your next turn, but if you cast this spell without moving, you can spit
forth one viper as your move action in that round.) Spat vipers land at your
feet in an adjacent square of your choice and act on the same round, on your
turn, just as creatures summoned by a summon monster spell do.
The snakes are not actually present in your
mouth, and they do not interfere with your breathing. However, until you have
brought forth all the snakes summoned by the spell, you cannot speak, cast
spells with verbal components, or activate items that require speech. When the
spell’s duration expires, all the vipers disappear, and any not yet brought
forth are lost.
When you use a summoning spell to summon a
good creature or an evil creature, it is a spell of that type.
Material Component: A snakeskin.
Transmutation [Evil or Good]
Level: Cleric 6, Mysticism 6
This spell functions like lesser visage of the deity, except that you take on many qualities of
a celestial or fiendish creature, as follows.
Your creature type does not change (you do
not become an outsider).
Transmutation [Evil or Good]
Level: Cleric 9, Competition 9, Mysticism 9, Purification 9
This spell functions like lesser visage of the deity, except that you take on many qualities of a
half-celestial or half-fiendish creature.
Your creature type changes to outsider for
the duration of the spell.
Unlike other outsiders, you can be brought
back from the dead if you are killed in this form.
Good clerics undergo the following
transformations.
Evil clerics undergo the following
transformations.
Transmutation [Evil or Good]
Level: Blackguard 4, cleric 3, Mysticism 3, paladin 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
As you end your prayer, you can feel
the hand of your deity upon you. Your appearance reflects her divine power, and
her touch grants you resistance from some of the damage of this world.
You gain a +4 enhancement bonus to
Charisma. You also gain resistance to acid 10, cold 10, and electricity 10 if
you are good, or resistance to cold 10 and fire 10 if you are evil.
Conjuration
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 hour/level
Saving Throw: Reflex negates
Spell Resistance: Yes
You speak the words of this spell and
toss the small ball of silk in the air. It turns into a 5-foot-wide glob of
dripping, green-gray goo, and the sticky mass rockets toward your target.
When you attack with a viscid glob, you make a ranged touch attack against the
target. If you miss, the glob might strike a nearby square or creature (see Missing
with a Thrown Weapon, PH 158). Once you have established the
direction of the miss, roll 1d4 to determine the number of squares away from
the target square that the glob lands.
A Medium or smaller creature struck by the
glob must make a successful Reflex save or be instantly stuck in place. A stuck
creature can speak but is otherwise limited to purely mental actions (such as
casting spells with no somatic or material components) and attempts to free
itself by means of a Strength check or Escape Artist check (against a DC equal
to this spell’s DC) made as a full-round action. A Large or larger creature
stuck in the goo can’t move from the spot where it is glued, but it can
otherwise act normally.
The glob dissipates when the spell duration
expires. Until then, it remains sticky, and any creature touching it (for
example, a creature attempting to pull out an ally) must make a successful
Reflex save or become stuck itself.
A creature stuck by such secondary contact
is not trapped as thoroughly as a creature targeted by the glob, however, so
the DC of the Strength check or Escape Artist check required to get free is
reduced by 5.
Material Component: A tiny ball of spider silk.
Divination
Level: Cleric 1, paladin 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Saving Throw: None
Spell Resistance: Yes
You touch your ally, and her eyes
mist over momentarily. You know she is seeing an image of her deity, imploring
her to battle in his name.
You give the subject creature a brief
vision of a divine entity that is giving it support and inspiring it to
continue.
The creature gets a morale bonus equal to
your Charisma modifier on a single saving throw. It must choose to use the
bonus before making the roll to which it applies. Using the bonus discharges
the spell.
Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 10-ft.-radius burst
Duration: Instantaneous; see text
Saving Throw: Reflex partial; see text
Spell Resistance: No
At the successful casting of the
spell, you conjure a sizzling emerald sphere.
The sphere immediately shatters,
drenching all in the area with a potent acid.
Affected creatures take 6d6 points of acid
damage. Creatures that succeed on their Reflex saving throws take half of this
damage. Creatures that fail their Reflex saves take full damage, and also take
6d6 points of acid damage in each of the following 2 rounds.
Material Component: A tiny glass vial filled with aqua regia.
Transmutation
Level: Bard 4, Dragon 4, sorcerer/ wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
As you speak the words of the spell
and inscribe the motions in the air, your voice deepens, taking on a resonance
that makes the listener think of authority, power, and great age.
You gain a +10 enhancement bonus on Bluff,
Diplomacy, and Intimidate checks. You also gain the ability to speak and
understand (but not read) Draconic.
At any time before the spell’s duration
expires, you can use a standard action to target a creature with a suggestion effect, which functions identically to the
spell of that name (PH 285), including range, duration, and other
effects. Doing this causes the voice of the dragon spell to end, though the suggestion itself
lasts for the normal duration thereafter.
Special: Sorcerers cast this spell at +1 caster
level.
Evocation [Force]
Level: Druid 4, sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Hollow cylinder (40-ft. radius, 20 ft. high, with a 5-ft.-radius safe
zone at the center)
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
A huge school of transparent piranhas
swims rapidly through the air in the area you indicate. These magic fish are
made of force and tear into the bodies of creatures as though ravenous.
Creatures in the area take 3d8 points of
damage per round at the beginning of your turn. Because this spell is a force
effect, it harms incorporeal creatures.
Material Component: A fish tooth.
Transmutation
Level: Assassin 4, cleric 5, sorcerer/ wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You invoke the power of this spell
and a purple mist swirls around your opponent, weakening its mystic
protections.
This spell lowers the subject’s damage
reduction by 5 (to a minimum of 5).
For instance, if you successfully cast vulnerability on a dragon with damage reduction 10/magic,
its damage reduction becomes 5/magic.
For every four caster levels beyond 9th,
the subject’s damage reduction lowers by an additional 5: a reduction of 10 at
caster level 15th and a reduction of 15 at caster level 19th.