TEXT: Edition Pi: Core Spells 
  WRITTEN BY JAY TYLER BARRELL 
   
  Playtesters 
  Castellucci, Devin 
  Castellucci, Ryan 
  Eifler, Tristin 
  Henwood, Karl 
  Hill, Andrew 
  Kendall, Adam 
  Lucas 
  Mason 
  McCarthy, Adrienne 
  O'Con, Anthony  
  Orlove, Hannah 
  Smith, Jeremiah 
  Stimson, Abbey 
  Sumnicht, Theo 
  Wang, Michael 
  Wilts, Aaron 
  Wilts, Nathan 
  Wyman 
   
  The Prometheus Compatibility Trademark logos are trademarks of The Free Gaming Association in the United States 
  and other countries and are used with permission. 
   
  'Prometheus Compatibility' logos are trademarks of the Free Gaming Association and are used according to the terms 
  of the Prometheus Compatibility Trademark Logo License. A copy of this License can be found at 
  http://www.thefga.com. 
   
  
  DEDICATION 
  This book is dedicated to Anthony O’Con, whose complaints about the 3.0/3.5 system 
  started the journey. 
   
  CREDITS 
  Conceptual Assistance: Anthony O’Con 
  Editing: Adrienne McCarthy, Devin Castellucci 
  Formatting and Layout: Jay Tyler Barrell 
   
  PRODUCT IDENTITY STATEMENT 
  The terms “DaemonEye Publishing” and “Edition Pi” are the product identity of 
  DaemonEye Publishing and Jay Tyler Barrell.  Limited permission is granted to use these 
  terms, but only in the form of the following statements: “DaemonEye Publishing is owned 
  by Jay Tyler Barrell”, “Edition Pi was created by Jay Tyler Barrell”, and “Edition Pi is 
  published by DaemonEye Publishing”.  The proper names of all people mentioned above are 
  not reproducible without their express written permission. 
   
  That’s it. 
   
  OGL STATEMENT 
  With the exception of the terms already designated Product Identity, every single last word 
  printed from this point on is hereby declared to be Open Content.  Please do me the courtesy 
  of mentioning my company and this book in your product’s Introduction, as well as your 
  OGL Item 15. 
   
  INTRODUCTION 
  “Edition Pi” is an attempt by me to fix several of the problems with both 3.0 and 3.5 
  editions.  To this end the best or most hassle-free versions of different rules from these 
  versions was used.  In many cases this required some things to be changed, or new material 
  to be added, which was not in either version of the basic rules.  This project is intended to be 
  an open-community project; at least as far as flavor text and donated artwork is concerned.  
  In order to help meet that goal, the prices are being kept as low as I can make them, and still 
  justify publishing the system.  Essentially this means that the more people help me out with 
  this, the less I have to charge for it.  And of course, everybody who helps will receive 
  acknowledgement for doing so. 
   
  Jay Tyler Barrell 
  (Strutinan) 
  Strutinan@Hotmail.com 
  www.DaemonEye.Net 
   
  
  ALTERATIONS FROM 3.0/3.5 
   
  DOMAINS 
   
  Air (granted power) 
  Darkness (new - darkness descriptor spells) 
  Death (spells - remove undead creation) 
  Earth (granted power) 
  Fire (granted power) 
  Healing (granted power) 
  Luck (granted power) 
  Mentalism (new - anti psi/mind affecting spells) 
  Sun (spells - add Daylight, removed Heat Metal) 
  Undead (new - undead creation and assistance) 
  War (granted power note on weapons) 
  Water (granted power) 
   
  ALTERED SPELLS 
   
  Animate Dead (not Death 3, Undead 3) 
  Black Tentacles (Darkness 4) 
  Circle of Death (Death 6) 
  Create Greater Undead (not Death 8, Undead 8) 
  Create Undead (not Death 6, Undead 6) 
  Darkness (Darkness 2. new description) 
  Daylight (Sun 2) 
  Deeper Darkness (Darkness 3. new description) 
  Desecrate (Undead 2) 
  Dimensional Lock (Mentalism 8) 
  Endure Elements (new description) 
  Energy Drain (Undead 9) 
  Enervation (Undead 4) 
  Feeblmind (Mentalism 7) 
  Gate (new description) 
  Haste (new description) 
  Heat Metal (not Sun 2) 
  Hold Person (new description) 
  Inflict Light Wounds (Undead 1) 
  Magic Jar (Undead 7) 
  Mending (new description) 
  Planar Ally (new description) 
  Planar Ally, Greater (new description) 
  Planar Ally, Lesser (new description) 
  Planar Binding (new description) 
  Planar Binding, Greater (new description) 
  Planar Binding, Lesser (new description) 
  Power Word Kill (Mentalism 9) 
  Protection from Energy (new description) 
  Rage (new description) 
  Ray of Exhaustion (new description) 
  Resist Energy (new description) 
  Rope Trick (new description) 
  Scare (Death 3) 
  Shades (Darkness 9) 
  Shadow Conjuration (Darkness 5. new description) 
  Shadow 
  Conjuration, 
  Greater 
  (Darkness 
  7. 
  new 
  description) 
  Shadow Evocation (Darkness 8. new description) 
  Shadow Walk (Darkness 6. new description) 
  Spiritual Weapon (new description) 
  Summon Monster I to IX (new description) 
  Symbol of Death (Death 8) 
  Touch of Idiocy (new description) 
  Unhallow (Undead 5) 
  Waves of Exhaustion (new description) 
  Waves of Fatigue (new description) 
   
  ADDED SPELLS 
   
  Detect Psionics (All 1) 
  Dispel Psionics (Brd 4, Clr 4, Drd 5, Pal 4, Sor/Wiz 4) 
  Dispel Psionics, Greater (Brd 6, Clr 7, Drd 7, Sor/Wiz 7) 
  Psi Curse (Mentalism 3, Sor/Wiz 3) 
  Shadows (Darkness 1, Sor/Wiz 1) 
  Suppression (Mentalism 2, Sor/Wiz 2) 
  Suppression Field (Mentalism 5, Sor/Wiz 5) 
  
  This space devoted to acknowledging the assistance of the community (hint, hint). 
  
  ELEVEN: SPELL DESCRIPTIONS 
   
  An M, F, or DF appearing at the end of a spell’s name in the spell lists 
  denotes a spell with a material or focus component, respectively, that is 
  not normally included in a spell component pouch. An XP denotes a 
  spell with an XP component paid by the caster. 
   
  Order of Presentation: In the spell lists and the spell 
  descriptions that follow them, the spells are presented in alphabetical 
  order by name except for those belonging to certain spell chains. 
   
  When a spell’s name begins with “lesser,” “greater,” or “mass,” 
  the spell description is alphabetized under the second word of the spell 
  name instead. 
   
  Hit Dice: The term “Hit Dice” is used synonymously with 
  “character levels” for effects that affect a number of Hit Dice of 
  creatures. Creatures with Hit Dice only from their race, not from 
  classes, have character levels equal to their Hit Dice. 
   
  Caster Level: A spell’s power often depends on caster level, 
  which is defined as the caster’s class level for the purpose of casting a 
  particular spell. A creature with no classes has a caster level equal to 
  its Hit Dice unless otherwise specified. The word “level” in the spell 
  lists that follow always refers to caster level. 
   
  Creatures and Characters: The words “creature” and 
  “character” are used synonymously in the spell descriptions. 
   
  BARD SPELLS 
   
  0th-Level Bard Spells (Cantrips) 
  Dancing Lights (Evoc): Creates torches or other lights. [light] 
  Daze M (Ench): Humanoid creature of 4 HD or less loses next action. 
  [mind-affecting] 
  Detect Magic (Div): Detects spells and magic items within 60 ft. 
  Flare (Evoc): Dazzles one creature (–1 on attack rolls). [light] 
  Ghost Sound M (Ill): Figment sounds. 
  Know Direction (Div): You discern north. 
  Light M (Evoc): Object shines like a torch. [light] 
  Lullaby (Ench): Makes subject drowsy; –5 on Spot and Listen checks, 
  –2 on Will saves against sleep. [mind-affecting] 
  Mage Hand (Tran): 5-pound telekinesis. 
  Mending (Tran): Makes minor repairs on an object. 
  Message F (Tran): Whispered conversation at distance. [language-
  dependant] 
  Open/Close F (Tran): Opens or closes small or light things. 
  Prestidigitation (Uni): Performs minor tricks. 
  Read Magic F (Div): Read scrolls and spellbooks. 
  Resistance M (Abj): Subject gains +1 on saving throws. 
  Summon Instrument (Conj): Summons one instrument of the 
  caster’s choice. 
   
  1st-Level Bard Spells 
  Alarm M (Abj): Wards an area for 2 hours/level. 
  Animate Rope (Tran): Makes a rope move at your command. 
  Cause Fear (Nec): One creature of 5 HD or less flees for 1d4 rounds. 
  [fear, mind-affecting] 
  Charm Person (Ench): Makes one person your friend. [mind-
  affecting] 
  Comprehend Languages M (Div): You understand all spoken and 
  written languages. 
  Cure Light Wounds (Conj): Cures 1d8 damage +1/level (max +5). 
  Detect Psionics (Div): Detects psionic manifestations and items within 
  60 ft. 
  Detect Secret Doors (Div): Reveals hidden doors within 60 ft. 
  Disguise Self (Ill): Changes your appearance. 
  Erase (Tran): Mundane or magical writing vanishes. 
  Expeditious Retreat (Tran): Your speed increases by 30 ft. 
  Feather Fall (Tran): Objects or creatures fall slowly. 
  Grease M (Conj): Makes 10-ft. square or one object slippery. 
  Hideous Laughter M (Ench): Subject loses actions for 1 round/level. 
  [mind-affecting] 
  Hypnotism (Ench): Fascinates 2d4 HD of creatures. [mind-affecting] 
  Identify M (Div): Determines properties of magic item. 
  Lesser Confusion (Ench): One creature is confused for 1 round. 
  [mind-affecting] 
  Magic Mouth M (Ill): Speaks once when triggered. 
  Magic Aura F (Ill): Alters object’s magic aura. 
  Obscure Object M (Abj): Masks object against scrying. 
  Remove Fear (Abj): Suppresses fear or gives +4 on saves against fear 
  for one subject + one per four levels. 
  Silent Image F (Ill): Creates minor Illusion of your design. 
  Sleep M (Ench): Puts 4 HD of creatures into magical slumber. [mind-
  affecting] 
  Summon Monster I F (Conj): Calls extraplanar creature to fight for 
  you. [see text] 
  Undetectable Alignment (Abj): Conceals alignment for 24 hours. 
  Unseen Servant (Conj): Invisible force obeys your commands. 
  Ventriloquism (Ill): Throws voice for 1 minutes/level. 
    
  2nd-Level Bard Spells 
  Alter Self (Tran): Assume form of a similar creature. 
  Animal Messenger M (Ench): Sends a Tiny animal to a specific place. 
  [mind-affecting] 
  Animal Trance (Ench): Fascinates 2d6 HD of animals. [mind-
  affecting, sonic] 
  Blindness/Deafness (Nec): Makes subject blind or deaf. 
  Blur (Ill): Attacks miss subject 20% of the time. 
  Calm Emotions (Ench): Calms creatures, negating emotion effects. 
  [mind-affecting] 
  Cat’s Grace M (Tran): Subject gains +4 to Dex for 10 minutes/level. 
  Cure Moderate Wounds (Conj): Cures 2d8 damage +1/level (max 
  +10). 
  Darkness M (Evoc): 20-ft. radius of supernatural darkness occludes 
  even darkvision. [darkness] 
  Daze Monster M (Ench): Living creature of 6 HD or less loses next 
  action. [mind-affecting] 
  Delay Poison (Conj): Stops poison from harming subject for 1 
  hour/level. 
  Detect Thoughts F (Div): Allows “listening” to surface thoughts. 
  [mind-affecting] 
  Eagle’s Splendor M (Tran): Subject gains +4 to Cha for 10 
  minutes/level. 
  Enthrall (Ench): Captivates all within 100 ft. + 10 ft./level. 
  [language-dependant, mind-affecting, sonic] 
  Fox’s Cunning M (Tran): Subject gains +4 to Int for 10 minutes/level. 
  Glitterdust M (Conj): Blinds creatures, outlines invisible creatures. 
  Heroism (Ench): Gives +2 on attack rolls, saves, skill checks. [mind-
  affecting] 
  Hold Person F (Ench): Paralyzes one humanoid for 1 round/level. 
  [mind-affecting] 
  Hypnotic Pattern M (Ill): Fascinates (2d4 + level) HD of creatures. 
  [mind-affecting] 
  Invisibility M (Ill): Subject is invisible for 1 minutes/level or until it 
  attacks. 
  Locate Object F (Div): Senses direction toward object (specific or 
  type). 
  Minor Image F (Ill): As silent image, plus some sound. 
  Mirror Image (Ill): Creates decoy duplicates of you (1d4 +1 per three 
  levels, max 8). 
  Misdirection (Ill): Misleads divinations for one creature or object. 
  Pyrotechnics M (Tran): Turns fire into blinding light or choking 
  smoke. 
  Rage (Ench): Gives +1/2 levels to Str and Con, +1/4 levels to Will, -2 
  AC. [mind-affecting] 
  Scare M (Nec): Panics creatures of less than 6 HD. [fear, mind-
  affecting] 
  11: Spell Descriptions 
  
  Shatter M (Evoc): Sonic vibration damages objects or crystalline 
  creatures. [sonic] 
  Silence (Ill): Negates sound in 15-ft. radius. 
  Sound Burst F (Evoc): Deals 1d8 sonic damage to subjects; may stun 
  them. [sonic] 
  Suggestion M (Ench): Compels subject to follow stated course of 
  action. [language-dependant, mind-affecting] 
  Summon Monster II F (Conj): Calls extraplanar creature to fight for 
  you. [see text] 
  Summon Swarm M (Conj): Summons swarm of bats, rats, or spiders. 
  Tongues M (Div): Speak any language. 
  Whispering Wind (Tran): Sends a short message 1 mile/level. [air] 
    
  3rd-Level Bard Spells 
  Blink (Tran): You randomly vanish and reappear for 1 round/level. 
  Charm Monster (Ench): Makes monster believe it is your ally. 
  [mind-affecting] 
  Clairaudience/Clairvoyance F (Div): Hear or see at a distance for 1 
  minutes/level. 
  Confusion M (Ench): Subjects behave oddly for 1 round/level. [mind-
  affecting] 
  Crushing Despair M (Ench): Subjects take –2 on attack rolls, damage 
  rolls, saves, and checks. [mind-affecting] 
  Cure Serious Wounds (Conj): Cures 3d8 damage +1/level (max 
  +15). 
  Daylight (Evoc): 60-ft. radius of bright light. [light] 
  Deep Slumber (Ench): Puts 10 HD of creatures to sleep. [mind-
  affecting] 
  Dispel Magic (Abj): Cancels magical spells and effects. 
  Displacement M (Ill): Attacks miss subject 50%. 
  Fear M (Nec): Subjects within cone flee for 1 round/level. [fear, mind-
  affecting] 
  Gaseous Form M (Tran): Subject becomes insubstantial and can fly 
  slowly. 
  Geas, Lesser (Ench): Commands subject of 7 HD or less. [language-
  dependant, mind-affecting] 
  Glibness (Tran): You gain +30 bonus on Bluff checks, and your lies 
  can escape magical discernment. 
  Good Hope (Ench): Subjects gain +2 on attack rolls, damage rolls, 
  saves, and checks. [mind-affecting] 
  Haste M (Tran): The subject gains +2 AC, +1 Ref saves, and +2 melee 
  to-hit for 1 round/level. 
  Illusory Script M (Ill): Only intended reader can decipher. [mind-
  affecting] 
  Invisibility Sphere M (Ill): Makes everyone within 10 ft. invisible. 
  Major Image M (Ill): As silent image, plus sound, smell and thermal 
  effects. 
  Phantom Steed (Conj): Magic horse appears for 1 hour/level. 
  Remove Curse (Abj): Frees object or person from curse. 
  Scrying F (Div): Spies on subject from a distance. 
  Sculpt Sound (Tran): Creates new sounds or changes existing ones. 
  Secret Page M (Tran): Changes one page to hide its real content. 
  See Invisibility M (Div): Reveals invisible creatures or objects. 
  Sepia Snake Sigil M (Conj): Creates text symbol that immobilizes 
  reader. [force] 
  Slow M (Tran): One subject/level takes only one action/round, –2 to 
  AC and attack rolls. 
  Speak with Animals (Div): You can communicate with animals. 
  Summon Monster III F (Conj): Calls extraplanar creature to fight for 
  you. [see text] 
  Tiny Hut M (Evoc): Creates shelter for ten creatures. [force] 
    
  4th-Level Bard Spells 
  Break Enchantment (Abj): Frees subjects from Enchantments, 
  alterations, curses, and petrification. 
  Cure Critical Wounds (Conj): Cures 4d8 damage +1/level (max 
  +20). 
  Detect Scrying M (Div): Alerts you of magical eavesdropping. 
  Dimension Door (Conj): Teleports you short distance. 
  Dispel Psionics (Abj): Cancels psionic powers and effects. 
  Dominate Person (Ench): Controls humanoid telepathically. [mind-
  affecting] 
  Freedom of Movement M (Abj): Subject moves normally despite 
  impediments. 
  Hallucinatory Terrain M (Ill): Makes one type of terrain appear like 
  another (field into forest, or the like). 
  Hold Monster M (Ench): As hold person, but any creature. [mind-
  affecting] 
  Invisibility, Greater (Ill): As invisibility, but subject can attack and 
  stay invisible. 
  Legend Lore M F (Div): Lets you learn tales about a person, place, or 
  thing. 
  Locate Creature M (Div): Indicates direction to familiar creature. 
  Modify Memory (Ench): Changes 5 minutes of subject’s memories. 
  [mind-affecting] 
  Neutralize Poison M (Conj): Immunizes subject against poison, 
  detoxifies venom in or on subject. 
  Rainbow Pattern M F (Ill): Lights fascinate 24 HD of creatures. 
  [mind-affecting] 
  Repel Vermin (Abj): Insects, spiders, and other vermin stay 10 ft. 
  away. 
  Secure Shelter M F (Conj): Creates sturdy cottage. 
  Shadow Conjuration (Ill): Mimics conjuring below 4th level, but 
  only 20% real. 
  Shout (Evoc): Deafens all within cone and deals 5d6 sonic damage. 
  [sonic] 
  Speak with Plants (Div): You can talk to normal plants and plant 
  creatures. 
  Summon Monster IV F (Conj): Calls extraplanar creature to fight for 
  you. [see text] 
  Zone of Silence (Ill): Keeps eavesdroppers from overhearing 
  conversations. 
    
  5th-Level Bard Spells 
  Cure Light Wounds, Mass (Conj): Cures 1d8 damage +1/level for 
  many creatures. 
  Dispel Magic, Greater (Abj): As dispel magic, but +20 on check. 
  Dream (Ill): Sends message to anyone sleeping. [mind-affecting] 
  False Vision M (Ill): Fools scrying with an Illusion. 
  Heroism, Greater (Ench): Gives +4 bonus on attack rolls, saves, skill 
  checks; immunity to fear; temporary hp. [mind-affecting] 
  Mind Fog (Ench): Subjects in fog get –10 to Wis and Will checks. 
  [mind-affecting] 
  Mirage Arcana (Ill): As hallucinatory terrain, plus structures. 
  Mislead (Ill): Turns you invisible and creates illusory double. 
  Nightmare (Ill): Sends vision dealing 1d10 damage, fatigue. [mind-
  affecting, evil] 
  Persistent Image F (Ill): As major image, but no concentration 
  required. 
  Seeming (Ill): Changes appearance of one person per two levels. 
  Shadow Evocation (Ill): Mimics Evocation of lower than 5th level, 
  but only 20% real. 
  Shadow Walk (Ill): Step into shadow to travel rapidly. 
  Song of Discord (Ench): Forces targets to attack each other. [mind-
  affecting, sonic] 
  Suggestion, Mass M (Ench): As suggestion, plus one subject/level. 
  [language-dependant, mind-affecting] 
  Summon Monster V F (Conj): Calls extraplanar creature to fight for 
  you. [see text] 
    
  6th-Level Bard Spells 
  Analyze Dweomer F (Div): Reveals magical aspects of subject. 
  Animate Objects (Tran): Objects attack your foes. 
  Cat’s Grace, Mass 
  M (Tran): As cat’s grace, affects one 
  subject/level. 
  Charm Monster, Mass (Ench): As charm monster, but all within 30 
  ft. [mind-affecting] 
  11: Spell Descriptions 
  
  Cure Moderate Wounds, Mass (Conj): Cures 2d8 damage +1/level 
  for many creatures. 
  Dispel Psionics, Greater (Abj): As dispel psionics, but +20 on check. 
  Eagle’s Splendor, Mass DF (Tran): As eagle’s splendor, affects one 
  subject/level. 
  Eyebite (Nec): Target becomes panicked, sickened, and comatose. 
  [evil] 
  Find the Path F (Div): Shows most direct way to a location. 
  Fox’s Cunning, Mass M (Tran): As fox’s cunning, affects one 
  subject/level. 
  Geas/Quest (Ench): As lesser geas, plus it affects any creature. 
  [language-dependant, mind-affecting] 
  Heroes’ Feast DF (Conj): Food for one creature/level cures and grants 
  combat bonuses. [creation] 
  Irresistible Dance (Ench): Forces subject to dance. [mind-affecting] 
  Permanent Image F (Ill): Includes sight, sound, and smell. 
  Programmed Image M (Ill): As major image, plus triggered by event. 
  Project Image M (Ill): Illusory double can talk and cast spells. 
  Scrying, Greater M F (Div): As scrying, but faster and longer. 
  Shout, Greater F (Evoc): Devastating yell deals 10d6 sonic damage; 
  stuns creatures, damages objects. [sonic] 
  Summon Monster VI F (Conj): Calls extraplanar creature to fight for 
  you. [see text] 
  Sympathetic Vibration F (Evoc): Deals 2d10 damage/round to 
  freestanding structure. [sonic] 
  Veil (Ill): Changes appearance of group of creatures. 
    
  CLERIC SPELLS 
    
  0th-Level Cleric Spells (Orisons) 
  Create Water (Conj): Creates 2 gallons/level of pure water. [water] 
  Cure Minor Wounds (Conj): Cures 1 point of damage. 
  Detect Magic (Div): Detects spells and magic items within 60 ft. 
  Detect Poison (Div): Detects poison in one creature or object. 
  Guidance (Div): +1 on one attack roll, saving throw, or skill check. 
  Inflict Minor Wounds (Nec): Touch attack, 1 point of damage. 
  Light DF (Evoc): Object shines like a torch. [light] 
  Mending (Tran): Makes minor repairs on an object. 
  Purify Food and Drink (Tran): Purifies 1 cu. ft./level of food or 
  water. 
  Read Magic F (Div): Read scrolls and spellbooks. 
  Resistance DF (Abj): Subject gains +1 on saving throws. 
  Virtue (Tran): Subject gains 1 temporary hp. 
    
  1st-Level Cleric Spells 
  Bane DF (Ench): Enemies take –1 on attack rolls and saves against 
  fear. [fear, mind-affecting] 
  Bless DF (Ench): Allies gain +1 on attack rolls and saves against fear. 
  [mind-affecting] 
  Bless Water M (Tran): Makes holy water. [good] 
  Cause Fear (Nec): One creature of 5 HD or less flees for 1d4 rounds. 
  [fear, mind-affecting] 
  Command (Ench): One subject obeys selected command for 1 round. 
  [language-dependant, mind-affecting] 
  Comprehend Languages DF (Div): You understand all spoken and 
  written languages. 
  Cure Light Wounds (Conj): Cures 1d8 damage +1/level (max +5). 
  Curse Water M (Nec): Makes unholy water. [evil] 
  Deathwatch (Nec): Reveals how near death subjects within 30 ft. are. 
  [evil] 
  Detect Chaos/Evil/Good/Law (Div): Reveals creatures, spells, or 
  objects of selected alignment. 
  Detect Psionics (Div): Detects psionic manifestations and items within 
  60 ft. 
  Detect Undead DF (Div): Reveals undead within 60 ft. 
  Divine Favor DF (Evoc): You gain +1 per three levels on attack and 
  damage rolls. 
  Doom DF (Nec): One subject takes –2 on attack rolls, damage rolls, 
  saves, and checks. [fear, mind-affecting] 
  Endure Elements (Abj): Ignores 5 damage/round from one energy 
  type. [see text] 
  Entropic Shield (Abj): Ranged attacks against you have 20% miss 
  chance. 
  Hide from Undead DF (Abj): Undead can’t perceive one subject/level. 
  Inflict Light Wounds (Nec): Touch deals 1d8 damage +1/level (max 
  +5). 
  Magic Stone DF (Tran): Three stones gain +1 on attack, deal 1d6 +1 
  damage. 
  Magic Weapon DF (Tran): Weapon gains +1 bonus. 
  Obscuring Mist (Conj): Fog surrounds you. 
  Protection from Chaos/Evil/Good/Law (Abj): +2 to AC and saves, 
  counter mind control, hedge out elementals and outsiders. [see text] 
  Remove Fear (Abj): Suppresses fear or gives +4 on saves against fear 
  for one subject + one per four levels. 
  Sanctuary DF (Abj): Opponents can’t attack you, and you can’t attack. 
  Shield of Faith M (Abj): Aura grants +2 or higher deflection bonus. 
  Summon Monster I DF (Conj): Calls extraplanar creature to fight for 
  you. [see text] 
    
  2nd-Level Cleric Spells 
  Aid DF (Ench): +1 on attack rolls and saves against fear, 1d8 
  temporary hp +1/level (max +10). [mind-affecting] 
  Align Weapon DF (Tran): Weapon becomes good, evil, lawful, or 
  chaotic. [see text] 
  Augury M F (Div): Learns whether an action will be good or bad. 
  Bear’s Endurance DF (Tran): Subject gains +4 to Con for 10 
  minutes/level. 
  Bull’s Strength 
  DF (Tran): Subject gains +4 to Str for 10 
  minutes/level. 
  Calm Emotions DF (Ench): Calms creatures, negating emotion effects. 
  [mind-affecting] 
  Consecrate M (Evoc): Fills area with positive energy, making undead 
  weaker. [good] 
  Cure Moderate Wounds (Conj): Cures 2d8 damage +1/level (max 
  +10). 
  Darkness DF (Evoc): 20-ft. radius of supernatural darkness occludes 
  even darkvision. [darkness] 
  Death Knell (Nec): Kills dying creature; you gain 1d8 temporary hp, 
  +2 to Str, and +1 level. [death, evil] 
  Delay Poison (Conj): Stops poison from harming subject for 1 
  hour/level. 
  Desecrate M (Evoc): Fills area with negative energy, making undead 
  stronger. [evil] 
  Eagle’s Splendor DF (Tran): Subject gains +4 to Cha for 10 
  minutes/level. 
  Enthrall (Ench): Captivates all within 100 ft. + 10 ft./level. 
  [language-dependant, mind-affecting, sonic] 
  Find Traps (Div): Notice traps as a rogue does. 
  Gentle Repose DF (Nec): Preserves one corpse. 
  Hold Person DF (Ench): Paralyzes one humanoid for 1 round/level. 
  [mind-affecting] 
  Inflict Moderate Wounds (Nec): Touch attack, 2d8 damage +1/level 
  (max +10). 
  Make Whole (Tran): Repairs an object. 
  Owl’s Wisdom DF (Tran): Subject gains +4 to Wis for 10 
  minutes/level. 
  Remove Paralysis (Conj): Frees one or more creatures from paralysis 
  or slow effect. 
  Resist Energy DF (Abj): Ignores 10 (or more) points of damage/attack 
  from specified energy type. [see text] 
  Restoration, Lesser (Conj): Dispels magical ability penalty or repairs 
  1d4 ability damage. 
  Shatter DF (Evoc): Sonic vibration damages objects or crystalline 
  creatures. [sonic] 
  Shield Other F (Abj): You take half of subject’s damage. 
  Silence (Ill): Negates sound in 15-ft. radius. 
  Sound Burst DF (Evoc): Deals 1d8 sonic damage to subjects; may stun 
  them. [sonic] 
  11: Spell Descriptions 
  
  Spiritual Weapon DF (Evoc): Magic weapon attacks on its own. 
  [force] 
  Status (Div): Monitors condition, position of allies. 
  Summon Monster II DF (Conj): Calls extraplanar creature to fight for 
  you. [see text] 
  Undetectable Alignment (Abj): Conceals alignment for 24 hours. 
  Zone of Truth DF (Ench): Subjects within range cannot lie. [mind-
  affecting] 
    
  3rd-Level Cleric Spells 
  Animate Dead M (Nec): Creates undead skeletons and zombies. [evil] 
  Bestow Curse (Nec): –6 to an ability score; –4 on attack rolls, saves, 
  and checks; or 50% chance of losing each action. 
  Blindness/Deafness (Nec): Makes subject blinded or deafened. 
  Contagion (Nec): Infects subject with chosen disease. [evil] 
  Continual Flame M (Evoc): Makes a permanent, heatless torch. [light] 
  Create Food and Water (Conj): Feeds three humans (or one 
  horse)/level. 
  Cure Serious Wounds (Conj): Cures 3d8 damage +1/level (max 
  +15). 
  Daylight (Evoc): 60-ft. radius of bright light. [light] 
  Deeper Darkness DF (Evoc): Object sheds supernatural darkness, 
  occludes even darkvision, in 60-ft. radius. [darkness] 
  Dispel Magic (Abj): Cancels spells and magical effects. 
  Glyph of Warding M (Abj): Inscription harms those who pass it. 
  Helping Hand DF (Evoc): Ghostly hand leads subject to you. 
  Inflict Serious Wounds (Nec): Touch attack, 3d8 damage +1/level 
  (max +15). 
  Invisibility Purge (Evoc): Dispels invisibility within 5 ft./level. 
  Locate Object DF (Div): Senses direction toward object (specific or 
  type). 
  Magic Circle against Chaos/Evil/Good/Law (Abj): As protection 
  spells, but 10-ft. radius and 10 minutes/level. [see text] 
  Magic Vestment DF (Tran): Armor or shield gains +1 enhancement 
  per four levels. 
  Meld into Stone DF (Tran): You and your gear merge with stone. 
  [earth] 
  Obscure Object DF (Abj): Masks object against scrying. 
  Prayer DF (Ench): Allies +1 bonus on most rolls, enemies –1 penalty. 
  [mind-affecting] 
  Protection from Energy DF (Abj): Absorb 12 points/level of damage 
  from one kind of energy. [see text] 
  Remove Blindness/Deafness (Conj): Cures normal or magical 
  conditions. 
  Remove Curse (Abj): Frees object or person from curse. 
  Remove Disease (Conj): Cures all diseases affecting subject. 
  Searing Light (Evoc): Ray deals 1d8/two levels damage, more against 
  undead. 
  Speak with Dead DF (Nec): Corpse answers one question/two levels. 
  [language-dependant] 
  Stone Shape DF (Tran): Sculpts stone into any shape. [earth] 
  Summon Monster III DF (Conj): Calls extraplanar creature to fight 
  for you. [see text] 
  Water Breathing DF (Tran): Subjects can breathe underwater. 
  Water Walk DF (Tran): Subject treads on water as if solid. [water] 
  Wind Wall DF (Evoc): Deflects arrows, smaller creatures, and gases. 
  [air] 
    
  4th-Level Cleric Spells 
  Air Walk DF (Tran): Subject treads on air as if solid (climb at 45-
  degree angle). [air] 
  Control Water DF (Tran): Raises or lowers bodies of water. [water] 
  Cure Critical Wounds (Conj): Cures 4d8 damage +1/level (max 
  +20). 
  Death Ward DF (Nec): Grants immunity to death spells and negative 
  energy effects. 
  Dimensional Anchor (Abj): Bars extradimensional movement. 
  Discern Lies DF (Div): Reveals deliberate falsehoods. 
  Dismissal DF (Abj): Forces a creature to return to native plane. 
  Dispel Psionics (Abj): Cancels psionic powers and effects. 
  Divination M (Div): Provides useful advice for specific proposed 
  actions. 
  Divine Power DF (Evoc): You gain attack bonus, +6 to Str, and 1 
  hp/level. 
  Freedom of Movement M DF (Abj): Subject moves normally despite 
  impediments. 
  Giant Vermin DF (Tran): Turns centipedes, scorpions, or spiders into 
  giant vermin. 
  Imbue with Spell Ability DF (Evoc): Transfer spells to subject. 
  Inflict Critical Wounds (Nec): Touch attack, 4d8 damage +1/level 
  (max +20). 
  Magic Weapon, Greater DF (Tran): +1 bonus/four levels (max +5). 
  Neutralize Poison DF (Conj): Immunizes subject against poison, 
  detoxifies venom in or on subject. 
  Planar Ally, Lesser XP (Conj): Exchange services with a CR 6 
  extraplanar creature. [see text] 
  Poison DF (Nec): Touch deals 1d10 Con damage, repeats in 1 min. 
  Repel Vermin DF (Abj): Insects, spiders, and other vermin stay 10 ft. 
  away. 
  Restoration M (Conj): Restores level and ability score drains. 
  Sending DF (Evoc): Delivers short message anywhere, instantly. 
  Spell Immunity DF (Abj): Subject is immune to one spell per four 
  levels. 
  Summon Monster IV DF (Conj): Calls extraplanar creature to fight 
  for you. [see text] 
  Tongues DF (Div): Speak any language. 
    
  5th-Level Cleric Spells 
  Atonement M F DF XP (Abj): Removes burden of misdeeds from 
  subject. 
  Break Enchantment (Abj): Frees subjects from Enchantments, 
  alterations, curses, and petrification. 
  Command, Greater (Ench): As command, but affects one 
  subject/level. [language-dependant, mind-affecting] 
  Commune XP (Div): Deity answers one yes-or-no question/level. 
  Cure Light Wounds, Mass (Conj): Cures 1d8 damage +1/level for 
  many creatures. 
  Dispel Chaos/Evil/Good/Law (Abj): +4 bonus against attacks. [see 
  text] 
  Disrupting Weapon (Tran): Melee weapon destroys undead. 
  Flame Strike DF (Evoc): Smite foes with divine fire (1d6/level 
  damage). [fire] 
  Hallow M (Evoc): Designates location as holy. [good] 
  Inflict Light Wounds, Mass (Nec): Deals 1d8 damage +1/level to 
  many creatures. 
  Insect Plague DF (Conj): Locust swarms attack creatures. 
  Mark of Justice DF (Nec): Designates action that will trigger curse on 
  subject. 
  Plane Shift F (Conj): As many as eight subjects travel to another 
  plane. 
  Raise Dead M DF (Conj): Restores life to subject who died as long as 
  one day/level ago. 
  Righteous Might DF (Tran): Your size increases, and you gain combat 
  bonuses. 
  Scrying F (Div): Spies on subject from a distance. 
  Slay Living (Nec): Touch attack kills subject. [death] 
  Spell Resistance DF (Abj): Subject gains SR 12 + level. 
  Summon Monster V DF (Conj): Calls extraplanar creature to fight for 
  you. [see text] 
  Symbol of Pain M (Nec): Triggered rune wracks nearby creatures with 
  pain. [evil] 
  Symbol of Sleep M (Ench): Triggered rune puts nearby creatures into 
  catatonic slumber. [mind-affecting] 
  True Seeing M (Div): Lets you see all things as they really are. 
  Unhallow M (Evoc): Designates location as unholy. [evil] 
  Wall of Stone (Conj): Creates a stone wall that can be shaped. [earth] 
    
  11: Spell Descriptions 
  
  6th-Level Cleric Spells 
  Animate Objects (Tran): Objects attack your foes. 
  Antilife Shell DF (Abj): 10-ft. field hedges out living creatures. 
  Banishment F (Abj): Banishes 2 HD/level of extraplanar creatures. 
  Bear’s Endurance, Mass DF (Tran): As bear’s endurance, affects one 
  subject/level. 
  Blade Barrier (Evoc): Wall of blades deals 1d6/level damage. [force] 
  Bull’s Strength, Mass DF (Tran): As bull’s strength, affects one 
  subject/level. 
  Create Undead M (Nec): Create ghouls, ghasts, mummies, or mohrgs. 
  [evil] 
  Cure Moderate Wounds, Mass (Conj): Cures 2d8 damage +1/level 
  for many creatures. 
  Dispel Magic, Greater (Abj): As dispel magic, but up to +20 on 
  check. 
  Eagle’s Splendor, Mass DF (Tran): As eagle’s splendor, affects one 
  subject/level. 
  Find the Path F (Div): Shows most direct way to a location. 
  Forbiddance M (Abj): Blocks planar travel, damages creatures of 
  different alignment. 
  Geas/Quest (Ench): As lesser geas, plus it affects any creature. 
  [language-dependant, mind-affecting] 
  Glyph of Warding, Greater M (Abj): As glyph of warding, but up to 
  10d8 damage or 6th-level spell. 
  Harm (Nec): Deals 10 points/level damage to target. 
  Heal (Conj): Cures 10 points/level of damage, all diseases and mental 
  conditions. 
  Heroes’ Feast DF (Conj): Food for one creature/level cures and grants 
  combat bonuses. [creation] 
  Inflict Moderate Wounds, Mass (Nec): Deals 2d8 damage +1/level 
  to many creatures. 
  Owl’s Wisdom, Mass DF (Tran): As owl’s wisdom, affects one 
  subject/level. 
  Planar Ally XP (Conj): As lesser planar ally, but up to CR 10. [see 
  text] 
  Summon Monster VI DF (Conj): Calls extraplanar creature to fight 
  for you. [see text] 
  Symbol of Fear M (Nec): Triggered rune panics nearby creatures. 
  [fear, mind-affecting] 
  Symbol of Persuasion M (Ench): Triggered rune charms nearby 
  creatures. [mind-affecting] 
  Undeath to Death M (Nec): Destroys 1d4 HD/level undead (max 
  20d4). 
  Wind Walk DF (Tran): You and your allies turn vaporous and travel 
  fast. [air] 
  Word of Recall (Conj): Teleports you back to designated place. 
    
  7th-Level Cleric Spells 
  Blasphemy (Evoc): Kills, paralyzes, weakens, or dazes nonevil 
  subjects. [evil, sonic] 
  Control Weather (Tran): Changes weather in local area. 
  Cure Serious Wounds, Mass (Conj): Cures 3d8 damage +1/level for 
  many creatures. 
  Destruction F (Nec): Kills subject and destroys remains. [death] 
  Dictum (Evoc): Kills, paralyzes, slows, or deafens nonlawful subjects. 
  [lawful, sonic] 
  Dispel Psionics, Greater (Abj): As dispel psionics, but +20 on check. 
  Ethereal Jaunt (Tran): You become ethereal for 1 round/level. 
  Holy Word F (Evoc): Kills, paralyzes, blinds, or deafens nongood 
  subjects. [good, sonic] 
  Inflict Serious Wounds, Mass (Nec): Deals 3d8 damage +1/level to 
  many creatures. 
  Refuge M (Conj): Alters item to transport its possessor to you. 
  Regenerate DF (Conj): Subject’s severed limbs grow back, cures 4d8 
  damage +1/level (max +35). 
  Repulsion DF (Abj): Creatures can’t approach you. 
  Restoration, Greater XP (Conj): As restoration, plus restores all 
  levels and ability scores. 
  Resurrection M DF (Conj): Fully restore dead subject. 
  Scrying, Greater DF F (Div): As scrying, but faster and longer. 
  Summon Monster VII DF (Conj): Calls extraplanar creature to fight 
  for you. [see text] 
  Symbol of Stunning M (Ench): Triggered rune stuns nearby creatures. 
  [mind-affecting] 
  Symbol of Weakness M (Nec): Triggered rune weakens nearby 
  creatures. 
  Word of Chaos (Evoc): Kills, confuses, stuns, or deafens nonchaotic 
  subjects. [chaos, conic] 
    
  8th-Level Cleric Spells 
  Antimagic Field DF (Abj): Negates magic within 10 ft. 
  Cloak of Chaos F (Abj): +4 to AC, +4 resistance, and SR 25 against 
  lawful spells. [chaos] 
  Create Greater Undead M (Nec): Create shadows, wraiths, spectres, 
  or devourers. [evil] 
  Cure Critical Wounds, Mass (Conj): Cures 4d8 damage +1/level for 
  many creatures. 
  Dimensional Lock (Abj): Teleportation and interplanar travel blocked 
  for one day/level. 
  Discern Location DF (Div): Reveals exact location of creature or 
  object. 
  Earthquake DF (Evoc): Intense tremor shakes 5-ft./level radius. 
  [earth] 
  Fire Storm (Evoc): Deals 1d6/level fire damage. [fire] 
  Holy Aura F (Abj): +4 to AC, +4 resistance, and SR 25 against evil 
  spells. [good] 
  Planar Ally, Greater XP (Conj): As lesser planar ally, but up to CR 
  14. [see text] 
  Inflict Critical Wounds, Mass (Nec): Deals 4d8 damage +1/level to 
  many creatures. 
  Shield of Law F (Abj): +4 to AC, +4 resistance, and SR 25 against 
  chaotic spells. [lawful] 
  Spell Immunity, Greater DF (Abj): As spell immunity, but up to 8th-
  level spells. 
  Summon Monster VIII DF (Conj): Calls extraplanar creature to fight 
  for you. [see text] 
  Symbol of Death M (Nec): Triggered rune slays nearby creatures. 
  [death] 
  Symbol of Insanity M (Ench): Triggered rune renders nearby 
  creatures insane. [mind-affecting] 
  Unholy Aura F (Abj): +4 to AC, +4 resistance, and SR 25 against 
  good spells. [evil] 
    
  9th-Level Cleric Spells 
  Astral Projection M (Nec): Projects you and companions onto Astral 
  Plane. 
  Energy Drain (Nec): Subject gains 2d4 negative levels. 
  Etherealness (Tran): Travel to Ethereal Plane with companions. 
  Gate XP (Conj): Connects two planes for travel or summoning. 
  Heal, Mass (Conj): As heal, but with several subjects. 
  Implosion (Evoc): Kills one creature/round. 
  Miracle XP (Evoc): Requests a deity’s intercession. 
  Soul Bind F (Nec): Traps newly dead soul to prevent resurrection. 
  Storm of Vengeance (Conj): Storm rains acid, lightning, and hail. 
  Summon Monster IX DF (Conj): Calls extraplanar creature to fight 
  for you. [see text] 
  True Resurrection M DF (Conj): As resurrection, plus remains aren’t 
  needed. 
   
  11: Spell Descriptions 
  
  CLERIC DOMAINS 
   
  Air Domain 
    Granted Powers: Turn or destroy earth creatures as a good cleric 
  turns undead. Rebuke, command, or bolster air creatures as an evil 
  cleric rebukes undead. Use these abilities a total number of times per 
  day equal to 3 + your Charisma modifier. This granted power is a 
  supernatural ability. 
   
  Alternate: Characters can choose to replace the regular granted 
  power with one that grants the ability to fly a limited amount of time 
  per day.  This granted power is a supernatural ability and can be 
  activated or deactivated as a free action.  The character can fly for a 
  total of one round per cleric level each day, but this time need not be 
  consecutive. 
  Air Domain Spells 
  1  Obscuring Mist (Conj): Fog surrounds you. 
  2  Wind Wall DF (Evoc): Deflects arrows, smaller creatures, and 
  gases. [air] 
  3  Gaseous Form DF (Tran): Subject becomes insubstantial and can 
  fly slowly. 
  4  Air Walk DF (Tran): Subject treads on air as if solid (climb at 45-
  degree angle). [air] 
  5  Control Winds (Tran): Change wind direction and speed. [air] 
  6  Chain Lightning 
  F (Evoc): 1d6/level damage; 1 secondary 
  bolt/level each deals half damage. [electricity] 
  7  Control Weather (Tran): Changes weather in local area. 
  8  Whirlwind DF (Evoc): Cyclone deals damage and can pick up 
  creatures. [air] 
  9  Elemental Swarm* (Conj): Summons multiple elementals. [air] 
  *  Cast as an air spell only. 
   
  Animal Domain 
    Granted Powers: You can use speak with animals once per day 
  as a spell-like ability. 
    Add Knowledge (nature) to your list of cleric class skills. 
  Animal Domain Spells 
  1  Calm Animals (Ench): Calms (2d4 + level) HD of animals. [mind-
  affecting] 
  2  Hold Animal (Ench): Paralyzes one animal for 1 round/level. 
  [mind-affecting] 
  3  Dominate Animal (Ench): Subject animal obeys silent mental 
  commands. [mind-affecting] 
  4  Summon Nature’s Ally IV* (Conj): Calls creature to fight. [see 
  text] 
  5  Commune with Nature (Div): Learn about terrain for 1 mile/level. 
  6  Antilife Shell DF (Abj): 10-ft. field hedges out living creatures. 
  7  Animal Shapes DF (Tran): One ally/level polymorphs into chosen 
  animal. 
  8  Summon Nature’s Ally VIII* (Conj): Calls creature to fight. [see 
  text] 
  9  Shapechange F (Tran): Transforms you into any creature, and 
  change forms once per round. 
  *  Can only summon animals. 
   
  Chaos Domain 
    Granted Power: You cast chaos spells at +1 caster level. 
  Chaos Domain Spells 
  1  Protection from Law (Abj): +2 to AC and saves, counter mind 
  control, hedge out elementals and outsiders. [chaos] 
  2  Shatter DF (Evoc): Sonic vibration damages objects or crystalline 
  creatures. [sonic] 
  3  Magic Circle against Law DF (Abj): As protection spells, but 10-ft. 
  radius and 10 minutes/level. [chaos] 
  4  Chaos Hammer (Evoc): Damages and staggers lawful creatures. 
  [chaos] 
  5  Dispel Law DF (Abj): +4 bonus against attacks by lawful creatures. 
  [chaos] 
  6  Animate Objects (Tran): Objects attack your foes. 
  7  Word of Chaos (Evoc): Kills, confuses, stuns, or deafens 
  nonchaotic subjects. [chaos, sonic] 
  8  Cloak of Chaos F (Abj): +4 to AC, +4 resistance, SR 25 against 
  lawful spells. [chaos] 
  9  Summon Monster IX* (Conj): Calls extraplanar creature to fight 
  for you. 
  *  Cast as a chaos spell only. 
   
  Darkness Domain 
    Granted Power: You gain the Blindfight feat as a bonus feat.  If 
  you already have Blindfight, or take it normally, then you get to add 
  you cleric level to your Hide, Listen, and Spot checks, but only when 
  in areas of shadowy illumination or darkness. 
  Darkness Domain Spells 
  1  Shadows 
  DF (Evoc): 20-ft. radius of supernatural shadow. 
  [darkness] 
  2  Darkness DF (Evoc): 20-ft. radius of supernatural darkness occludes 
  even darkvision. [darkness] 
  3  Deeper Darkness DF (Evoc): Object sheds supernatural darkness, 
  occludes even darkvision, in 60-ft. radius. [darkness] 
  4  Black Tentacles M (Conj): Tentacles grapple all within 20 ft. 
  spread. 
  5  Shadow Conjuration DF (Ill): Mimics conjuring below 4th level, 
  but only 20% real. [darkness] 
  6  Shadow Walk DF (Ill): Step into shadow to travel rapidly. 
  [darkness] 
  7  Shadow Conjuration, Greater DF (Ill): As shadow Conjuration, 
  but up to 6th level and 60% real. [darkness] 
  8  Shadow Evocation DF (Ill): Mimics Evocation of lower than 5th 
  level, but only 20% real. [darkness] 
  9  Shades DF (Ill): As shadow conjuration, but up to 8th level and 80% 
  real. [darkness] 
   
  Death Domain 
    Granted Power: You may use a death touch once per day. Your 
  death touch is a supernatural ability that produces a death effect. You 
  must succeed on a melee touch attack against a living creature (using 
  the rules for touch spells). When you touch, roll 1d6 per cleric level 
  you possess. If the total at least equals the creature’s current hit points, 
  it dies (no save). 
  Death Domain Spells 
  1  Cause Fear (Nec): One creature of 5 HD or less flees for 1d4 
  rounds. [fear, mind-affecting] 
  2  Death Knell (Nec): Kill dying creature and gain 1d8 temporary hp, 
  +2 to Str, and +1 caster level. [death, evil] 
  3  Scare M (Nec): Panics creatures of less than 6 HD. [fear, mind-
  affecting] 
  4  Death Ward DF (Nec): Grants immunity to death spells and 
  negative energy effects. 
  5  Slay Living (Nec): Touch attack kills subject. [death] 
  6  Circle of Death M (Nec): Kills 1d4/level HD of creatures. [death] 
  7  Destruction F (Nec): Kills subject and destroys remains. [death] 
  8  Symbol of Death M (Nec): Triggered rune slays nearby creatures. 
  [death] 
  9  Wail of the Banshee (Nec): Kills one creature/level. [death, sonic] 
   
  Destruction Domain 
    Granted Power: You gain the smite power, the supernatural 
  ability to make a single melee attack with a +4 bonus on attack rolls 
  and a bonus on damage rolls equal to your cleric level (if you hit). You 
  must declare the smite before making the attack. This ability is usable 
  once per day. 
  Destruction Domain Spells 
  1  Inflict Light Wounds (Nec): Touch attack, 1d8 damage +1/level 
  (max +5). 
  2  Shatter DF (Evoc): Sonic vibration damages objects or crystalline 
  creatures. [sonic] 
  3  Contagion (Nec): Infects subject with chosen disease. [evil] 
  11: Spell Descriptions 
  
  4  Inflict Critical Wounds (Nec): Touch attack, 4d8 damage +1/level 
  (max +20). 
  5  Inflict Light Wounds, Mass (Nec): Deals 1d8 damage +1/level to 
  any creatures. 
  6  Harm (Nec): Deals 10 points/level damage to target. 
  7  Disintegrate DF (Tran): Makes one creature or object vanish. 
  8  Earthquake DF (Evoc): Intense tremor shakes 5-ft./level radius. 
  [earth] 
  9  Implosion (Evoc): Kills one creature/round. 
   
  Earth Domain 
    Granted Power: Turn or destroy air creatures as a good cleric 
  turns undead. Rebuke, command, or bolster earth creatures as an evil 
  cleric rebukes undead. Use these abilities a total number of times per 
  day equal to 3 + your Charisma modifier. This granted power is a 
  supernatural ability. 
   
  Alternate: Characters can choose to replace the regular granted 
  power with one that grants temporary damage reduction of 
  2/adamantine.  This granted power is a supernatural ability, and can be 
  activated or deactivated as a free action.  The character has the damage 
  reduction for a total of one round per cleric level each day, but this 
  time need not be consecutive. 
  Earth Domain Spells 
  1  Magic Stone DF (Tran): Three stones become +1 projectiles, 1d6 +1 
  damage. 
  2  Soften Earth and Stone DF (Tran): Turns stone to clay or dirt to 
  sand or mud. [earth] 
  3  Stone Shape DF (Tran): Sculpts stone into any shape. [earth] 
  4  Spike Stones DF (Tran): Creatures in area take 1d8 damage, may be 
  lowed. [earth] 
  5  Wall of Stone (Conj): Creates a stone wall that can be shaped. 
  [earth] 
  6  Stoneskin M (Abj): Ignore 10 points of damage per attack. 
  7  Earthquake DF (Evoc): Intense tremor shakes 5-ft./level radius. 
  [earth] 
  8  Iron Body DF (Tran): Your body becomes living iron. 
  9  Elemental Swarm* (Conj): Summons multiple elementals. [earth] 
  *  Cast as an earth spell only. 
   
  Evil Domain 
    Granted Power: You cast evil spells at +1 caster level. 
  Evil Domain Spells 
  1  Protection from Good DF (Abj): +2 to AC and saves, counter mind 
  control, hedge out elementals and outsiders. [evil] 
  2  Desecrate M (Evoc): Fills area with negative energy, making 
  undead stronger. [evil] 
  3  Magic Circle against Good DF (Abj): As protection spells, but 10-
  ft. radius and 10 minutes/level. [evil] 
  4  Unholy Blight (Evoc): Damages and sickens good creatures. [evil] 
  5  Dispel Good DF (Abj): +4 bonus against attacks by good creatures. 
  [evil] 
  6  Create Undead M (Nec): Create ghouls, ghasts, mummies, or 
  mohrgs. [evil] 
  7  Blasphemy (Evoc): Kills, paralyzes, weakens, or dazes nonevil 
  subjects. [evil, sonic] 
  8  Unholy Aura F (Abj): +4 to AC, +4 resistance, SR 25 against good 
  spells. [evil] 
  9  Summon Monster IX* (Conj): Calls extraplanar creature to fight 
  for you. 
  *  Cast as an evil spell only. 
   
  Fire Domain 
    Granted Power: Turn or destroy water creatures as a good cleric 
  turns undead. Rebuke, command, or bolster fire creatures as an evil 
  cleric rebukes undead. Use these abilities a total number of times per 
  day equal to 3 + your Charisma modifier. This granted power is a 
  supernatural ability. 
   
  Alternate: Characters can choose to replace the regular granted 
  power with one that grants temporary fire resistance of 5.  This granted 
  power is a supernatural ability, and can be activated or deactivated as a 
  free action.  The character has the fire resistance for a total of one 
  round per cleric level each day, but this time need not be consecutive. 
  Fire Domain Spells 
  1  Burning Hands (Evoc): 1d4/level fire damage (max 5d4). [fire] 
  2  Produce Flame (Evoc): 1d6 damage +1/level, touch or thrown. 
  [fire] 
  3  Resist Energy* (Abj): Ignores 10 (or more) points of 
  damage/attack from specified energy type. [see text] 
  4  Wall of Fire DF (Evoc): Deals 2d4 fire damage out to 10 ft. and 1d4 
  out to 20 ft. Passing through wall deals 2d6 damage +1/level. [fire] 
  5  Fire Shield DF (Evoc): Creatures attacking you take fire damage; 
  you’re protected from heat or cold. [cold or fire] 
  6  Fire Seeds M (Conj): Acorns and berries become grenades and 
  bombs. [fire] 
  7  Fire Storm (Evoc): Deals 1d6/level fire damage. [fire] 
  8  Incendiary Cloud (Conj): Cloud deals 4d6 fire damage/round. 
  [fire] 
  9  Elemental Swarm** (Conj): Summons multiple elementals. [fire] 
  *  Resist cold or fire only. 
  ** Cast as a fire spell only. 
   
  Good Domain 
    Granted Power: You cast good spells at +1 caster level. 
  Good Domain Spells 
  1  Protection from Evil DF (Abj): +2 to AC and saves, counter mind 
  control, hedge out elementals and outsiders. [good] 
  2  Aid DF (Ench): +1 on attack rolls, +1 on saves against fear, 1d8 
  temporary hp +1/level (max +10). [mind-affecting] 
  3  Magic Circle against Evil DF (Abj): As protection spells, but 10-ft. 
  radius and 10 minutes/level. [good] 
  4  Holy Smite (Evoc): Damages and blinds evil creatures. [good] 
  5  Dispel Evil DF (Abj): +4 bonus against attacks by evil creatures. 
  [good] 
  6  Blade Barrier (Evoc): Wall of blades deals 1d6/level damage. 
  [force] 
  7  Holy Word F (Evoc): Kills, paralyzes, slows, or deafens nongood 
  subjects. [good, sonic] 
  8  Holy Aura F (Abj): +4 to AC, +4 resistance, and SR 25 against evil 
  spells. [good] 
  9  Summon Monster IX* (Conj): Calls extraplanar creature to fight 
  for you. 
  *  Cast as a good spell only. 
   
  Healing Domain 
    Granted Power: You can lay on hands as a paladin.  Your level 
  with this ability is equal to your cleric level.  This stacks with your 
  existing lay on hands ability, if any. 
  Healing Domain Spells 
  1  Cure Light Wounds (Conj): Cures 1d8 damage +1/level (max +5). 
  2  Cure Moderate Wounds (Conj): Cures 2d8 damage +1/level (max 
  +10). 
  3  Cure Serious Wounds (Conj): Cures 3d8 damage +1/level (max 
  +15). 
  4  Cure Critical Wounds (Conj): Cures 4d8 damage +1/level (max 
  +20). 
  5  Cure Light Wounds, Mass (Conj): Cures 1d8 damage +1/level 
  (max +25) for many creatures. 
  6  Heal (Conj): Cures 10 points/level of damage, all diseases and 
  mental conditions. 
  7  Regenerate DF (Conj): Subject’s severed limbs grow back, cures 
  4d8 damage +1/level (max +35). 
  8  Cure Critical Wounds, Mass (Conj): Cures 4d8 damage +1/level 
  (max +40) for many creatures. 
  9  Heal, Mass (Conj): As heal, but with several subjects. 
   
  11: Spell Descriptions 
  
  Knowledge Domain 
    Granted Power: Add all Knowledge skills to your list of cleric 
  class skills. 
    You cast Divination spells at +1 caster level. 
  Knowledge Domain Spells 
  1  Detect Secret Doors (Div): Reveals hidden doors within 60 ft. 
  2  Detect Thoughts DF (Div): Allows “listening” to surface thoughts. 
  [mind-affecting] 
  3  Clairaudience/Clairvoyance DF (Div): Hear or see at a distance for 
  1 minutes/level. 
  4  Divination M (Div): Provides useful advice for specific proposed 
  actions. 
  5  True Seeing M (Div): Lets you see all things as they really are. 
  6  Find the Path F (Div): Shows most direct way to a location. 
  7  Legend Lore M F (Div): Lets you learn tales about a person, place, 
  or thing. 
  8  Discern Location DF (Div): Reveals exact location of creature or 
  object. 
  9  Foresight DF (Div): “Sixth sense” warns of impending danger. 
   
  Law Domain 
    Granted Power: You cast law spells at +1 caster level. 
  Law Domain Spells 
  1  Protection from Chaos DF (Abj): +2 to AC and saves, counter 
  mind control, hedge out elementals and outsiders. [lawful] 
  2  Calm Emotions DF (Ench): Calms creatures, negating emotion 
  effects. [mind-affecting] 
  3  Magic Circle against Chaos DF (Abj): As protection spells, but 10-
  ft. radius and 10 minutes/level. [lawful] 
  4  Order’s Wrath (Evoc): Damages and dazes chaotic creatures. 
  [lawful] 
  5  Dispel Chaos DF (Abj): +4 bonus against attacks by chaotic 
  creatures. [lawful] 
  6  Hold Monster DF (Ench): As hold person, but any creature. [mind-
  affecting] 
  7  Dictum (Evoc): Kills, paralyzes, slows, or deafens nonlawful 
  subjects. [lawful, sonic] 
  8  Shield of Law F (Abj): +4 to AC, +4 resistance, and SR 25 against 
  chaotic spells. [lawful] 
  9  Summon Monster IX* (Conj): Calls extraplanar creature to fight 
  for you. 
  *  Cast as a law spell only. 
   
  Luck Domain 
   
  Granted Power: The cleric has a floating bonus to their d20 rolls 
  each day equal to their cleric level.  This bonus can be used all at once, 
  or divided into parts, as the cleric sees fit.  As a free action the bonus 
  from this pool can be applied to any d20 roll the cleric makes, before 
  the roll is made.  This is a supernatural ability. 
  Luck Domain Spells 
  1  Entropic Shield (Abj): Ranged attacks against you have 20% miss 
  chance. 
  2  Aid DF (Ench): +1 on attack rolls, +1 against fear, 1d8 temporary hp 
  +1/level (max +10). [mind-affecting] 
  3  Protection from Energy DF (Abj): Absorb 12 points/level of 
  damage from one kind of energy. [see text] 
  4  Freedom of Movement M DF (Abj): Subject moves normally despite 
  impediments. 
  5  Break Enchantment (Abj): Frees subjects from Enchantments, 
  alterations, curses, and petrification. 
  6  Mislead: Turns you invisible and creates illusory double. 
  7  Spell Turning DF (Abj): Reflect 1d4+6 spell levels back at caster. 
  8  Moment of Prescience (Div): You gain insight bonus on single 
  attack roll, check, or save. 
  9  Miracle XP (Evoc): Requests a deity’s intercession. 
   
  Magic Domain 
    Granted Power: Use scrolls, wands, and other devices with spell 
  completion or spell trigger activation as a wizard of one-half your 
  cleric level (at least 1st level). For the purpose of using a scroll or other 
  magic device, if you are also a wizard, actual wizard levels and these 
  effective wizard levels stack. 
  Magic Domain Spells 
  1  Magic Aura F (Ill): Alters object’s magic aura. 
  2  Identify DF (Div): Determines properties of magic item. 
  3  Dispel Magic (Abj): Cancels magical spells and effects. 
  4  Imbue with Spell Ability DF (Evoc): Transfer spells to subject. 
  5  Spell Resistance DF (Abj): Subject gains SR 12 + level. 
  6  Antimagic Field DF (Abj): Negates magic within 10 ft. 
  7  Spell Turning DF (Abj): Reflect 1d4+6 spell levels back at caster. 
  8  Protection from Spells M F (Abj): Confers +8 resistance bonus. 
  9  Mage’s Disjunction (Abj): Dispels magic, disenchants magic 
  items. 
   
  Mentalism Domain 
    Granted Power: The character gets to add half their cleric level 
  to all their saving throws against psionic effects. 
    Note: Characters with this domain cannot have psionic powers of 
  their own, or willingly use psionic items or be affected by psionic 
  powers. 
  Mentalism Domain Spells 
  1  Detect Psionics (Div): Detects psionic manifestations and items 
  within 60 ft. 
  2  Suppression DF (Abj): Subject cannot manifest powers for 1 
  rd/level. 
  3  Psi Curse (Nec): Psionic target must pass Will save to use powers. 
  4  Dispel Psionics (Abj): Cancels psionic powers and effects. 
  5  Suppression Field DF (Abj): Suppression in 20-ft-radius. 
  6  Dispel Psionics, Greater (Abj): As dispel psionics, but +20 on 
  check. 
  7  Feeblemind M (Ench): Subject’s Int and Cha drop to 1. [mind-
  affecting] 
  8  Dimensional Lock (Abj): Teleportation and interplanar travel 
  blocked for one day/level. 
  9  Power Word Kill (Ench): Kills creature with 100 hp or less.* 
  [death, mind-affecting] 
  * Only affects creatures with at least one Manifester Level.  If it 
  targets a creature that has none, then it bounces to the nearest eligible 
  target to that creature who is still within range. 
   
  Plant Domain 
    Granted Powers: Rebuke or command plant creatures as an evil 
  cleric rebukes or commands undead. Use this ability a total number of 
  times per day equal to 3 + your Charisma modifier. This granted power 
  is a supernatural ability. 
    Add Knowledge (nature) to your list of cleric class skills. 
  Plant Domain Spells 
  1  Entangle DF (Tran): Plants entangle everyone in 40-ft.-radius. 
  2  Barkskin DF (Tran): Grants +2 (or higher) enhancement to natural 
  armor. 
  3  Plant Growth DF (Tran): Grows vegetation, improves crops. 
  4  Command Plants (Tran): Sway the actions of one or more plant 
  creatures. 
  5  Wall of Thorns (Conj): Thorns damage anyone who tries to pass. 
  6  Repel Wood (Tran): Pushes away wooden objects. 
  7  Animate Plants (Tran): One or more trees animate and fight for 
  you. 
  8  Control Plants DF (Tran): Control actions of one or more plant 
  creatures. 
  9  Shambler (Conj): Summons 1d4+2 shambling mounds to fight for 
  you. 
  11: Spell Descriptions 
  
  Protection Domain 
    Granted Power: You can generate a protective ward as a 
  supernatural ability. Grant someone you touch a resistance bonus equal 
  to your cleric level on his or her next saving throw. Activating this 
  power is a standard action. The protective ward is an abjuration effect 
  with a duration of 1 hour that is usable once per day. 
  Protection Domain Spells 
  1  Sanctuary DF (Abj): Opponents can’t attack you, and you can’t 
  attack. 
  2  Shield Other F (Abj): You take half of subject’s damage. 
  3  Protection from Energy DF (Abj): Absorb 12 points/level of 
  damage from one kind of energy. [see text] 
  4  Spell Immunity DF (Abj): Subject is immune to one spell per four 
  levels. 
  5  Spell Resistance DF (Abj): Subject gains SR 12 + level. 
  6  Antimagic Field DF (Abj): Negates magic within 10 ft. 
  7  Repulsion DF (Abj): Creatures can’t approach you. 
  8  Mind Blank (Abj): Subject is immune to mental/emotional magic 
  and scrying. 
  9  Prismatic Sphere (Abj): As prismatic wall, but surrounds on all 
  sides. 
   
  Strength Domain 
    Granted Power: You can perform a feat of strength as a 
  supernatural ability. You gain an enhancement bonus to Strength equal 
  to your cleric level. Activating the power is a free action, the power 
  lasts 1 round, and it is usable once per day. 
  Strength Domain Spells 
  1  Enlarge Person M (Tran): Humanoid creature doubles in size. 
  2  Bull’s Strength DF (Tran): Subject gains +4 to Str for 10 
  minutes/level. 
  3  Magic Vestment DF (Tran): Armor or shield gains +1 enhancement 
  per four levels. 
  4  Spell Immunity DF (Abj): Subject is immune to one spell per four 
  levels. 
  5  Righteous Might DF (Tran): Your size increases, and you gain 
  combat bonuses. 
  6  Stoneskin M (Abj): Ignore 10 points of damage per attack. 
  7  Grasping Hand DF (Evoc): Large hand provides cover, pushes, or 
  grapples. [force] 
  8  Clenched Fist DF (Evoc): Large hand provides cover, pushes, or 
  attacks your foes. [force] 
  9  Crushing Hand M DF (Evoc): Large hand provides cover, pushes, or 
  crushes your foes. [force] 
   
  Sun Domain 
    Granted Power: Once per day, you can perform a greater turning 
  against undead in place of a regular turning. The greater turning is like 
  a normal turning except that the undead creatures that would be turned 
  are destroyed instead. 
  Sun Domain Spells 
  1  Endure Elements (Abj): Ignores 5 damage/round from one energy 
  type. [see text] 
  2  Daylight (Evoc): 60-ft. radius of bright light. [light] 
  3  Searing Light (Evoc): Ray deals 1d8/two levels, more against 
  undead. 
  4  Fire Shield DF (Evoc): Creatures attacking you take fire damage; 
  you’re protected from heat or cold. [cold or fire] 
  5  Flame Strike DF (Evoc): Smite foes with divine fire (1d6/level 
  damage). [fire] 
  6  Fire Seeds M (Conj): Acorns and berries become grenades and 
  bombs. [fire] 
  7  Sunbeam DF (Evoc): Beam blinds and deals 4d6 damage. [light] 
  8  Sunburst DF (Evoc): Blinds all within 10 ft., deals 6d6 damage. 
  [light] 
  9  Prismatic Sphere (Abj): As prismatic wall, but surrounds on all 
  sides. 
   
  Travel Domain 
    Granted Powers: For a total time per day of 1 round per cleric 
  level you possess, you can act normally regardless of magical effects 
  that impede movement as if you were affected by the spell freedom of 
  movement. This effect occurs automatically as soon as it applies, lasts 
  until it runs out or is no longer needed, and can operate multiple times 
  per day (up to the total daily limit of rounds). 
    This granted power is a supernatural ability. 
    Add Survival to your list of cleric class skills. 
  Travel Domain Spells 
  1  Longstrider M (Tran): Increases your speed. 
  2  Locate Object DF (Div): Senses direction toward object (specific or 
  type). 
  3  Fly DF (Tran): Subject flies at speed of 60 ft. 
  4  Dimension Door (Conj): Teleports you short distance. 
  5  Teleport (Conj): Instantly transports you as far as 100 miles/level. 
  6  Find the Path F (Div): Shows most direct way to a location. 
  7  Teleport, Greater (Conj): As teleport, but no range limit and no 
  off-target arrival. 
  8  Phase Door (Conj): Creates an invisible passage through wood or 
  stone. 
  9  Astral Projection M (Nec): Projects you and companions onto 
  Astral Plane. 
   
  Trickery Domain 
    Granted Power: Add Bluff, Disguise, and Hide to your list of 
  cleric class skills. 
  Trickery Domain Spells 
  1  Disguise Self (Ill): Disguise own appearance. 
  2  Invisibility DF (Ill): Subject invisible 1 minutes/level or until it 
  attacks. 
  3  Nondetection M (Abj): Hides subject from divination, scrying. 
  4  Confusion DF (Ench): Subjects behave oddly for 1 round/level. 
  [mind-affecting] 
  5  False Vision M (Ill): Fools scrying with an Illusion. 
  6  Mislead (Ill): Turns you invisible and creates illusory double. 
  7  Screen (Ill): Illusion hides area from vision, scrying. 
  8  Polymorph Any Object DF (Tran): Changes any subject into 
  anything else. 
  9  Time Stop (Tran): You act freely for 1d4+1 rounds. 
   
  Undead Domain 
    Granted Power: You have a +2 competence bonus to your 
  Rebuke Undead DC, and a +2 bonus to your saving throws against all 
  undead abilities (spell-like, supernatural, and racial psionics). 
  Undead Domain Spells 
  1  Inflict Light Wounds (Nec): Touch deals 1d8 damage +1/level 
  (max +5). 
  2  Desecrate M (Evoc): Fills area with negative energy, making 
  undead stronger. [evil] 
  3  Animate Dead M (Nec): Creates undead skeletons and zombies. 
  [evil] 
  4  Enervation (Nec): Subject gains 1d4 negative levels. 
  5  Unhallow M (Evoc): Designates location as unholy. [evil] 
  6  Create Undead M (Nec): Create ghouls, ghasts, mummies, or 
  mohrgs. [evil] 
  7  Magic Jar F (Nec): Enables possession of another creature. 
  8  Create Greater Undead M (Nec): Create shadows, wraiths, 
  spectres, or devourers. [evil] 
  9  Energy Drain (Nec): Subject gains 2d4 negative levels. 
   
  War Domain 
    Granted Power: Free Martial Weapon Proficiency with deity’s 
  favored weapon (if necessary) and Weapon Focus with the deity’s 
  favored weapon.  Use those listed below if the character ahs no deity, 
  or the favored weapon of their deity is both unknown and not a martial 
  weapon. 
   
  Chaos: Battleaxe 
  11: Spell Descriptions 
  
   
  Evil: Light flail 
   
  Good: Warhammer 
   
  Law: Longsword 
   
  True Neutral: Trident 
  War Domain Spells 
  1  Magic Weapon DF (Tran): Weapon gains +1 bonus. 
  2  Spiritual Weapon DF (Evoc): Magical weapon attacks on its own. 
  [force] 
  3  Magic Vestment DF (Tran): Armor or shield gains +1 enhancement 
  per four levels. 
  4  Divine Power DF (Evoc): You gain attack bonus, +6 to Str, and 1 
  hp/level. 
  5  Flame Strike DF (Evoc): Smite foes with divine fire (1d6/level 
  damage). [fire] 
  6  Blade Barrier (Evoc): Wall of blades deals 1d6/level damage. 
  [force] 
  7  Power Word Blind (Ench): Blinds creature with 200 hp or less. 
  [mind-affecting] 
  8  Power Word Stun (Ench): Stuns creature with 150 hp or less. 
  [mind-affecting] 
  9  Power Word Kill (Ench): Kills creature with 100 hp or less. [death, 
  mind-affecting] 
   
  Water Domain 
    Granted Power: Turn or destroy fire creatures as a good cleric 
  turns undead. Rebuke, command, or bolster water creatures as an evil 
  cleric rebukes undead. Use these abilities a total number of times per 
  day equal to 3 + your Charisma modifier. This granted power is a 
  supernatural ability. 
   
  Alternate: Characters can choose to replace the regular granted 
  power with one that grants temporary cold resistance of 5.  This 
  granted power is a supernatural ability, and can be activated or 
  deactivated as a free action.  The character has the cold resistance for a 
  total of one round per cleric level each day, but this time need not be 
  consecutive. 
  Water Domain Spells 
  1  Obscuring Mist (Conj): Fog surrounds you. 
  2  Fog Cloud (Conj): Fog obscures vision. 
  3  Water Breathing DF (Tran): Subjects can breathe underwater. 
  4  Control Water DF (Tran): Raises or lowers bodies of water. [water] 
  5  Ice Storm DF (Evoc): Hail deals 5d6 damage in cylinder 40 ft. 
  across. [cold] 
  6  Cone of Cold DF (Evoc): 1d6/level cold damage. [cold] 
  7  Acid Fog DF (Conj): Fog deals acid damage. [acid] 
  8  Horrid Wilting DF (Nec): Deals 1d6/level damage within 30 ft. 
  9  Elemental Swarm* (Conj): Summons multiple elementals. [water] 
  * Cast as a water spell only. 
   
  DRUID SPELLS 
   
  0th-Level Druid Spells (Orisons) 
  Create Water (Conj): Creates 2 gallons/level of pure water. [water] 
  Cure Minor Wounds (Conj): Cures 1 point of damage. 
  Detect Magic (Div): Detects spells and magic items within 60 ft. 
  Detect Poison (Div): Detects poison in one creature or object. 
  Flare (Evoc): Dazzles one creature (–1 penalty on attack rolls). [light] 
  Guidance (Div): +1 on one attack roll, saving throw, or skill check. 
  Know Direction (Div): You discern north. 
  Light DF (Evoc): Object shines like a torch. [light] 
  Mending (Tran): Makes minor repairs on an object. 
  Purify Food and Drink (Tran): Purifies 1 cu. ft./level of food or 
  water. 
  Read Magic F (Div): Read scrolls and spellbooks. 
  Resistance DF (Abj): Subject gains +1 bonus on saving throws. 
  Virtue (Tran): Subject gains 1 temporary hp. 
    
  1st-Level Druid Spells 
  Calm Animals (Ench): Calms (2d4 + level) HD of animals. [mind-
  affecting] 
  Charm Animal (Ench): Makes one animal your friend. [mind-
  affecting] 
  Cure Light Wounds (Conj): Cures 1d8 damage +1/level (max +5). 
  Detect Animals or Plants (Div): Detects kinds of animals or plants. 
  Detect Psionics (Div): Detects psionic manifestations and items within 
  60 ft. 
  Detect Snares and Pits (Div): Reveals natural or primitive traps. 
  Endure Elements (Abj): Ignores 5 damage/round from one energy 
  type. [see text] 
  Entangle DF (Tran): Plants entangle everyone in 40-ft.-radius. 
  Faerie Fire DF (Evoc): Outlines subjects with light, canceling blur, 
  concealment, and the like. [light] 
  Goodberry DF (Tran): 2d4 berries each cure 1 hp (max 8 hp/24 
  hours). 
  Hide from Animals 
  DF (Abj): Animals can’t perceive one 
  subject/level. 
  Jump M (Tran): Subject gets bonus on Jump checks. 
  Longstrider M (Tran): Your speed increases by 10 ft. 
  Magic Fang DF (Tran): One natural weapon of subject creature gets 
  +1 on attack and damage rolls. 
  Magic Stone DF (Tran): Three stones gain +1 on attack rolls, deal 
  1d6+1 damage. 
  Obscuring Mist (Conj): Fog surrounds you. 
  Pass without Trace DF (Tran): One subject/level leaves no tracks. 
  Produce Flame (Evoc): 1d6 damage +1/level, touch or thrown. [fire] 
  Shillelagh DF (Tran): Cudgel or quarterstaff becomes +1 weapon 
  (1d10 damage) for 1 minutes/level. 
  Speak with Animals (Div): You can communicate with animals. 
  Spider Climb M (Tran): Grants ability to walk on walls and ceilings. 
  Summon Nature’s Ally I DF (Conj): Calls creature to fight. [see text] 
    
  2nd-Level Druid Spells 
  Animal Messenger M (Ench): Sends a Tiny animal to a specific place. 
  [mind-affecting] 
  Animal Trance (Ench): Fascinates 2d6 HD of animals. [mind-
  affecting, sonic] 
  Barkskin DF (Tran): Grants +2 (or higher) enhancement to natural 
  armor. 
  Bear’s Endurance DF (Tran): Subject gains +4 to Con for 10 
  minutes/level. 
  Bull’s Strength 
  DF (Tran): Subject gains +4 to Str for 10 
  minutes/level. 
  Cat’s Grace M (Tran): Subject gains +4 to Dex for 10 minutes/level. 
  Chill Metal DF (Tran): Cold metal damages those who touch it. [cold] 
  Delay Poison DF (Conj): Stops poison from harming subject for 1 
  hour/level. 
  Fire Trap M (Abj): Opened object deals 1d4 +1/level damage. [fire] 
  Flame Blade DF (Evoc): Touch attack deals 1d8 +1/two levels 
  damage. [fire] 
  Flaming Sphere DF (Evoc): Creates rolling ball of fire, 2d6 damage, 
  lasts 1 round/level. [fire] 
  Fog Cloud (Conj): Fog obscures vision. 
  Gust of Wind (Evoc): Blows away or knocks down smaller creatures. 
  [air] 
  Heat Metal DF (Tran): Make metal so hot it damages those who touch 
  it. [fire] 
  Hold Animal (Ench): Paralyzes one animal for 1 round/level. [mind-
  affecting] 
  Owl’s Wisdom DF (Tran): Subject gains +4 to Wis for 10 
  minutes/level. 
  Reduce Animal (Tran): Shrinks one willing animal. 
  Resist Energy DF (Abj): Ignores 10 (or more) points of damage/attack 
  from specified energy type. [see text] 
  Restoration, Lesser (Conj): Dispels magical ability penalty or repairs 
  1d4 ability damage. 
  11: Spell Descriptions 
  
  Soften Earth and Stone DF (Tran): Turns stone to clay or dirt to sand 
  or mud. [earth] 
  Summon Nature’s Ally II DF (Conj): Calls creature to fight. [see text] 
  Summon Swarm DF (Conj): Summons swarm of bats, rats, or spiders. 
  Tree Shape DF (Tran): You look exactly like a tree for 1 hour/level. 
  Warp Wood (Tran): Bends wood (shaft, handle, door, plank). 
  Wood Shape DF (Tran): Rearranges wooden objects to suit you. 
    
  3rd-Level Druid Spells 
  Call Lightning (Evoc): Calls down lightning bolts (3d6 per bolt) from 
  sky. [electricity] 
  Contagion (Nec): Infects subject with chosen disease. [evil] 
  Cure Moderate Wounds (Conj): Cures 2d8 damage +1/level (max 
  +10). 
  Daylight (Evoc): 60-ft. radius of bright light. [light] 
  Diminish Plants DF (Tran): Reduces size or blights growth of normal 
  plants. 
  Dominate Animal (Ench): Subject animal obeys silent mental 
  commands. [mind-affecting] 
  Magic Fang, Greater DF (Tran): One natural weapon of subject 
  creature gets +1/four levels on attack and damage rolls (max +5). 
  Meld into Stone DF (Tran): You and your gear merge with stone. 
  [earth] 
  Neutralize Poison DF (Conj): Immunizes subject against poison, 
  detoxifies venom in or on subject. 
  Plant Growth DF (Tran): Grows vegetation, improves crops. 
  Poison DF (Nec): Touch deals 1d10 Con damage, repeats in 1 min. 
  Protection from Energy DF (Abj): Absorb 12 points/level of damage 
  from one kind of energy. [see text] 
  Quench DF (Tran): Extinguishes nonmagical fires or one magic item. 
  Remove Disease (Conj): Cures all diseases affecting subject. 
  Sleet Storm DF (Conj): Hampers vision and movement. [cold] 
  Snare DF (Tran): Creates a magic booby trap. 
  Speak with Plants (Div): You can talk to normal plants and plant 
  creatures. 
  Spike Growth DF (Tran): Creatures in area take 1d4 damage, may be 
  slowed. 
  Stone Shape DF (Tran): Sculpts stone into any shape. [earth] 
  Summon Nature’s Ally III DF (Conj): Calls creature to fight. [see 
  text] 
  Water Breathing DF (Tran): Subjects can breathe underwater. 
  Wind Wall DF (Evoc): Deflects arrows, smaller creatures, and gases. 
  [air] 
    
  4th-Level Druid Spells 
  Air Walk DF (Tran): Subject treads on air as if solid (climb at 45-
  degree angle). [air] 
  Antiplant Shell DF (Abj): Keeps animated plants at bay. 
  Blight DF (Nec): Withers one plant or deals 1d6/level damage to plant 
  creature. 
  Command Plants (Tran): Sway the actions of one or more plant 
  creatures. 
  Control Water DF (Tran): Raises or lowers bodies of water. [water] 
  Cure Serious Wounds (Conj): Cures 3d8 damage +1/level (max 
  +15). 
  Dispel Magic (Abj): Cancels spells and magical effects. 
  Flame Strike DF (Evoc): Smite foes with divine fire (1d6/level 
  damage). [fire] 
  Freedom of Movement M DF (Abj): Subject moves normally despite 
  impediments. 
  Giant Vermin DF (Tran): Turns centipedes, scorpions, or spiders into 
  giant vermin. 
  Ice Storm DF (Evoc): Hail deals 5d6 damage in cylinder 40 ft. across. 
  [cold] 
  Reincarnate M DF (Tran): Brings dead subject back in a random body. 
  Repel Vermin DF (Abj): Insects, spiders, and other vermin stay 10 ft. 
  away. 
  Rusting Grasp DF (Tran): Your touch corrodes iron and alloys. 
  Scrying F (Div): Spies on subject from a distance. 
  Spike Stones DF (Tran): Creatures in area take 1d8 damage, may be 
  slowed. [earth] 
  Summon Nature’s Ally IV DF (Conj): Calls creature to fight. [see 
  text] 
    
  5th-Level Druid Spells 
  Animal Growth (Tran): One animal/two levels doubles in size. 
  Atonement M F DF XP (Abj): Removes burden of misdeeds from 
  subject. 
  Awaken XP (Tran): Animal or tree gains human intellect. 
  Baleful Polymorph (Tran): Transforms subject into harmless animal. 
  Call Lightning Storm (Evoc): As call lightning, but 5d6 damage per 
  bolt. [electricity] 
  Commune with Nature (Div): Learn about terrain for 1 mile/level. 
  Control Winds (Tran): Change wind direction and speed. [air] 
  Cure Critical Wounds (Conj): Cures 4d8 damage +1/level (max 
  +20). 
  Death Ward DF (Nec): Grants immunity to all death spells and 
  negative energy effects. 
  Dispel Psionics (Abj): Cancels psionic powers and effects. 
  Hallow M (Evoc): Designates location as holy. [good] 
  Insect Plague DF (Conj): Locust swarms attack creatures. 
  Stoneskin M (Abj): Ignore 10 points of damage per attack. 
  Summon Nature’s Ally V DF (Conj): Calls creature to fight. [see text] 
  Transmute Mud to Rock DF (Tran): Transforms two 10-ft. cubes per 
  level. [earth] 
  Transmute Rock to Mud DF (Tran): Transforms two 10-ft. cubes per 
  level. [earth] 
  Tree Stride DF (Conj): Step from one tree to another far away. 
  Unhallow M (Evoc): Designates location as unholy. [evil] 
  Wall of Fire DF (Evoc): Deals 2d4 fire damage out to 10 ft. and 1d4 
  out to 20 ft. Passing through wall deals 2d6 damage +1/level. [fire] 
  Wall of Thorns (Conj): Thorns damage anyone who tries to pass. 
    
  6th-Level Druid Spells 
  Antilife Shell DF (Abj): 10-ft.-radius field hedges out living creatures. 
  Bear’s Endurance, Mass DF (Tran): As bear’s endurance, affects one 
  subject/level. 
  Bull’s Strength, Mass DF (Tran): As bull’s strength, affects one 
  subject/level. 
  Cat’s Grace, Mass 
  M (Tran): As cat’s grace, affects one 
  subject/level. 
  Cure Light Wounds, Mass (Conj): Cures 1d8 damage +1/level for 
  many creatures. 
  Dispel Magic, Greater (Abj): As dispel magic, but +20 on check. 
  Find the Path F (Div): Shows most direct way to a location. 
  Fire Seeds M (Conj): Acorns and berries become grenades and bombs. 
  [fire] 
  Ironwood M (Tran): Magic wood is strong as steel. 
  Liveoak (Tran): Oak becomes treant guardian. 
  Move Earth M (Tran): Digs trenches and builds hills. [earth] 
  Owl’s Wisdom, Mass DF (Tran): As owl’s wisdom, affects one 
  subject/level. 
  Repel Wood (Tran): Pushes away wooden objects. 
  Spellstaff F (Tran): Stores one spell in wooden quarterstaff. 
  Stone Tell DF (Div): Talk to natural or worked stone. 
  Summon Nature’s Ally VI DF (Conj): Calls creature to fight. [see 
  text] 
  Transport via Plants (Conj): Move instantly from one plant to 
  another of the same kind. 
  Wall of Stone (Conj): Creates a stone wall that can be shaped. [earth] 
    
  7th-Level Druid Spells 
  Animate Plants (Tran): One or more plants animate and fight for 
  you. 
  Changestaff F (Tran): Your staff becomes a treant on command. 
  Control Weather (Tran): Changes weather in local area. 
  Creeping Doom (Conj): Swarms of centipedes attack at your 
  command. 
  11: Spell Descriptions 
  
  Cure Moderate Wounds, Mass (Conj): Cures 2d8 damage +1/level 
  for many creatures. 
  Dispel Psionics, Greater (Abj): As dispel psionics, but +20 on check. 
  Fire Storm (Evoc): Deals 1d6/level fire damage. [fire] 
  Heal (Conj): Cures 10 points/level of damage, all diseases and mental 
  conditions. 
  Scrying, Greater DF F (Div): As scrying, but faster and longer. 
  Summon Nature’s Ally VII DF (Conj): Calls creature to fight. [see 
  text] 
  Sunbeam DF (Evoc): Beam blinds and deals 4d6 damage. [light] 
  Transmute Metal to Wood DF (Tran): Metal within 40 ft. becomes 
  wood. 
  True Seeing M (Div): Lets you see all things as they really are. 
  Wind Walk DF (Tran): You and your allies turn vaporous and travel 
  fast. [air] 
    
  8th-Level Druid Spells 
  Animal Shapes DF (Tran): One ally/level polymorphs into chosen 
  animal. 
  Control Plants DF (Tran): Control actions of one or more plant 
  creatures. 
  Cure Serious Wounds, Mass (Conj): Cures 3d8 damage +1/level for 
  many creatures. 
  Earthquake DF (Evoc): Intense tremor shakes 5-ft./level radius. 
  [earth] 
  Finger of Death (Nec): Kills one subject. [death] 
  Repel Metal or Stone (Abj): Pushes away metal and stone. [earth] 
  Reverse Gravity DF (Tran): Objects and creatures fall upward. 
  Summon Nature’s Ally VIII DF (Conj): Calls creature to fight. [see 
  text] 
  Sunburst DF (Evoc): Blinds all within 10 ft., deals 6d6 damage. [light] 
  Whirlwind DF (Evoc): Cyclone deals damage and can pick up 
  creatures. [air] 
  Word of Recall (Conj): Teleports you back to designated place. 
    
  9th-Level Druid Spells 
  Antipathy DF (Ench): Object or location affected by spell repels 
  certain creatures. [mind-affecting] 
  Cure Critical Wounds, Mass (Conj): Cures 4d8 damage +1/level for 
  many creatures. 
  Elemental Swarm (Conj): Summons multiple elementals. [see text] 
  Foresight DF (Div): “Sixth sense” warns of impending danger. 
  Regenerate DF (Conj): Subject’s severed limbs grow back, cures 4d8 
  damage +1/level (max +35). 
  Shambler (Conj): Summons 1d4+2 shambling mounds to fight for 
  you. 
  Shapechange F (Tran): Transforms you into any creature, and change 
  forms once per round. 
  Storm of Vengeance (Conj): Storm rains acid, lightning, and hail. 
  Summon Nature’s Ally IX DF (Conj): Calls creature to fight. [see 
  text] 
  Sympathy M (Ench): Object or location attracts certain creatures. 
  [mind-affecting] 
    
  PALADIN SPELLS 
    
  1st-Level Paladin Spells 
  Bless DF (Ench): Allies gain +1 on attack rolls and +1 on saves against 
  fear. [mind-affecting] 
  Bless Water M (Tran): Makes holy water. [good] 
  Bless Weapon (Tran): Weapon strikes true against evil foes. 
  Create Water (Conj): Creates 2 gallons/level of pure water. [water] 
  Cure Light Wounds (Conj): Cures 1d8 damage +1/level (max +5). 
  Detect Poison (Div): Detects poison in one creature or small object. 
  Detect Undead DF (Div): Reveals undead within 60 ft. 
  Divine Favor DF (Evoc): You gain +1 per three levels on attack and 
  damage rolls. 
  Endure Elements (Abj): Ignores 5 damage/round from one energy 
  type. [see text] 
  Magic Weapon DF (Tran): Weapon gains +1 bonus. 
  Protection from Chaos/Evil (Abj): +2 to AC and saves, counter mind 
  control, hedge out elementals and outsiders. [good or lawful] 
  Read Magic F (Div): Read scrolls and spellbooks. 
  Resistance DF (Abj): Subject gains +1 on saving throws. 
  Restoration, Lesser (Conj): Dispels magical ability penalty or repairs 
  1d4 ability damage. 
  Virtue (Tran): Subject gains 1 temporary hp. 
    
  2nd-Level Paladin Spells 
  Bull’s Strength 
  DF (Tran): Subject gains +4 to Str for 10 
  minutes/level. 
  Delay Poison DF (Conj): Stops poison from harming subject for 1 
  hour/level. 
  Eagle’s Splendor DF (Tran): Subject gains +4 to Cha for 10 
  minutes/level. 
  Owl’s Wisdom DF (Tran): Subject gains +4 to Wis for 10 
  minutes/level. 
  Remove Paralysis (Conj): Frees one or more creatures from paralysis 
  or slow effect. 
  Resist Energy DF (Abj): Ignores 10 (or more) points of damage/attack 
  from specified energy type. [see text] 
  Shield Other F (Abj): You take half of subject’s damage. 
  Undetectable Alignment (Abj): Conceals alignment for 24 hours. 
  Zone of Truth DF (Ench): Subjects within range cannot lie. [mind-
  affecting] 
    
  3rd-Level Paladin Spells 
  Cure Moderate Wounds (Conj): Cures 2d8 damage +1/level (max 
  +10). 
  Daylight (Evoc): 60-ft. radius of bright light. [light] 
  Discern Lies DF (Div): Reveals deliberate falsehoods. 
  Dispel Magic (Abj): Cancels spells and magical effects. 
  Heal Mount (Conj): As heal on warhorse or other special mount. 
  Magic Circle against Chaos DF (Abj): As protection from chaos, but 
  10-ft. radius and 10 minutes/level. [lawful] 
  Magic Circle against Evil DF (Abj): As protection from evil, but 10-ft. 
  radius and 10 minutes/level. [good] 
  Magic Weapon, Greater DF (Tran): +1 bonus/four levels (max +5). 
  Prayer DF (Ench): Allies +1 bonus on most rolls, enemies –1 penalty. 
  [mind-affecting] 
  Remove Blindness/Deafness (Conj): Cures normal or magical 
  conditions. 
  Remove Curse (Abj): Frees object or person from curse. 
    
  4th-Level Paladin Spells 
  Break Enchantment (Abj): Frees subjects from Enchantments, 
  alterations, curses, and petrification. 
  Cure Serious Wounds (Conj): Cures 3d8 damage +1/level (max 
  +15). 
  Death Ward DF (Nec): Grants immunity to death spells and negative 
  energy effects. 
  Dispel Chaos DF (Abj): +4 bonus against attacks by chaotic creatures. 
  [lawful] 
  Dispel Evil DF (Abj): +4 bonus against attacks by evil creatures. 
  [good] 
  Dispel Psionics (Abj): Cancels psionic powers and effects. 
  Holy Sword (Evoc): Weapon becomes +5, deals +2d6 damage against 
  evil. [good] 
  Mark of Justice DF (Nec): Designates action that will trigger curse on 
  subject. 
  Neutralize Poison DF (Conj): Immunizes subject against poison, 
  detoxifies venom in or on subject. 
  Restoration M (Conj): Restores level and ability score drains. 
    
  11: Spell Descriptions 
  
  RANGER SPELLS 
    
  1st-Level Ranger Spells 
  Alarm DF (Abj): Wards an area for 2 hours/level.  
  Animal Messenger M (Ench): Sends a Tiny animal to a specific place. 
  [mind-affecting] 
  Calm Animals (Ench): Calms (2d4 + level) HD of animals. [mind-
  affecting] 
  Charm Animal (Ench): Makes one animal your friend. [mind-
  affecting] 
  Delay Poison DF (Conj): Stops poison from harming subject for 1 
  hour/level.  
  Detect Animals or Plants (Div): Detects kinds of animals or plants.  
  Detect Poison (Div): Detects poison in one creature or object.  
  Detect Snares and Pits (Div): Reveals natural or primitive traps.  
  Endure Elements (Abj): Ignores 5 damage/round from one energy 
  type. [see text] 
  Entangle DF (Tran): Plants entangle everyone in 40-ft.-radius circle.  
  Hide from Animals 
  DF (Abj): Animals can’t perceive one 
  subject/level.  
  Jump M (Tran): Subject gets bonus on Jump checks.  
  Longstrider M (Tran): Increases your speed.  
  Magic Fang DF (Tran): One natural weapon of subject creature gets 
  +1 on attack and damage rolls.  
  Pass without Trace DF (Tran): One subject/level leaves no tracks. 
  Read Magic F (Div): Read scrolls and spellbooks. 
  Resist Energy DF (Abj): Ignores 10 (or more) points of damage/attack 
  from specified energy type. [see text] 
  Speak with Animals (Div): You can communicate with animals. 
  Summon Nature’s Ally I DF (Conj): Calls animal to fight for you. 
  [see text] 
    
  2nd-Level Ranger Spells 
  Barkskin DF (Tran): Grants +2 (or higher) enhancement to natural 
  armor. 
  Bear’s Endurance DF (Tran): Subject gains +4 to Con for 10 
  minutes/level. 
  Cat’s Grace M (Tran): Subject gains +4 to Dex for 10 minutes/level.  
  Cure Light Wounds (Conj): Cures 1d8 damage +1/level (max +5).  
  Hold Animal (Ench): Paralyzes one animal for 1 round/level. [mind-
  affecting] 
  Owl’s Wisdom DF (Tran): Subject gains +4 to Wis for 10 
  minutes/level.  
  Protection from Energy DF (Abj): Absorb 12 points/level of damage 
  from one kind of energy. [see text] 
  Snare DF (Tran): Creates a magic booby trap. 
  Speak with Plants (Div): You can talk to normal plants and plant 
  creatures. 
  Spike Growth DF (Tran): Creatures in area take 1d4 damage, may be 
  slowed. 
  Summon Nature’s Ally II DF (Conj): Calls animal to fight for you. 
  [see text] 
  Wind Wall DF (Evoc): Deflects arrows, smaller creatures, and gases. 
  [air] 
    
  3rd-Level Ranger Spells 
  Command Plants (Tran): Sway the actions of one or more plant 
  creatures. 
  Cure Moderate Wounds (Conj): Cures 2d8 damage +1/level (max 
  +10). 
  Darkvision M (Tran): See 60 ft. in total darkness. 
  Diminish Plants DF (Tran): Reduces size or blights growth of normal 
  plants. 
  Magic Fang, Greater DF (Tran): One natural weapon of subject 
  creature gets +1/four caster levels on attack and damage rolls (max 
  +5). 
  Neutralize Poison DF (Conj): Immunizes subject against poison, 
  detoxifies venom in or on subject. 
  Plant Growth DF (Tran): Grows vegetation, improves crops. 
  Reduce Animal (Tran): Shrinks one willing animal. 
  Remove Disease (Conj): Cures all diseases affecting subject.  
  Repel Vermin DF (Abj): Insects, spiders, and other vermin stay 10 ft. 
  away. 
  Summon Nature’s Ally III DF (Conj): Calls animal to fight for you. 
  [see text] 
  Tree Shape DF (Tran): You look exactly like a tree for 1 hour/level. 
  Water Walk DF (Tran): Subject treads on water as if solid. [water] 
    
  4th-Level Ranger Spells 
  Animal Growth (Tran): One animal/two levels doubles in size. 
  Commune with Nature (Div): Learn about terrain for 1 mile/level. 
  Cure Serious Wounds (Conj): Cures 3d8 damage +1/level (max 
  +15). 
  Freedom of Movement M DF (Abj): Subject moves normally despite 
  impediments. 
  Nondetection M (Abj): Hides subject from Enchantment, scrying. 
  Summon Nature’s Ally IV DF (Conj): Calls animal to fight for you. 
  [see text] 
  Tree Stride DF (Conj): Step from one tree to another far away. 
   
  SORCERER/WIZARD SPELLS 
   
  0th-Level Sorcerer/Wizard Spells (Cantrips) 
   
  Abjuration 
  Resistance M: Subject gains +1 on saving throws. 
   
  Conjuration 
  Acid Splash: Orb deals 1d3 acid damage. [acid] 
   
  Divination 
  Detect Poison: Detects poison in one creature or small object. 
  Detect Magic: Detects spells and magic items within 60 ft. 
  Read Magic F: Read scrolls and spellbooks. 
   
  Enchantment [all are Mind-Affecting] 
  Daze M: Humanoid creature of 4 HD or less loses next action. 
   
  Evocation 
  Dancing Lights: Creates torches or other lights. [light] 
  Flare: Dazzles one creature (–1 on attack rolls). [light] 
  Light M: Object shines like a torch. [light] 
  Ray of Frost: Ray deals 1d3 cold damage. [cold] 
   
  Illusion 
  Ghost Sound M: Figment sounds. 
   
  Necromancy 
  Disrupt Undead: Deals 1d6 damage to one undead. 
  Touch of Fatigue M: Touch attack fatigues target. 
   
  Transmutation 
  Mage Hand: 5-pound telekinesis. 
  Mending: Makes minor repairs on an object. 
  Message F: Whispered conversation at distance. [language-dependant] 
  Open/Close F: Opens or closes small or light things. 
   
  Universal 
  Arcane Mark: Inscribes a personal rune (visible or invisible). 
  Prestidigitation: Performs minor tricks. 
    
  1st-Level Sorcerer/Wizard Spells 
   
  Abjuration 
  Alarm M: Wards an area for 2 hours/level. 
  Endure Elements: Ignores 5 damage/round from one energy type. 
  [see text] 
  Hold Portal: Holds door shut. 
  Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter 
  mind control, hedge out elementals and outsiders. [see text] 
  Shield: Invisible disc gives +4 to AC, blocks magic missiles. [force] 
   
  Conjuration 
  Grease M: Makes 10-ft. square or one object slippery. 
  Mage Armor F: Gives subject +4 armor bonus. [force] 
  Mount M: Summons riding horse for 2 hours/level. 
  Obscuring Mist: Fog surrounds you. 
  11: Spell Descriptions 
  
  Summon Monster I F: Calls extraplanar creature to fight for you. 
  Unseen Servant: Invisible force obeys your commands. 
   
  Divination 
  Comprehend Languages M: You understand all spoken and written 
  languages. 
  Detect Psionics: Detects psionic manifestations and items within 60 ft. 
  Detect Secret Doors: Reveals hidden doors within 60 ft. 
  Detect Undead M: Reveals undead within 60 ft. 
  Identify M: Determines properties of magic item. 
  True Strike: +20 on your next attack roll. 
   
  Enchantment [all are Mind-Affecting] 
  Charm Person: Makes one person your friend. 
  Hypnotism: Fascinates 2d4 HD of creatures. 
  Sleep M: Puts 4 HD of creatures into magical slumber. 
   
  Evocation 
  Burning Hands: 1d4/level fire damage (max 5d4). [fire] 
  Floating Disk M: Creates 3-ft.-diameter horizontal disk that holds 100 
  lb./level. [force] 
  Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st 
  (max 5). [force] 
  Shadows M: 20-ft. radius of supernatural shadow. [darkness] 
  Shocking Grasp: Touch delivers 1d6/level electricity damage (max 
  5d6). [electricity] 
   
  Illusion 
  Color Spray M: Knocks unconscious, blinds, and/or stuns 1d6 weak 
  creatures. [mind-affecting] 
  Disguise Self: Changes your appearance. 
  Magic Aura F: Alters object’s magic aura. 
  Silent Image F: Creates minor Illusion of your design. 
  Ventriloquism: Throws voice for 1 minutes/level. 
   
  Necromancy 
  Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. [fear, 
  mind-affecting] 
  Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str 
  damage. 
  Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage. 
   
  Transmutation 
  Animate Rope: Makes a rope move at your command. 
  Enlarge Person M: Humanoid creature doubles in size. 
  Erase: Mundane or magical writing vanishes. 
  Expeditious Retreat: Your speed increases by 30 ft. 
  Feather Fall: Objects or creatures fall slowly. 
  Jump M: Subject gets bonus on Jump checks. 
  Magic Weapon: Weapon gains +1 bonus. 
  Reduce Person M: Humanoid creature halves in size. 
  Spider Climb M: Grants ability to walk on walls and ceilings. 
    
  2nd-Level Sorcerer/Wizard Spells 
   
  Abjuration 
  Arcane Lock M: Magically locks a portal or chest. 
  Obscure Object M: Masks object against scrying. 
  Protection from Arrows F: Subject immune to most ranged attacks. 
  Resist Energy: Ignores first 10 (or more) points of damage/attack 
  from specified energy type. [see text] 
  Suppression F: Subject cannot manifest powers for 1 rd/level. 
   
  Conjuration 
  Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 
  round/three levels. [acid] 
  Fog Cloud: Fog obscures vision. 
  Glitterdust M: Blinds creatures, outlines invisible creatures. 
  Summon Monster II F: Calls extraplanar creature to fight for you. 
  Summon Swarm M: Summons swarm of bats, rats, or spiders. 
  Web M: Fills 20-ft.-radius spread with sticky spiderwebs. 
   
  Divination 
  Detect Thoughts F: Allows “listening” to surface thoughts. 
  Locate Object F: Senses direction toward object (specific or type). 
  See Invisibility M: Reveals invisible creatures or objects. 
   
  Enchantment [all are Mind-Affecting] 
  Daze Monster M: Living creature of 6 HD or less loses next action. 
  Hideous Laughter M: Subject loses actions for 1 round/level. 
  Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha 
  damage. 
   
  Evocation 
  Continual Flame M: Makes a permanent, heatless torch. [light] 
  Darkness M: 20-ft. radius of supernatural darkness occludes even 
  darkvision. [darkness] 
  Flaming Sphere M: Creates rolling ball of fire, 2d6 damage, lasts 1 
  round/level. [fire] 
  Gust of Wind: Blows away or knocks down smaller creatures. [air] 
  Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 
  ray/four levels (max 3). [fire] 
  Shatter M: Sonic vibration damages objects or crystalline creatures. 
  [sonic] 
   
  Illusion 
  Blur: Attacks miss subject 20% of the time. 
  Hypnotic Pattern M: Fascinates (2d4 + level) HD of creatures. 
  Invisibility M: Subject is invisible for 1 minutes/level or until it 
  attacks. 
  Magic Mouth M: Speaks once when triggered. 
  Minor Image F: As silent image, plus some sound. 
  Mirror Image: Creates decoy duplicates of you (1d4 +1 per three 
  levels, max 8). 
  Misdirection: Misleads Enchantments for one creature or object. 
  Phantom Trap M: Makes item seem trapped. 
   
  Necromancy 
  Blindness/Deafness: Makes subject blinded or deafened. 
  Command Undead M: Undead creature obeys your commands. 
  False Life M: Gain 1d10 temporary hp +1/level (max +10). 
  Ghoul Touch M: Paralyzes one subject, which exudes stench that 
  makes those nearby sickened. 
  Scare M: Panics creatures of less than 6 HD. [fear, mind-affecting] 
  Spectral Hand: Creates disembodied glowing hand to deliver touch 
  attacks. 
   
  Transmutation 
  Alter Self: Assume form of a similar creature. 
  Bear’s Endurance: Subject gains +4 to Con for 10 minutes/level. 
  Bull’s Strength M: Subject gains +4 to Str for 10 minutes/level. 
  Cat’s Grace M: Subject gains +4 to Dex for 10 minutes/level. 
  Darkvision M: See 60 ft. in total darkness. 
  Eagle’s Splendor M: Subject gains +4 to Cha for 10 minutes/level. 
  Fox’s Cunning M: Subject gains +4 Int for 10 minutes/level. 
  Knock: Opens locked or magically sealed door. 
  Levitate F: Subject moves up and down at your direction. 
  Owl’s Wisdom M: Subject gains +4 to Wis for 10 minutes/level. 
  Pyrotechnics M: Turns fire into blinding light or choking smoke. 
  Rope Trick M: As many as eight creatures hide in extradimensional 
  space. 
  Whispering Wind: Sends a short message 1 mile/level. [air] 
    
  3rd-Level Sorcerer/Wizard Spells 
   
  Abjuration 
  Dispel Magic: Cancels magical spells and effects. 
  Explosive Runes: Deals 6d6 damage when read. [force] 
  Magic Circle against Chaos/Evil/Good/Law: As protection spells, 
  but 10-ft. radius and 10 minutes/level. [see text] 
  Nondetection M: Hides subject from Enchantment, scrying. 
  Protection from Energy: Absorb 12 points/level of damage from one 
  kind of energy. [see text] 
   
  Conjuration 
  Phantom Steed: Magic horse appears for 1 hour/level. 
  Sepia Snake Sigil M: Creates text symbol that immobilizes reader. 
  [force] 
  Sleet Storm M: Hampers vision and movement. 
  Stinking Cloud M: Nauseating vapors, 1 round/level. 
  Summon Monster III F: Calls extraplanar creature to fight for you. 
  11: Spell Descriptions 
  
   
  Divination 
  Arcane Sight: Magical auras become visible to you. 
  Clairaudience/Clairvoyance F: Hear or see at a distance for 1 
  minutes/level. 
  Tongues M: Speak any language. 
   
  Enchantment [all are Mind-Affecting] 
  Deep Slumber: Puts 10 HD of creatures to sleep. 
  Heroism: Gives +2 bonus on attack rolls, saves, skill checks. 
  Hold Person F: Paralyzes one humanoid for 1 round/level. 
  Rage: Gives +1/2 levels to Str and Con, +1/4 levels to Will, -2 AC. 
  [mind-affecting] 
  Suggestion M: Compels subject to follow stated course of action. 
  [language-dependant] 
   
  Evocation 
  Daylight: 60-ft. radius of bright light. [light] 
  Fireball M: 1d6 damage per level, 20-ft. radius. [fire] 
  Lightning Bolt M: Electricity deals 1d6/level damage. [electricity] 
  Tiny Hut M: Creates shelter for ten creatures. [force] 
  Wind Wall M: Deflects arrows, smaller creatures, and gases. [air] 
   
  Illusion 
  Displacement M: Attacks miss subject 50%. 
  Illusory Script M: Only intended reader can decipher. [mind-affecting] 
  Invisibility Sphere Ms: Makes everyone within 10 ft. invisible. 
  Major Image M: As silent image, plus sound, smell and thermal 
  effects. 
   
  Necromancy 
  Gentle Repose M: Preserves one corpse. 
  Halt Undead M: Immobilizes undead for 1 round/level. 
  Psi Curse: Psionic target must pass Will save to use powers. 
  Ray of Exhaustion M: Ray makes subject exhausted. 
  Vampiric Touch: Touch deals 1d6/two levels damage; caster gains 
  damage as hp. 
   
  Transmutation 
  Blink: You randomly vanish and reappear for 1 round/level. 
  Flame Arrow M: Arrows deal +1d6 fire damage. [fire] 
  Fly F: Subject flies at speed of 60 ft. 
  Gaseous Form M: Subject becomes insubstantial and can fly slowly. 
  Haste M: The subject gains +2 AC, +1 Ref saves, and +2 melee to-hit 
  for 1 round/level. 
  Keen Edge: Doubles normal weapon’s threat range. 
  Magic Weapon, Greater M: +1/four levels (max +5). 
  Secret Page M: Changes one page to hide its real content. 
  Shrink Item: Object shrinks to one-sixteenth size. 
  Slow M: One subject/level takes only one action/round, –2 to AC, –2 
  on attack rolls. 
  Water Breathing M: Subjects can breathe underwater. 
    
  4th-Level Sorcerer/Wizard Spells 
   
  Abjuration 
  Dimensional Anchor: Bars extradimensional movement. 
  Dispel Psionics: Cancels psionic powers and effects. 
  Fire Trap M: Opened object deals 1d4 damage +1/level. [fire] 
  Globe of Invulnerability, Lesser M: Stops 1st- through 3rd-level spell 
  effects. 
  Remove Curse: Frees object or person from curse. 
  Stoneskin M: Ignore 10 points of damage per attack. 
   
  Conjuration 
  Black Tentacles M: Tentacles grapple all within 20 ft. spread. 
  Dimension Door: Teleports you short distance. 
  Minor Creation M: Creates one cloth or wood object. 
  Secure Shelter M F: Creates sturdy cottage. 
  Solid Fog M: Blocks vision and slows movement. 
  Summon Monster IV F: Calls extraplanar creature to fight for you. 
   
  Divination 
  Arcane Eye M: Invisible floating eye moves 30 ft./round. 
  Detect Scrying M: Alerts you of magical eavesdropping. 
  Locate Creature M: Indicates direction to familiar creature. 
  Scrying F: Spies on subject from a distance. 
   
  Enchantment [all are Mind-Affecting] 
  Charm Monster: Makes monster believe it is your ally. 
  Confusion M: Subjects behave oddly for 1 round/level. [mind-
  affecting] 
  Crushing Despair M: Subjects take –2 on attack rolls, damage rolls, 
  saves, and checks. 
  Geas, Lesser: Commands subject of 7 HD or less. [language-
  dependant, mind-affecting] 
   
  Evocation 
  Fire Shield M: Creatures attacking you take fire damage; you’re 
  protected from heat or cold. [cold or fire] 
  Ice Storm M: Hail deals 5d6 damage in cylinder 40 ft. across. [cold] 
  Resilient Sphere M: Force globe protects but traps one subject. [force] 
  Shout: Deafens all within cone and deals 5d6 sonic damage. [sonic] 
  Wall of Fire M: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 
  ft. Passing through wall deals 2d6 damage +1/level. [fire] 
  Wall of Ice M: Ice plane creates wall with 15 hp +1/level, or 
  hemisphere can trap creatures inside. [cold] 
   
  Illusion 
  Hallucinatory Terrain M: Makes one type of terrain appear like 
  another (field into forest, or the like). 
  Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass 
  through. 
  Invisibility, Greater: As invisibility, but subject can attack and stay 
  invisible. 
  Phantasmal Killer: Fearsome Illusion kills subject or deals 3d6 
  damage. [fear, mind-affecting] 
  Rainbow Pattern M F: Lights fascinate 24 HD of creatures. [mind-
  affecting] 
  Shadow Conjuration: Mimics Conjuration below 4th level, but only 
  20% real. 
   
  Necromancy 
  Animate Dead M: Creates undead skeletons and zombies. [evil] 
  Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and 
  checks; or 50% chance of losing each action. 
  Contagion: Infects subject with chosen disease. [evil] 
  Enervation: Subject gains 1d4 negative levels. 
  Fear M: Subjects within cone flee for 1 round/level. [fear, mind-
  affecting] 
   
  Transmutation 
  Enlarge Person, Mass M: Enlarges several creatures. 
  Mnemonic Enhancer F: Wizard only. Prepares extra spells or retains 
  one just cast. 
  Polymorph M: Gives one willing subject a new form. 
  Reduce Person, Mass M: Reduces several creatures. 
  Stone Shape M: Sculpts stone into any shape. [earth] 
    
  5th-Level Sorcerer/Wizard Spells 
   
  Abjuration 
  Break Enchantment: Frees subjects from Enchantments, alterations, 
  curses, and petrification. 
  Dismissal: Forces a creature to return to native plane. 
  Mage’s Private Sanctum M: Prevents anyone from viewing or scrying 
  an area for 24 hours. 
  Suppression Field F: Suppression in 20-ft-radius. 
   
  Conjuration 
  Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con 
  damage. 
  Mage’s Faithful Hound M: Phantom dog can guard, attack. 
  Major Creation: As minor creation, plus stone and metal. 
  Planar Binding, Lesser: Traps extraplanar creature of CR 6 or less 
  until it performs a task. [see text] 
  Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve 
  it at will. 
  Summon Monster V F: Calls extraplanar creature to fight for you. 
  Teleport: Instantly transports you as far as 100 miles/level. 
  Wall of Stone M: Creates a stone wall that can be shaped. [earth] 
  11: Spell Descriptions 
  
   
  Divination 
  Contact Other Plane: Lets you ask question of extraplanar entity. 
  Prying Eyes M: 1d4 +1/level floating eyes scout for you. 
  Telepathic Bond M: Link lets allies communicate. 
   
  Enchantment [all are Mind-Affecting] 
  Dominate Person: Controls humanoid telepathically. 
  Feeblemind M: Subject’s Int and Cha drop to 1. 
  Hold Monster M: As hold person, but any creature. 
  Mind Fog: Subjects in fog get –10 to Wis and Will checks. 
  Symbol of Sleep M: Triggered rune puts nearby creatures into 
  catatonic slumber. 
   
  Evocation 
  Cone of Cold M: 1d6/level cold damage. [cold] 
  Interposing Hand F: Hand provides cover against one opponent. 
  [force] 
  Sending M: Delivers short message anywhere, instantly. 
  Wall of Force M: Wall is immune to damage. [force] 
   
  Illusion 
  Dream: Sends message to anyone sleeping. 
  False Vision M: Fools scrying with an Illusion. 
  Mirage Arcana: As hallucinatory terrain, plus structures. 
  Nightmare: Sends vision dealing 1d10 damage, fatigue. [mind-
  affecting, evil] 
  Persistent Image F: As major image, but no concentration required. 
  Seeming: Changes appearance of one person per two levels. 
  Shadow Evocation: Mimics Evocation below 5th level, but only 20% 
  real. 
   
  Necromancy 
  Blight: Withers one plant or deals 1d6/level damage to plant creature. 
  Magic Jar F: Enables possession of another creature. 
  Symbol of Pain M: Triggered rune wracks nearby creatures with pain. 
  [evil] 
  Waves of Fatigue: Several targets become fatigued. 
   
  Transmutation 
  Animal Growth: One animal/two levels doubles in size. 
  Baleful Polymorph: Transforms subject into harmless animal. 
  Fabricate M: Transforms raw materials into finished items. 
  Overland Flight: You fly at a speed of 40 ft. and can hustle over long 
  distances. 
  Passwall M: Creates passage through wood or stone wall. 
  Telekinesis: Moves object, attacks creature, or hurls object or creature. 
  Transmute Mud to Rock M: Transforms two 10-ft. cubes per level. 
  [earth] 
  Transmute Rock to Mud M: Transforms two 10-ft. cubes per level. 
  [earth] 
   
  Universal 
  Permanency XP: Makes certain spells permanent. 
    
  6th-Level Sorcerer/Wizard Spells 
   
  Abjuration 
  Antimagic Field M: Negates magic within 10 ft. 
  Dispel Magic, Greater: As dispel magic, but +20 on check. 
  Globe of Invulnerability M: As lesser globe of invulnerability, plus 
  4th-level spell effects. 
  Guards and Wards M F: Array of magic effects protect area. 
  Repulsion F: Creatures can’t approach you. 
   
  Conjuration 
  Acid Fog M: Fog deals acid damage. [acid] 
  Planar Binding: As lesser planar binding, but up to CR 10. [see text] 
  Summon Monster VI F: Calls extraplanar creature to fight for you. 
  Wall of Iron M: 30 hp/four levels; can topple onto foes. 
   
  Divination 
  Analyze Dweomer F: Reveals magical aspects of subject. 
  Legend Lore M F: Lets you learn tales about a person, place, or thing. 
  True Seeing M: Lets you see all things as they really are. 
   
  Enchantment [all are Mind-Affecting] 
  Geas/Quest: As lesser geas, plus it affects any creature. [language-
  dependant, mind-affecting] 
  Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; 
  immunity to fear; temporary hp. 
  Suggestion, Mass M: As suggestion, plus one subject/level. [language-
  dependant] 
  Symbol of Persuasion M: Triggered rune charms nearby creatures. 
   
  Evocation 
  Chain Lightning F: 1d6/level damage; 1 secondary bolt/level each 
  deals half damage. [electricity] 
  Contingency F: Sets trigger condition for another spell. 
  Forceful Hand F: Hand pushes creatures away. [force] 
  Freezing Sphere F: Freezes water or deals cold damage. [cold] 
   
  Illusion 
  Mislead: Turns you invisible and creates illusory double. 
  Permanent Image F: Includes sight, sound, and smell. 
  Programmed Image M: As major image, plus triggered by event. 
  Shadow Walk: Step into shadow to travel rapidly. 
  Veil: Changes appearance of group of creatures. 
   
  Necromancy 
  Circle of Death M: Kills 1d4/level HD of creatures. [death] 
  Create Undead M: Creates ghouls, ghasts, mummies, or mohrgs. [evil] 
  Eyebite: Target becomes panicked, sickened, and comatose. [evil] 
  Symbol of Fear M: Triggered rune panics nearby creatures. [fear, 
  mind-affecting] 
  Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4). 
   
  Transmutation 
  Bear’s Endurance, Mass: As bear’s endurance, affects one 
  subject/level. 
  Bull’s Strength, Mass M: As bull’s strength, affects one subject/level. 
  Cat’s Grace, Mass M: As cat’s grace, affects one subject/level. 
  Control Water M: Raises or lowers bodies of water. [water] 
  Disintegrate M: Makes one creature or object vanish. 
  Eagle’s Splendor, Mass 
  M: As eagle’s splendor, affects one 
  subject/level. 
  Flesh to Stone M: Turns subject creature into statue. 
  Fox’s Cunning, Mass M: As fox’s cunning, affects one subject/level. 
  Mage’s Lucubration: Wizard only. Recalls spell of 5th level or lower. 
  Move Earth M: Digs trenches and build hills. [earth] 
  Owl’s Wisdom, Mass M: As owl’s wisdom, affects one subject/level. 
  Stone to Flesh M: Restores petrified creature. 
  Transformation M: You gain combat bonuses. 
    
  7th-Level Sorcerer/Wizard Spells 
   
  Abjuration 
  Banishment F: Banishes 2 HD/level of extraplanar creatures. 
  Dispel Psionics, Greater: As dispel psionics, but +20 on check. 
  Sequester M: Subject is invisible to sight and scrying; renders creature 
  comatose. 
  Spell Turning M: Reflect 1d4+6 spell levels back at caster. 
   
  Conjuration 
  Instant Summons M: Prepared object appears in your hand. 
  Mage’s Magnificent Mansion F: Door leads to extradimensional 
  mansion. 
  Phase Door: Creates an invisible passage through wood or stone. 
  Plane Shift F: As many as eight subjects travel to another plane. 
  Summon Monster VII F: Calls extraplanar creature to fight for you. 
  Teleport, Greater: As teleport, but no range limit and no off-target 
  arrival. 
  Teleport Object: As teleport, but affects a touched object. 
   
  Divination 
  Arcane Sight, Greater: As arcane sight, but also reveals magic 
  effects on creatures and objects. 
  Scrying, Greater M F: As scrying, but faster and longer. 
  Vision M XP: As legend lore, but quicker and strenuous. 
   
  Enchantment [all are Mind-Affecting] 
  Hold Person, Mass F: As hold person, but all within 30 ft. 
  Insanity: Subject suffers continuous confusion. 
  Power Word Blind: Blinds creature with 200 hp or less. 
  Symbol of Stunning M: Triggered rune stuns nearby creatures. 
  11: Spell Descriptions 
  
   
  Evocation 
  Delayed Blast Fireball M: 1d6/level fire damage; you can postpone 
  blast for 5 rounds. [fire] 
  Forcecage M: Cube or cage of force imprisons all inside. [force] 
  Grasping Hand F: Hand provides cover, pushes, or grapples. [force] 
  Mage’s Sword F: Floating magic blade strikes opponents. [force] 
  Prismatic Spray: Rays hit subjects with variety of effects. 
   
  Illusion 
  Invisibility, Mass M: As invisibility, but affects all in range. 
  Project Image M: Illusory double can talk and cast spells. 
  Shadow Conjuration, Greater: As shadow Conjuration, but up to 6th 
  level and 60% real. 
  Simulacrum M XP: Creates partially real double of a creature. 
   
  Necromancy 
  Control Undead M: Undead don’t attack you while under your 
  command. 
  Finger of Death: Kills one subject. [death] 
  Symbol of Weakness M: Triggered rune weakens nearby creatures. 
  Waves of Exhaustion: Several targets become exhausted. 
   
  Transmutation 
  Control Weather: Changes weather in local area. 
  Ethereal Jaunt: You become ethereal for 1 round/level. 
  Reverse Gravity M: Objects and creatures fall upward. 
  Statue M: Subject can become a statue at will. 
   
  Universal 
  Limited Wish XP: Alters reality - within spell limits. 
    
  8th-Level Sorcerer/Wizard Spells 
   
  Abjuration 
  Dimensional Lock: Teleportation and interplanar travel blocked for 
  one day/level. 
  Mind Blank: Subject is immune to mental/emotional magic and 
  scrying. 
  Prismatic Wall: Wall’s colors have array of effects. 
  Protection from Spells M F: Confers +8 resistance bonus. 
   
  Conjuration 
  Incendiary Cloud: Cloud deals 4d6 fire damage/round. [fire] 
  Maze: Traps subject in extradimensional maze. 
  Planar Binding, Greater: As lesser planar binding, but up to CR14. 
  [see text] 
  Summon Monster VIII F: Calls extraplanar creature to fight for you. 
  Trap the Soul M (F): Imprisons subject within gem. 
   
  Divination 
  Discern Location: Reveals exact location of creature or object. 
  Moment of Prescience: You gain insight bonus on single attack roll, 
  check, or save. 
  Prying Eyes, Greater: As prying eyes, but eyes have true seeing. 
   
  Enchantment [all are Mind-Affecting] 
  Antipathy M: Object or location affected by spell repels certain 
  creatures. 
  Binding M: Utilizes an array of techniques to imprison a creature. 
  Charm Monster, Mass: As charm monster, but all within 30 ft. 
  Demand M: As sending, plus you can send suggestion. 
  Irresistible Dance: Forces subject to dance. 
  Power Word Stun: Stuns creature with 150 hp or less. 
  Symbol of Insanity M: Triggered rune renders nearby creatures insane. 
  Sympathy F: Object or location attracts certain creatures. 
   
  Evocation 
  Clenched Fist F: Large hand provides cover, pushes, or attacks your 
  foes. [force] 
  Polar Ray F: Ranged touch attack deals 1d6/level cold damage. [cold] 
  Shout, Greater F: Devastating yell deals 10d6 sonic damage; stuns 
  creatures, damages objects. [sonic] 
  Sunburst M: Blinds all within 10 ft., deals 6d6 damage. [light] 
   
  Illusion 
  Scintillating Pattern M: Twisting colors confuse, stun, or render 
  unconscious. [mind-affecting] 
  Screen: Illusion hides area from vision, scrying. 
  Shadow Evocation, Greater: As shadow Evocation, but up to 7th 
  level and 60% real. 
  Telekinetic Sphere M: As resilient sphere, but you move sphere 
  telekinetically. [force] 
   
  Necromancy 
  Clone M F: Duplicate awakens when original dies. 
  Create Greater Undead M: Create shadows, wraiths, spectres, or 
  devourers. [evil] 
  Horrid Wilting M: Deals 1d6/level damage within 30 ft. 
  Symbol of Death M: Triggered rune slays nearby creatures. [death] 
   
  Transmutation 
  Iron Body M: Your body becomes living iron. 
  Polymorph Any Object M: Changes any subject into anything else. 
  Temporal Stasis M: Puts subject into suspended animation. 
    
  9th-Level Sorcerer/Wizard Spells 
   
  Abjuration 
  Freedom: Releases creature from imprisonment. 
  Imprisonment: Entombs subject beneath the earth. 
  Mage’s Disjunction: Dispels magic, disenchants magic items. 
  Prismatic Sphere: As prismatic wall, but surrounds on all sides. 
   
  Conjuration 
  Gate XP: Connects two planes for travel or summoning. 
  Refuge M: Alters item to transport its possessor to you. 
  Summon Monster IX F: Calls extraplanar creature to fight for you. 
  Teleportation Circle M: Circle teleports any creature inside to 
  designated spot. 
   
  Divination 
  Foresight M: “Sixth sense” warns of impending danger. 
   
  Enchantment [all are Mind-Affecting] 
  Dominate Monster: As dominate person, but any creature. 
  Hold Monster, Mass M: As hold monster, but all within 30 ft. 
  Power Word Kill: Kills one creature with 100 hp or less. 
   
  Evocation 
  Crushing Hand M F: Large hand provides cover, pushes, or crushes 
  your foes. [force] 
  Meteor Swarm: Four exploding spheres each deal 6d6 fire damage. 
  [fire] 
   
  Illusion 
  Shades: As shadow conjuration, but up to 8th level and 80% real. 
  Weird: As phantasmal killer, but affects all within 30 ft. [fear, mind-
  affecting] 
   
  Necromancy 
  Astral Projection M: Projects you and companions onto Astral Plane. 
  Energy Drain: Subject gains 2d4 negative levels. 
  Soul Bind F: Traps newly dead soul to prevent resurrection. 
  Wail of the Banshee: Kills one creature/level. [death, sonic] 
   
  Transmutation 
  Etherealness: Travel to Ethereal Plane with companions. 
  Shapechange F: Transforms you into any creature, and change forms 
  once per round. 
  Time Stop: You act freely for 1d4+1 rounds. 
   
  Universal 
  Wish XP: As limited wish, but with fewer limits. 
   
  11: Spell Descriptions 
  
  SPELL DESCRIPTIONS 
   
  Acid Arrow 
  Conjuration (Creation) [Acid] 
  Level: Sor/Wiz 2  
  Components: V, S, M, F  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Effect: One arrow of acid  
  Duration: 1 round + 1 round per three levels  
  Saving Throw: None Spell Resistance: No 
  A magical arrow of acid springs from your hand and speeds to its 
  target.  You must succeed on a ranged touch attack to hit your target.  
  The arrow deals 2d4 points of acid damage with no splash damage.  
  For every three caster levels (to a maximum of 18th), the acid, unless 
  somehow neutralized, lasts for another round, dealing another 2d4 
  points of damage in that round. 
   
  Material Component: Powdered rhubarb leaf and an adder’s 
  stomach. 
   
  Focus: A dart (5 sp). 
   
  Acid Fog 
  Conjuration (Creation) [Acid] 
  Level: Sor/Wiz 6, Water 7  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Fog spreads in 20-ft. radius, 20 ft. high  
  Duration: 1 round/level  
  Saving Throw: None  
  Spell Resistance: No 
  Acid fog creates a billowing mass of misty vapors similar to that 
  produced by a solid fog spell.  In addition to slowing creatures down 
  and obscuring sight, this spell’s vapors are highly acidic.  Each round 
  on your turn, starting when you cast the spell, the fog deals 2d6 points 
  of acid damage to each creature and object within it. 
   
  Arcane Material Component: A pinch of dried, powdered peas 
  combined with powdered animal hoof. 
   
  Acid Splash 
  Conjuration (Creation) [Acid] 
  Level: Sor/Wiz 0  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One missile of acid  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
  You fire a small orb of acid at the target.  You must succeed on a 
  ranged touch attack to hit your target.  The orb deals 1d3 points of acid 
  damage. 
   
  Aid 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Clr 2, Good 2, Luck 2  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Living creature touched  
  Duration: 1 minutes/level  
  Saving Throw: None  
  Spell Resistance: Yes (harmless) 
  Aid grants the target a +1 morale bonus on attack rolls and saves 
  against fear effects, plus temporary hit points equal to 1d8 + caster 
  level (to a maximum of 1d8+10 temporary hit points at caster level 
  10th). 
   
  Air Walk 
  Transmutation [Air] 
  Level: Air 4, Clr 4, Drd 4  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature (Gargantuan or smaller) touched  
  Duration: 10 minutes/level  
  Saving Throw: None  
  Spell Resistance: Yes (harmless) 
  The subject can tread on air as if walking on solid ground.  Moving 
  upward is similar to walking up a hill.  The maximum upward or 
  downward angle possible is 45 degrees, at a rate equal to one-half the 
  air walker’s normal speed. 
   
  A strong wind (21+ mph) can push the subject along or hold it 
  back.  At the end of its turn each round, the wind blows the air walker 
  5 feet for each 5 miles per hour of wind speed.  The creature may be 
  subject to additional penalties in exceptionally strong or turbulent 
  winds, such as loss of control over movement or physical damage from 
  being buffeted about. 
   
  Should the spell duration expire while the subject is still aloft, the 
  magic fails slowly.  The subject floats downward 60 feet per round for 
  1d6 rounds.  If it reaches the ground in that amount of time, it lands 
  safely.  If not, it falls the rest of the distance, taking 1d6 points of 
  damage per 10 feet of fall.  Since dispelling a spell effectively ends it, 
  the subject also descends in this way if the air walk spell is dispelled, 
  but not if it is negated by an antimagic field. 
   
  You can cast air walk on a specially trained mount so it can be 
  ridden through the air.  You can train a mount to move with the aid of 
  air walk (counts as a trick; see Handle Animal skill) with one week of 
  work and a DC 25 Handle Animal check. 
   
  Alarm 
  Abjuration 
  Level: Brd 1, Rgr 1, Sor/Wiz 1  
  Components: V, S, F/DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Area: 20-ft.-radius emanation centered on a point in space  
  Duration: 2 hours/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  Alarm sounds a mental or audible alarm each time a creature of Tiny or 
  larger size enters the warded area or touches it.  A creature that speaks 
  the password (determined by you at the time of casting) does not set 
  off the alarm.  You decide at the time of casting whether the alarm 
  will be mental or audible. 
   
  Mental Alarm: A mental alarm alerts you (and only you) so long 
  as you remain within 1 mile of the warded area.  You note a single 
  mental “ping” that awakens you from normal sleep but does not 
  otherwise disturb concentration.  A silence spell has no effect on a 
  mental alarm. 
   
  Audible Alarm: An audible alarm produces the sound of a hand 
  bell, and anyone within 60 feet of the warded area can hear it clearly.  
  Reduce the distance by 10 feet for each interposing closed door and by 
  20 feet for each substantial interposing wall. 
   
  In quiet conditions, the ringing can be heard faintly as far as 180 
  feet away.  The sound lasts for 1 round.  Creatures within a silence 
  spell cannot hear the ringing. 
   
  Ethereal or astral creatures do not trigger the alarm. 
   
  Alarm can be made permanent with a permanency spell. 
   
  Arcane Focus: A tiny bell and a piece of very fine silver wire 
   
  11: Spell Descriptions 
  
  Align Weapon 
  Transmutation [see text] 
  Level: Clr 2  
  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 minutes/level  
  Saving Throw: Will negates (harmless, object)  
  Spell Resistance: Yes (harmless, object) 
  Align weapon makes a weapon good, evil, lawful, or chaotic, as you 
  choose.  A weapon that is aligned can bypass the damage reduction of 
  certain creatures.  This spell has no effect on a weapon that already has 
  an alignment. 
   
  You can’t cast this spell on a natural weapon, such as an unarmed 
  strike. 
   
  When you make a weapon good, evil, lawful, or chaotic, align 
  weapon is a good, evil, lawful, or chaotic spell, respectively. 
   
  Alter Self 
  Transmutation 
  Level: Brd 2, Sor/Wiz 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 10 minutes/level (D) 
  The character can alter the character's appearance and form-including 
  clothing and equipment-to appear taller or shorter, thin, fat, or in 
  between.  The assumed form must be corporeal.  The character's body 
  can undergo a limited physical transmutation, including adding or 
  subtracting one or two limbs, and the character's weight can be 
  changed up to one-half.  If the form selected has wings, the character 
  can fly at a speed of 30 feet with poor maneuverability.  If the form has 
  gills, the character can breathe underwater. 
   
  The character's attack rolls, natural armor bonus, and saves do not 
  change.  The spell does not confer special abilities, attack forms, 
  defenses, ability scores, or mannerisms of the chosen form.  Once the 
  new form is chosen, it remains for the duration of the spell.  If the 
  character is slain, the character automatically returns to the character's 
  normal form. 
   
  If the character uses this spell to create a disguise, the character 
  gets a +10 bonus on the character's Disguise check. 
   
  Analyze Dweomer 
  Divination 
  Level: Brd 6, Sor/Wiz 6  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: One object or creature per caster level  
  Duration: 1 round/level (D)  
  Saving Throw: None or Will negates; see text  
  Spell Resistance: No 
  You discern all spells and magical properties present in a number of 
  creatures or objects.  Each round, you may examine a single creature or 
  object that you can see as a free action.  In the case of a magic item, 
  you learn its functions, how to activate its functions (if appropriate), 
  and how many charges are left (if it uses charges).  In the case of an 
  object or creature with active spells cast upon it, you learn each spell, 
  its effect, and its caster level. 
   
  An attended object may attempt a Will save to resist this effect if 
  its holder so desires.  If the save succeeds, you learn nothing about the 
  object except what you can discern by looking at it.  An object that 
  makes its save cannot be affected by any other analyze dweomer spells 
  for 24 hours. 
   
  Analyze dweomer does not function when used on an artifact. 
   
  Focus: A tiny lens of ruby or sapphire set in a small golden loop.  
  The gemstone must be worth at least 1,500 gp. 
   
  Animal Growth 
  Transmutation 
  Level: Drd 5, Rgr 4, Sor/Wiz 5  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Targets: Up to one animal (Gargantuan or smaller) per two levels, no 
  two of which can be more than 30 ft. apart  
  Duration: 1 minutes/level  
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes 
  A number of animals grow to twice their normal size and eight times 
  their normal weight.  This alteration changes each animal’s size 
  category to the next largest, grants it a +8 size bonus to Strength and a 
  +4 size bonus to Constitution (and thus an extra 2 hit points per HD), 
  and imposes a –2 size penalty to Dexterity.  The creature’s existing 
  natural armor bonus increases by 2.  The size change also affects the 
  animal’s modifier to AC and attack rolls and its base damage.  The 
  animal’s space and reach change as appropriate to the new size, but its 
  speed does not change. 
   
  The spell also grants each subject damage reduction 10/magic and 
  a +4 resistance bonus on saving throws.  If insufficient room is 
  available for the desired growth, the creature attains the maximum 
  possible size and may make a Strength check (using its increased 
  Strength) to burst any enclosures in the process.  If it fails, it is 
  constrained without harm by the materials enclosing it - the spell 
  cannot be used to crush a creature by increasing its size. 
   
  All equipment worn or carried by an animal is similarly enlarged 
  by the spell, though this change has no effect on the magical properties 
  of any such equipment. 
   
  Any enlarged item that leaves the enlarged creature’s possession 
  instantly returns to its normal size. 
   
  The spell gives no means of command or influence over the 
  enlarged animals. 
   
  Multiple magical effects that increase size do not stack. 
   
  Animal Messenger 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 2, Drd 2, Rgr 1  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One Tiny animal  
  Duration: One day/level  
  Saving Throw: None; see text  
  Spell Resistance: Yes 
   
  You compel a Tiny animal to go to a spot you designate.  The 
  most common use for this spell is to get an animal to carry a message 
  to your allies.  The animal cannot be one tamed or trained by someone 
  else, including such creatures as familiars and animal companions. 
   
  Using some type of food desirable to the animal as a lure, you call 
  the animal to you.  It advances and awaits your bidding.  You can 
  mentally impress on the animal a certain place well known to you or an 
  obvious landmark.  The directions must be simple, because the animal 
  depends on your knowledge and can’t find a destination on its own.  
  You can attach some small item or note to the messenger.  The animal 
  then goes to the designated location and waits there until the duration 
  of the spell expires, whereupon it resumes its normal activities. 
   
  During this period of waiting, the messenger allows others to 
  approach it and remove any scroll or token it carries.  The intended 
  recipient gains no special ability to communicate with the animal or 
  read any attached message (if it’s written in a language he or she 
  doesn’t know, for example). 
   
  Material Component: A morsel of food the animal likes. 
   
  11: Spell Descriptions 
  
  Animal Shapes 
  Transmutation 
  Level: Animal 7, Drd 8  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: Up to one willing creature per level, all within 30 ft. of each 
  other  
  Duration: 1 hour/level (D)  
  Saving Throw: None; see text  
  Spell Resistance: Yes (harmless) 
  As polymorph, except you polymorph up to one willing creature per 
  caster level into an animal of your choice; the spell has no effect on 
  unwilling creatures.  All creatures must take the same kind of animal 
  form.  Recipients remain in the animal form until the spell expires or 
  until you dismiss it for all recipients.  In addition, an individual subject 
  may choose to resume its normal form as a full-round action; doing so 
  ends the spell for that subject alone.  The maximum HD of an assumed 
  form is equal to the subject’s HD or your caster level, whichever is 
  lower, to a maximum of 20 HD at 20th level. 
   
  Animal Trance 
  Enchantment (Compulsion) [Mind-Affecting, Sonic] 
  Level: Brd 2, Drd 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: Animals or magical beasts with Intelligence 1 or 2  
  Duration: Concentration  
  Saving Throw: Will negates; see text  
  Spell Resistance: Yes 
  Your swaying motions and music (or singing, or chanting) compel 
  animals and magical beasts to do nothing but watch you.  Only a 
  creature with an Intelligence score of 1 or 2 can be fascinated by this 
  spell.  Roll 2d6 to determine the total number of HD worth of creatures 
  that you fascinate.  The closest targets are selected first until no more 
  targets within range can be affected. 
   
  A magical beast, a dire animal, or an animal trained to attack or 
  guard is allowed a saving throw; an animal not trained to attack or 
  guard is not. 
   
  Animate Dead 
  Necromancy [Evil] 
  Level: Clr 3, Sor/Wiz 4, Undead 3 
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: One or more corpses touched  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
  This spell turns the bones or bodies of dead creatures into undead 
  skeletons or zombies that follow your spoken commands. 
   
  The undead can follow you, or they can remain in an area and 
  attack any creature (or just a specific kind of creature) entering the 
  place.  They remain animated until they are destroyed.  (A destroyed 
  skeleton or zombie can’t be animated again.) 
   
  Regardless of the type of undead you create with this spell, you 
  can’t create more HD of undead than twice your caster level with a 
  single casting of animate dead.  (The desecrate spell doubles this 
  limit) 
   
  The undead you create remain under your control indefinitely.  
  No matter how many times you use this spell, however, you can 
  control only 4 HD worth of undead creatures per caster level.  If you 
  exceed this number, all the newly created creatures fall under your 
  control, and any excess undead from previous castings become 
  uncontrolled.  (You choose which creatures are released.) If you are a 
  cleric, any undead you might command by virtue of your power to 
  command or rebuke undead do not count toward the limit. 
   
  Skeletons: A skeleton can be created only from a mostly intact 
  corpse or skeleton.  The corpse must have bones.  If a skeleton is made 
  from a corpse, the flesh falls off the bones. 
   
  Zombies: A zombie can be created only from a mostly intact 
  corpse.  The corpse must be that of a creature with a true anatomy. 
   
  Material Component: You must place a black onyx gem worth 
  at least 25 gp per Hit Die of the undead into the mouth or eye socket of 
  each corpse you intend to animate.  The magic of the spell turns these 
  gems into worthless, burned-out shells. 
   
  Animate Objects 
  Transmutation 
  Level: Brd 6, Chaos 6, Clr 6  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Targets: One Small object per caster level; see text  
  Duration: 1 round/level  
  Saving Throw: None  
  Spell Resistance: No 
  You imbue inanimate objects with mobility and a semblance of life.  
  Each such animated object then immediately attacks whomever or 
  whatever you initially designate. 
   
  An animated object can be of any nonmagical material.  You may 
  animate one Small or smaller object or an equivalent number of larger 
  objects per caster level.  A Medium object counts as two Small or 
  smaller objects, a Large object as four, a Huge object as eight, a 
  Gargantuan object as sixteen, and a Colossal object as thirty-two.  You 
  can change the designated target or targets as a move action, as if 
  directing an active spell. 
   
  This spell cannot animate objects carried or worn by a creature. 
   
  Animate objects can be made permanent with a permanency spell. 
   
  Animate Plants 
  Transmutation 
  Level: Drd 7, Plant 7  
  Components: V  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: One Large plant per three caster levels or all plants within 
  range; see text  
  Duration: 1 round/level or 1 hour/level; see text  
  Saving Throw: None  
  Spell Resistance: No 
  You imbue inanimate plants with mobility and a semblance of life.  
  Each animated plant then immediately attacks whomever or whatever 
  you initially designate as though it were an animated object of the 
  appropriate size category.  You may animate one Large or smaller 
  plant, or an equivalent number of larger plants, per three caster levels.  
  A Huge plant counts as two Large or smaller plants, a Gargantuan 
  plant as four, and a Colossal plant as eight.  You can change the 
  designated target or targets as a move action, as if directing an active 
  spell. 
   
  Use the statistics for animated objects, except that plants smaller 
  than Large usually don’t have hardness. 
   
  Animate plants cannot affect plant creatures, nor does it affect 
  nonliving vegetable material. 
   
  Entangle: Alternatively, you may imbue all plants within range 
  with a degree of mobility, which allows them to entwine around 
  creatures in the area.  This usage of the spell duplicates the effect of an 
  entangle spell.  Spell resistance does not keep creatures from being 
  entangled.  This effect lasts 1 hour per caster level. 
   
  11: Spell Descriptions 
  
  Animate Rope 
  Transmutation 
  Level: Brd 1, Sor/Wiz 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Target: One ropelike object, length up to 50 ft. + 5 ft./level; see text  
  Duration: 1 round/level  
  Saving Throw: None  
  Spell Resistance: No 
  You can animate a nonliving ropelike object.  The maximum length 
  assumes a rope with a 1-inch diameter. 
   
  Reduce the maximum length by 50% for every additional inch of 
  thickness, and increase it by 50% for each reduction of the rope’s 
  diameter by half. 
   
  The possible commands are “coil” (form a neat, coiled stack), 
  “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the 
  opposites of all of the above (“uncoil,” and so forth).  You can give 
  one command each round as a move action, as if directing an active 
  spell. 
   
  The rope can enwrap only a creature or an object within 1 foot of 
  it - it does not snake outward - so it must be thrown near the intended 
  target.  Doing so requires a successful ranged touch attack roll (range 
  increment 10 feet).  A typical 1- inch-diameter hempen rope has 2 hit 
  points, AC 10, and requires a DC 23 Strength check to burst it.  The 
  rope does not deal damage, but it can be used as a trip line or to cause 
  a single opponent that fails a Reflex saving throw to become 
  entangled.  A creature capable of spellcasting that is bound by this 
  spell must make a DC 15 Concentration check to cast a spell.  An 
  entangled creature can slip free with a DC 20 Escape Artist check. 
   
  The rope itself and any knots tied in it are not magical. 
   
  This spell grants a +2 bonus on any Use Rope checks you make 
  when using the transmuted rope. 
   
  The spell cannot animate objects carried or worn by a creature. 
   
  Antilife Shell 
  Abjuration 
  Level: Animal 6, Clr 6, Drd 6  
  Components: V, S, DF  
  Casting Time: 1 round  
  Range: 10 ft.  
  Area: 10-ft.-radius emanation, centered on you  
  Duration: 10 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: Yes 
  You bring into being a mobile, hemispherical energy field that 
  prevents the entrance of most types of living creatures. 
   
  The effect hedges out animals, aberrations, dragons, fey, giants, 
  humanoids, magical beasts, monstrous humanoids, oozes, plants, and 
  vermin, but not constructs, elementals, outsiders, or undead. 
   
  This spell may be used only defensively, not aggressively.  
  Forcing an abjuration barrier against creatures that the spell keeps at 
  bay collapses the barrier. 
   
  Antimagic Field 
  Abjuration 
  Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: 10 ft.  
  Area: 10-ft.-radius emanation, centered on you  
  Duration: 10 minutes/level (D)  
  Saving Throw: None 
  Spell Resistance: See text 
  An invisible barrier surrounds you and moves with you.  The space 
  within this barrier is impervious to most magical effects, including 
  spells, spell-like abilities, and supernatural abilities.  Likewise, it 
  prevents the functioning of any magic items or spells within its 
  confines. 
   
  An antimagic field suppresses any spell or magical effect used 
  within, brought into, or cast into the area, but does not dispel it.  Time 
  spent within an antimagic field counts against the suppressed spell’s 
  duration. 
   
  Summoned creatures of any type and incorporeal undead wink out 
  if they enter an antimagic field.  They reappear in the same spot once 
  the field goes away.  Time spent winked out counts normally against 
  the duration of the conjuration that is maintaining the creature.  If you 
  cast antimagic field in an area occupied by a summoned creature that 
  has spell resistance, you must make a caster level check (1d20 + caster 
  level) against the creature’s spell resistance to make it wink out.  (The 
  effects of instantaneous conjurations are not affected by an antimagic 
  field because the conjuration itself is no longer in effect, only its 
  result.) 
   
  A normal creature can enter the area, as can normal missiles.  
  Furthermore, while a magic sword does not function magically within 
  the area, it is still a sword (and a masterwork sword at that).  The spell 
  has no effect on golems and other constructs that are imbued with 
  magic during their creation process and are thereafter self-supporting 
  (unless they have been summoned, in which case they are treated like 
  any other summoned creatures).  Elementals, corporeal undead, and 
  outsiders are likewise unaffected unless summoned.  These creatures’ 
  spell-like or supernatural abilities, however, may be temporarily 
  nullified by the field.  Dispel magic does not remove the field. 
   
  Two or more antimagic fields sharing any of the same space have 
  no effect on each other.  Certain spells, such as wall of force, prismatic 
  sphere, and prismatic wall, remain unaffected by antimagic field (see 
  the individual spell descriptions).  Artifacts and deities are unaffected 
  by mortal magic such as this. 
   
  Should a creature be larger than the area enclosed by the barrier, 
  any part of it that lies outside the barrier is unaffected by the field. 
   
  Arcane Material Component: A pinch of powdered iron or iron 
  filings. 
   
  Antipathy 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Drd 9, Sor/Wiz 8  
  Components: V, S, M/DF  
  Casting Time: 1 hour  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One location (up to a 10-ft. cube/level) or one object  
  Duration: 2 hours/level (D)  
  Saving Throw: Will partial  
  Spell Resistance: Yes 
  You cause an object or location to emanate magical vibrations that 
  repel either a specific kind of intelligent creature or creatures of a 
  particular alignment, as defined by you.  The kind of creature to be 
  affected must be named specifically.  A creature subtype is not specific 
  enough.  Likewise, the specific alignment to be repelled must be 
  named. 
   
  Creatures of the designated kind or alignment feel an 
  overpowering urge to leave the area or to avoid the affected item. 
   
  A compulsion forces them to abandon the area or item, shunning 
  it and never willingly returning to it while the spell is in effect.  A 
  creature that makes a successful saving throw can stay in the area or 
  touch the item but feels uncomfortable doing so.  This distracting 
  discomfort reduces the creature’s Dexterity score by 4 points. 
   
  Antipathy counters and dispels sympathy. 
   
  Arcane Material Component: A lump of alum soaked in 
  vinegar. 
   
  11: Spell Descriptions 
  
  Antiplant Shell 
  Abjuration 
  Level: Drd 4  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: 10 ft.  
  Area: 10-ft.-radius emanation, centered on you  
  Duration: 10 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: Yes 
  The antiplant shell spell creates an invisible, mobile barrier that keeps 
  all creatures within the shell protected from attacks by plant creatures 
  or animated plants.  As with many abjuration spells, forcing the barrier 
  against creatures that the spell keeps at bay strains and collapses the 
  field. 
   
  Arcane Eye 
  Divination (Scrying) 
  Level: Sor/Wiz 4  
  Components: V, S, M  
  Casting Time: 10 minutes  
  Range: Unlimited  
  Effect: Magical sensor  
  Duration: 1 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  You create an invisible magical sensor that sends you visual 
  information.  You can create the arcane eye at any point you can see, 
  but it can then travel outside your line of sight without hindrance.  An 
  arcane eye travels at 30 feet per round (300 feet per minute) if viewing 
  an area ahead as a human would (primarily looking at the floor) or 10 
  feet per round (100 feet per minute) if examining the ceiling and walls 
  as well as the floor ahead.  It sees exactly as you would see if you were 
  there. 
   
  The eye can travel in any direction as long as the spell lasts.  Solid 
  barriers block its passage, but it can pass through a hole or space as 
  small as 1 inch in diameter.  The eye can’t enter another plane of 
  existence, even through a gate or similar magical portal. 
   
  You must concentrate to use an arcane eye.  If you do not 
  concentrate, the eye is inert until you again concentrate. 
   
  Material Component: A bit of bat fur. 
   
  Arcane Lock 
  Abjuration 
  Level: Sor/Wiz 2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: The door, chest, or portal touched, up to 30 sq. ft./level in size  
  Duration: Permanent  
  Saving Throw: None  
  Spell Resistance: No 
  An arcane lock spell cast upon a door, chest, or portal magically locks 
  it.  You can freely pass your own arcane lock without affecting it; 
  otherwise, a door or object secured with this spell can be opened only 
  by breaking in or with a successful dispel magic or knock spell.  Add 
  10 to the normal DC to break open a door or portal affected by this 
  spell.  (A knock spell does not remove an arcane lock; it only 
  suppresses the effect for 10 minutes.) 
   
  Material Component: Gold dust worth 25 gp. 
   
  Arcane Mark 
  Universal 
  Level: Sor/Wiz 0  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 0 ft.  
  Effect: One personal rune or mark, all of which must fit within 1 sq. ft.  
  Duration: Permanent  
  Saving Throw: None  
  Spell Resistance: No 
  This spell allows you to inscribe your personal rune or mark, which 
  can consist of no more than six characters.  The writing can be visible 
  or invisible.  An arcane mark spell enables you to etch the rune upon 
  any substance without harm to the material upon which it is placed.  If 
  an invisible mark is made, a detect magic spell causes it to glow and be 
  visible, though not necessarily understandable. 
   
  See invisibility, true seeing, a gem of seeing, or a robe of eyes 
  likewise allows the user to see an invisible arcane mark.  A read 
  magic spell reveals the words, if any.  The mark cannot be dispelled, 
  but it can be removed by the caster or by an erase spell. 
   
  If an arcane mark is placed on a living being, normal wear 
  gradually causes the effect to fade in about a month. 
   
  Arcane mark must be cast on an object prior to casting instant 
  summons on the same object (see that spell description for details). 
   
  Arcane Sight 
  Divination 
  Level: Sor/Wiz 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 minutes/level (D) 
  This spell makes your eyes glow blue and allows you to see magical 
  auras within 120 feet of you.  The effect is similar to that of a detect 
  magic spell, but arcane sight does not require concentration and 
  discerns aura location and power more quickly. 
   
  You know the location and power of all magical auras within your 
  sight.  An aura’s power depends on a spell’s functioning level or an 
  item’s caster level, as noted in the description of the detect magic spell.  
  If the items or creatures bearing the auras are in line of sight, you can 
  make Spellcraft skill checks to determine the school of magic involved 
  in each.  (Make one check per aura; DC 15 + spell level, or 15 + one-
  half caster level for a nonspell effect.) 
   
  If you concentrate on a specific creature within 120 feet of you as 
  a standard action, you can determine whether it has any spellcasting or 
  spell-like abilities, whether these are arcane or divine (spell-like 
  abilities register as arcane), and the strength of the most powerful spell 
  or spell-like ability the creature currently has available for use. 
   
  Arcane sight can be made permanent with a permanency spell. 
   
  Arcane Sight, Greater 
  Divination 
  Level: Sor/Wiz 7 
  This spell functions like arcane sight, except that you automatically 
  know which spells or magical effects are active upon any individual or 
  object you see. 
   
  Greater arcane sight doesn’t let you identify magic items. 
   
  Unlike arcane sight, this spell cannot be made permanent with a 
  permanency spell. 
   
  11: Spell Descriptions 
  
  Astral Projection 
  Necromancy 
  Level: Clr 9, Sor/Wiz 9, Travel 9  
  Components: V, S, M  
  Casting Time: 30 minutes  
  Range: Touch  
  Targets: You plus one additional willing creature touched per two 
  caster levels  
  Duration: See text 
  Saving Throw: None  
  Spell Resistance: Yes 
  By freeing your spirit from your physical body, this spell allows you to 
  project an astral body onto another plane altogether. 
   
  You can bring the astral forms of other willing creatures with you, 
  provided that these subjects are linked in a circle with you at the time 
  of the casting.  These fellow travelers are dependent upon you and 
  must accompany you at all times.  If something happens to you during 
  the journey, your companions are stranded wherever you left them. 
   
  You project your astral self onto the Astral Plane, leaving your 
  physical body behind on the Material Plane in a state of suspended 
  animation.  The spell projects an astral copy of you and all you wear or 
  carry onto the Astral Plane.  Since the Astral Plane touches upon other 
  planes, you can travel astrally to any of these other planes as you will.  
  To enter one, you leave the Astral Plane, forming a new physical body 
  (and equipment) on the plane of existence you have chosen to enter. 
   
  While you are on the Astral Plane, your astral body is connected 
  at all times to your physical body by a silvery cord.  If the cord is 
  broken, you are killed, astrally and physically.  Luckily, very few 
  things can destroy a silver cord.  When a second body is formed on a 
  different plane, the incorporeal silvery cord remains invisibly attached 
  to the new body.  If the second body or the astral form is slain, the cord 
  simply returns to your body where it rests on the Material Plane, 
  thereby reviving it from its state of suspended animation.  Although 
  astral projections are able to function on the Astral Plane, their actions 
  affect only creatures existing on the Astral Plane; a physical body must 
  be materialized on other planes. 
   
  You and your companions may travel through the Astral Plane 
  indefinitely.  Your bodies simply wait behind in a state of suspended 
  animation until you choose to return your spirits to them.  The spell 
  lasts until you desire to end it, or until it is terminated by some outside 
  means, such as dispel magic cast upon either the physical body or the 
  astral form, the breaking of the silver cord, or the destruction of your 
  body back on the Material Plane (which kills you). 
   
  Material Component: A jacinth worth at least 1,000 gp, plus a 
  silver bar worth 5 gp for each person to be affected. 
   
  Atonement 
  Abjuration 
  Level: Clr 5, Drd 5  
  Components: V, S, M, F, DF, XP  
  Casting Time: 1 hour  
  Range: Touch  
  Target: Living creature touched  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: Yes 
  This spell removes the burden of evil acts or misdeeds from the 
  subject.  The creature seeking atonement must be truly repentant and 
  desirous of setting right its misdeeds.  If the atoning creature 
  committed the evil act unwittingly or under some form of compulsion, 
  atonement operates normally at no cost to you.  However, in the case 
  of a creature atoning for deliberate misdeeds and acts of a knowing and 
  willful nature, you must intercede with your deity (requiring you to 
  expend 500 XP) in order to expunge the subject’s burden.  Many 
  casters first assign a subject of this sort a quest (see geas/quest) or 
  similar penance to determine whether the creature is truly contrite 
  before casting the atonement spell on its behalf. 
   
  Atonement may be cast for one of several purposes, depending on 
  the version selected. 
   
  Reverse Magical Alignment Change: If a creature has had its 
  alignment magically changed, atonement returns its alignment to its 
  original status at no cost in experience points. 
   
  Restore Class: A paladin who has lost her class features due to 
  committing an evil act may have her paladinhood restored to her by 
  this spell. 
   
  Restore Cleric or Druid Spell Powers: A cleric or druid who 
  has lost the ability to cast spells by incurring the anger of his or her 
  deity may regain that ability by seeking atonement from another cleric 
  of the same deity or another druid.  If the transgression was intentional, 
  the casting cleric loses 500 XP for his intercession.  If the transgression 
  was unintentional, he does not lose XP. 
   
  Redemption or Temptation: You may cast this spell upon a 
  creature of an opposing alignment in order to offer it a chance to 
  change its alignment to match yours.  The prospective subject must be 
  present for the entire casting process.  Upon completion of the spell, 
  the subject freely chooses whether it retains its original alignment or 
  acquiesces to your offer and changes to your alignment.  No duress, 
  compulsion, or magical influence can force the subject to take 
  advantage of the opportunity offered if it is unwilling to abandon its 
  old alignment.  This use of the spell does not work on outsiders or any 
  creature incapable of changing its alignment naturally. 
   
  Though the spell description refers to evil acts, atonement can 
  also be used on any creature that has performed acts against its 
  alignment, whether those acts are evil, good, chaotic, or lawful. 
   
  Note: Normally, changing alignment is up to the player.  This use 
  of atonement simply offers a believable way for a character to change 
  his or her alignment drastically, suddenly, and definitively. 
   
  Material Component: Burning incense. 
   
  Focus: In addition to your holy symbol or normal divine focus, 
  you need a set of prayer beads (or other prayer device, such as a prayer 
  wheel or prayer book) worth at least 500 gp. 
   
  XP Cost: When cast for the benefit of a creature whose guilt was 
  the result of deliberate acts, the cost to you is 500 XP per casting (see 
  above). 
   
  Augury 
  Divination 
  Level: Clr 2  
  Components: V, S, M, F  
  Casting Time: 1 minute  
  Range: Personal  
  Target: You  
  Duration: Instantaneous 
  An augury can tell you whether a particular action will bring good or 
  bad results for you in the immediate future. 
   
  The base chance for receiving a meaningful reply is 70% + 1% 
  per caster level, to a maximum of 90%; this roll is made secretly.  A 
  question may be so straightforward that a successful result is 
  automatic, or so vague as to have no chance of success.  If the augury 
  succeeds, you get one of four results: 
  * Weal (if the action will probably bring good results). 
  * Woe (for bad results). 
  * Weal and woe (for both). 
  * Nothing (for actions that don’t have especially good or bad results). 
   
  If the spell fails, you get the “nothing” result.  A cleric who gets 
  the “nothing” result has no way to tell whether it was the consequence 
  of a failed or successful augury. 
   
  The augury can see into the future only about half an hour, so 
  anything that might happen after that does not affect the result.  Thus, 
  the result might not take into account the long-term consequences of a 
  contemplated action.  All auguries cast by the same person about the 
  same topic use the same dice result as the first casting. 
   
  Material Component: Incense worth at least 25 gp. 
   
  Focus: A set of marked sticks, bones, or similar tokens of at least 
  25 gp value. 
   
  11: Spell Descriptions 
  
  Awaken 
  Transmutation 
  Level: Drd 5  
  Components: V, S, DF, XP  
  Casting Time: 24 hours  
  Range: Touch  
  Target: Animal or tree touched  
  Duration: Instantaneous  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  You awaken a tree or animal to humanlike sentience.  To succeed, you 
  must make a Will save (DC 10 + the animal’s current HD, or the HD 
  the tree will have once awakened). 
   
  The awakened animal or tree is friendly toward you.  You have no 
  special empathy or connection with a creature you awaken, although it 
  serves you in specific tasks or endeavors if you communicate your 
  desires to it. 
   
  An awakened tree has characteristics as if it were an animated 
  object, except that it gains the plant type and its Intelligence, Wisdom, 
  and Charisma scores are each 3d6.  An awakened plant gains the 
  ability to move its limbs, roots, vines, creepers, and so forth, and it has 
  senses similar to a human’s. 
   
  An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and 
  +2 HD.  Its type becomes magical beast (augmented animal).  An 
  awakened animal can’t serve as an animal companion, familiar, or 
  special mount. 
   
  An awakened tree or animal can speak one language that you 
  know, plus one additional language that you know per point of 
  Intelligence bonus (if any). 
   
  XP Cost: 250 XP. 
   
  Baleful Polymorph 
  Transmutation 
  Level: Drd 5, Sor/Wiz 5  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature  
  Duration: Permanent  
  Saving Throw: Fortitude negates, Will partial; see text  
  Spell Resistance: Yes 
  As polymorph, except that you change the subject into a Small or 
  smaller animal of no more than 1 HD.  If the new form would prove 
  fatal to the creature the subject gets a +4 bonus on the save. 
   
  If the spell succeeds, the subject must also make a Will save.  If 
  this second save fails, the creature loses its extraordinary, supernatural, 
  and spell-like abilities, loses its ability to cast spells (if it had the 
  ability), and gains the alignment, special abilities, and Intelligence, 
  Wisdom, and Charisma scores of its new form in place of its own.  It 
  still retains its class and level (or HD), as well as all benefits deriving 
  therefrom (such as base attack bonus, base save bonuses, and hit 
  points).  It retains any class features (other than spellcasting) that 
  aren’t extraordinary, supernatural, or spell-like abilities. 
   
  Incorporeal or gaseous creatures are immune to being 
  polymorphed, and a creature with the shapechanger subtype can revert 
  to its natural form as a standard action. 
   
  Bane 
  Enchantment (Compulsion) [Fear, Mind-Affecting] 
  Level: Clr 1  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: 50 ft.  
  Area: All enemies within 50 ft.  
  Duration: 1 minutes/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  Bane fills your enemies with fear and doubt.  Each affected creature 
  takes a –1 penalty on attack rolls and a –1 penalty on saving throws 
  against fear effects. 
   
  Bane counters and dispels bless. 
   
  Banishment 
  Abjuration 
  Level: Clr 6, Sor/Wiz 7  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: One or more extraplanar creatures, no two of which can be 
  more than 30 ft. apart  
  Duration: Instantaneous  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  A banishment spell is a more powerful version of the dismissal spell.  
  It enables you to force extraplanar creatures out of your home plane.  
  As many as 2 Hit Dice of creatures per caster level can be banished. 
   
  You can improve the spell’s chance of success by presenting at 
  least one object or substance that the target hates, fears, or otherwise 
  opposes.  For each such object or substance, you gain a +1 bonus on 
  your caster level check to overcome the target’s spell resistance (if 
  any), the saving throw DC increases by 2. 
   
  Certain rare items might work twice as well as a normal item for 
  the purpose of the bonuses (each providing a +2 bonus on the caster 
  level check against spell resistance and increasing the save DC by 4). 
   
  Arcane Focus: Any item that is distasteful to the subject 
  (optional, see above). 
   
  Barkskin 
  Transmutation 
  Level: Drd 2, Rgr 2, Plant 2  
  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) 
  Barkskin toughens a creature’s skin.  The effect grants a +2 
  enhancement bonus to the creature’s existing natural armor bonus.  
  This enhancement bonus increases by 1 for every three caster levels 
  above 3rd, to a maximum of +5 at caster level 12th. 
   
  The enhancement bonus provided by barkskin 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 bonus of +0. 
   
  Bear’s Endurance 
  Transmutation 
  Level: Clr 2, Drd 2, Rgr 2, Sor/Wiz 2  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 10 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes 
  The affected creature gains greater vitality and stamina.  The spell 
  grants the subject a +4 enhancement bonus to Constitution, which adds 
  the usual benefits to hit points, Fortitude saves, Constitution checks, 
  and so forth. 
   
  Hit points gained by a temporary increase in Constitution score 
  are not temporary hit points.  They go away when the subject’s 
  Constitution drops back to normal.  They are not lost first as temporary 
  hit points are. 
   
  11: Spell Descriptions 
  
  Bear’s Endurance, Mass 
  Transmutation 
  Level: Clr 6, Drd 6, Sor/Wiz 6  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: One creature/level, no two of which can be more than 30 ft. 
  apart 
  Mass bear’s endurance works like bear’s endurance, except that it 
  affects multiple creatures. 
   
  Bestow Curse 
  Necromancy 
  Level: Clr 3, Sor/Wiz 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: Permanent  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  You place a curse on the subject.  Choose one of the following three 
  effects. 
  * –6 decrease to an ability score (minimum 1). 
  * –4 penalty on attack rolls, saves, ability checks, and skill checks. 
  * Each turn, the target has a 50% chance to act normally; otherwise, it 
  takes no action. 
   
  You may also invent your own curse, but it should be no more 
  powerful than those described above. 
   
  The curse bestowed by this spell cannot be dispelled, but it can be 
  removed with a break enchantment, limited wish, miracle, remove 
  curse, or wish spell. 
   
  Bestow curse counters remove curse. 
   
  Binding 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Wiz 8  
  Components: V, S, M  
  Casting Time: One minute  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One living creature  
  Duration: See text (D)  
  Saving Throw: Will negates; see text  
  Spell Resistance: Yes 
  A binding spell creates a magical restraint to hold a creature.  The 
  target gets an initial saving throw only if its Hit Dice equal at least 
  one-half your caster level. 
   
  You may have as many as six assistants help you with the spell.  
  For each assistant who casts suggestion, your caster level for this 
  casting of binding increases by 1.  For each assistant who casts 
  dominate animal, dominate person, or dominate monster, your caster 
  level for this casting of binding increases by a number equal to one-
  third of that assistant’s level, provided that the spell’s target is 
  appropriate for a binding spell.  Since the assistants’ spells are cast 
  simply to improve your caster level for the purpose of the binding 
  spell, saving throws and spell resistance against the assistants’ spells 
  are irrelevant.  Your caster level determines whether the target gets an 
  initial Will saving throw and how long the binding lasts.  All binding 
  spells are dismissible. 
   
  Regardless of the version of binding you cast, you can specify 
  triggering conditions that end the spell and release the creature 
  whenever they occur.  These triggers can be as simple or elaborate as 
  you desire, but the condition must be reasonable and have a likelihood 
  of coming to pass.  The conditions can be based on a creature’s name, 
  identity, or alignment but otherwise must be based on observable 
  actions or qualities.  Intangibles such as level, class, Hit Dice, or hit 
  points don’t qualify.  Once the spell is cast, its triggering conditions 
  cannot be changed.  Setting a release condition increases the save DC 
  (assuming a saving throw is allowed) by 2. 
   
  If you are casting any of the first three versions of binding (those 
  with limited durations), you may cast additional binding spells to 
  prolong the effect, since the durations overlap.  If you do so, the target 
  gets a saving throw at the end of the first spell’s duration, even if your 
  caster level was high enough to disallow an initial saving throw.  If the 
  creature succeeds on this save, all the binding spells it has received are 
  broken. 
   
  The binding spell has six versions.  Choose one of the following 
  versions when you cast the spell. 
   
  Chaining: The subject is confined by restraints that generate an 
  antipathy spell affecting all creatures who approach the subject, except 
  you.  The duration is one year per caster level.  The subject of this 
  form of binding is confined to the spot it occupied when it received the 
  spell. 
   
  Slumber: This version causes the subject to become comatose for 
  as long as one year per caster level.  The subject does not need to eat or 
  drink while slumbering, nor does it age.  This form of binding is more 
  difficult to cast than chaining, making it slightly easier to resist.  
  Reduce the spell’s save DC by 1. 
   
  Bound Slumber: This combination of chaining and slumber lasts 
  for as long as one month per caster level.  Reduce the save DC by 2. 
   
  Hedged Prison: The subject is transported to or otherwise 
  brought within a confined area from which it cannot wander by any 
  means.  The effect is permanent.  Reduce the save DC by 3. 
   
  Metamorphosis: The subject assumes gaseous form, except for 
  its head or face.  It is held harmless in a jar or other container, which 
  may be transparent if you so choose.  The creature remains aware of its 
  surroundings and can speak, but it cannot leave the container, attack, 
  or use any of its powers or abilities.  The binding is permanent.  The 
  subject does not need to breathe, eat, or drink while metamorphosed, 
  nor does it age.  Reduce the save DC by 4. 
   
  Minimus Containment: The subject is shrunk to a height of 1 
  inch or even less and held within some gem, jar, or similar object.  The 
  binding is permanent.  The subject does not need to breathe, eat, or 
  drink while contained, nor does it age.  Reduce the save DC by 4. 
   
  You can’t dispel a binding spell with dispel magic or a similar 
  effect, though an antimagic field or Mage’s disjunction affects it 
  normally.  A bound extraplanar creature cannot be sent back to its 
  home plane due to dismissal, banishment, or a similar effect. 
   
  Components: The components for a binding spell vary according 
  to the version of the spell, but they always include a continuous 
  chanting utterance read from the scroll or spellbook page containing 
  the spell, somatic gestures, and materials appropriate to the form of 
  binding used.  These components can include such items as miniature 
  chains of special metals, soporific herbs of the rarest sort (for slumber 
  bindings), a bell jar of the finest crystal, and the like. 
   
  In addition to the specially made props suited to the specific type 
  of binding (cost 500 gp), the spell requires opals worth at least 500 gp 
  for each HD of the target and a vellum depiction or carved statuette of 
  the subject to be captured. 
   
  Black Tentacles 
  Conjuration (Creation) 
  Level: Darkness 4, Sor/Wiz 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 20-ft.-radius spread 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  This spell conjures a field of rubbery black tentacles, each 10 feet 
  long.  These waving members seem to spring forth from the earth, 
  floor, or whatever surface is underfoot - including water.  They grasp 
  and entwine around creatures that enter the area, holding them fast and 
  crushing them with great strength. 
   
  Every creature within the area of the spell must make a grapple 
  check, opposed by the grapple check of the tentacles.  Treat the 
  tentacles attacking a particular target as a Large creature with a base 
  attack bonus equal to your caster level and a Strength score of 19.  
  11: Spell Descriptions 
  
  Thus, its grapple check modifier is equal to your caster level +8.  The 
  tentacles are immune to all types of damage. 
   
  Once the tentacles grapple an opponent, they may make a grapple 
  check each round on your turn to deal 1d6+4 points of bludgeoning 
  damage.  The tentacles continue to crush the opponent until the spell 
  ends or the opponent escapes. 
   
  Any creature that enters the area of the spell is immediately 
  attacked by the tentacles.  Even creatures who aren’t grappling with the 
  tentacles may move through the area at only half normal speed. 
   
  Material Component: A piece of tentacle from a giant octopus 
  or a giant squid. 
   
  Blade Barrier 
  Evocation [Force] 
  Level: Clr 6, Good 6, War 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Wall of whirling blades up to 20 ft. long/level, or a ringed wall 
  of whirling blades with a radius of up to 5 ft. per two levels; either 
  form 20 ft. high 
  Duration: 1 minutes/level (D) 
  Saving Throw: Reflex half or Reflex negates; see text 
  Spell Resistance: Yes 
  An immobile, vertical curtain of whirling blades shaped of pure force 
  springs into existence.  Any creature passing through the wall takes 
  1d6 points of damage per caster level (maximum 15d6), with a Reflex 
  save for half damage. 
   
  If you evoke the barrier so that it appears where creatures are, 
  each creature takes damage as if passing through the wall.  Each such 
  creature can avoid the wall (ending up on the side of its choice) and 
  thus take no damage by making a successful Reflex save. 
   
  A blade barrier provides cover (+4 bonus to AC, +2 bonus on 
  Reflex saves) against attacks made through it. 
   
  Blasphemy 
  Evocation [Evil, Sonic] 
  Level: Clr 7, Evil 7 
  Components: V 
  Casting Time: 1 standard action 
  Range: 40 ft. 
  Area: Nonevil creatures in a 40-ft.-radius spread centered on you 
  Duration: Instantaneous 
  Saving Throw: None or Will negates; see text 
  Spell Resistance: Yes 
  Any nonevil creature within the area of a blasphemy spell suffers the 
  following ill effects. 
  HD  
  Effect 
   
  Equal to caster level  
  Dazed 
  Up to caster level –1  
  Weakened, dazed 
   
  Up to caster level –5  
  Paralyzed, weakened, dazed 
  Up to caster level –10  Killed, paralyzed, weakened, dazed  
   
  The effects are cumulative and concurrent. 
   
  No saving throw is allowed against these effects. 
  * Dazed: The creature can take no actions for 1 round, though it 
  defends itself normally. 
  * Weakened: The creature’s Strength score decreases by 2d6 points 
  for 2d4 rounds. 
  * Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. 
  * Killed: Living creatures die.  Undead creatures are destroyed. 
   
  Furthermore, if you are on your home plane when you cast this 
  spell, nonevil extraplanar creatures within the area are instantly 
  banished back to their home planes.  Creatures so banished cannot 
  return for at least 24 hours.  This effect takes place regardless of 
  whether the creatures hear the blasphemy.  The banishment effect 
  allows a Will save (at a –4 penalty) to negate. 
   
  Creatures whose Hit Dice exceed your caster level are unaffected 
  by blasphemy. 
   
  Bless 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Clr 1, Pal 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 50 ft. 
  Area: The caster and all allies within a 50-ft. burst, centered on the 
  caster 
  Duration: 1 minutes/level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
  Bless fills your allies with courage.  Each ally gains a +1 morale bonus 
  on attack rolls and on saving throws against fear effects. 
   
  Bless counters and dispels bane. 
   
  Bless Water 
  Transmutation [Good] 
  Level: Clr 1, Pal 1 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: Touch 
  Target: Flask of water touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (object) 
  Spell Resistance: Yes (object) 
  This transmutation imbues a flask (1 pint) of water with positive 
  energy, turning it into holy water. 
   
  Material Component: 5 pounds of powdered silver (worth 25 
  gp). 
   
  Bless Weapon 
  Transmutation 
  Level: Pal 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Weapon touched  
  Duration: 1 minutes/level  
  Saving Throw: None  
  Spell Resistance: No 
  This transmutation makes a weapon strike true against evil foes.  The 
  weapon is treated as having a +1 enhancement bonus for the purpose 
  of bypassing the damage reduction of evil creatures or striking evil 
  incorporeal creatures (though the spell doesn’t grant an actual 
  enhancement bonus).  The weapon also becomes good, which means it 
  can bypass the damage reduction of certain creatures.  (This effect 
  overrides and suppresses any other alignment the weapon might have.) 
  Individual arrows or bolts can be transmuted, but affected projectile 
  weapons (such as bows) don’t confer the benefit to the projectiles they 
  shoot. 
   
  In addition, all critical hit rolls against evil foes are automatically 
  successful, so every threat is a critical hit.  This last effect does not 
  apply to any weapon that already has a magical effect related to critical 
  hits, such as a keen weapon or a vorpal sword. 
   
  Blight 
  Necromancy 
  Level: Drd 4, Sor/Wiz 5  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Duration: Instantaneous  
  Saving Throw: Fortitude half; see text  
  Spell Resistance: Yes 
  This spell withers a single plant of any size.  An affected plant creature 
  takes 1d6 points of damage per level (maximum 15d6) and may 
  attempt a Fortitude saving throw for half damage.  A plant that isn’t a 
  creature doesn’t receive a save and immediately withers and dies. 
   
  This spell has no effect on the soil or surrounding plant life. 
  11: Spell Descriptions 
  
  Blindness/Deafness 
  Necromancy 
  Level: Brd 2, Clr 3, Sor/Wiz 2  
  Components: V  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Target: One living creature  
  Duration: Permanent (D)  
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes 
  You call upon the powers of unlife to render the subject blinded or 
  deafened, as you choose. 
   
  Blink 
  Transmutation 
  Level: Brd 3, Sor/Wiz 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 round/level (D) 
  You “blink” back and forth between the Material Plane and the 
  Ethereal Plane.  You look as though you’re winking in and out of 
  reality very quickly and at random. 
   
  Blinking has several effects, as follows. 
   
  Physical attacks against you have a 50% miss chance, and the 
  Blind-Fight feat doesn’t help opponents, since you’re ethereal and not 
  merely invisible.  If the attack is capable of striking ethereal creatures, 
  the miss chance is only 20% (for concealment). 
   
  If the attacker can see invisible creatures, the miss chance is also 
  only 20%.  (For an attacker who can both see and strike ethereal 
  creatures, there is no miss chance.) Likewise, your own attacks have a 
  20% miss chance, since you sometimes go ethereal just as you are 
  about to strike. 
   
  Any individually targeted spell has a 50% chance to fail against 
  you while you’re blinking unless your attacker can target invisible, 
  ethereal creatures.  Your own spells have a 20% chance to activate just 
  as you go ethereal, in which case they typically do not affect the 
  Material Plane. 
   
  While blinking, you take only half damage from area attacks (but 
  full damage from those that extend onto the Ethereal Plane).  You 
  strike as an invisible creature (with a +2 bonus on attack rolls), 
  denying your target any Dexterity bonus to AC. 
   
  You take only half damage from falling, since you fall only while 
  you are material. 
   
  While blinking, you can step through (but not see through) solid 
  objects.  For each 5 feet of solid material you walk through, there is a 
  50% chance that you become material.  If this occurs, you are shunted 
  off to the nearest open space and take 1d6 points of damage per 5 feet 
  so traveled.  You can move at only three-quarters speed (because 
  movement on the Ethereal Plane is at half speed, and you spend about 
  half your time there and half your time material.) 
   
  Since you spend about half your time on the Ethereal Plane, you 
  can see and even attack ethereal creatures.  You interact with ethereal 
  creatures roughly the same way you interact with material ones. 
   
  An ethereal creature is invisible, incorporeal, and capable of 
  moving in any direction, even up or down.  As an incorporeal creature, 
  you can move through solid objects, including living creatures. 
   
  An ethereal creature can see and hear the Material Plane, but 
  everything looks gray and insubstantial.  Sight and hearing on the 
  Material Plane are limited to 60 feet. 
   
  Force effects and abjurations affect you normally.  Their effects 
  extend onto the Ethereal Plane from the Material Plane, but not vice 
  versa.  An ethereal creature can’t attack material creatures, and spells 
  you cast while ethereal affect only other ethereal things.  Certain 
  material creatures or objects have attacks or effects that work on the 
  Ethereal Plane.  Treat other ethereal creatures and objects as material. 
   
  Blur 
  Illusion (Glamer) 
  Level: Brd 2,Sor/Wiz 2  
  Components: V  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 1 minutes/level (D)  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  The subject’s outline appears blurred, shifting and wavering.  This 
  distortion grants the subject concealment (20% miss chance). 
   
  A see invisibility spell does not counteract the blur effect, but a 
  true seeing spell does. 
   
  Opponents that cannot see the subject ignore the spell’s effect 
  (though fighting an unseen opponent carries penalties of its own). 
   
  Break Enchantment 
  Abjuration 
  Level: Brd 4, Clr 5, Luck 5, Pal 4, Sor/Wiz 5  
  Components: V, S  
  Casting Time: 1 minute  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: Up to one creature per level, all within 30 ft. of each other  
  Duration: Instantaneous  
  Saving Throw: See text  
  Spell Resistance: No 
  This spell frees victims from enchantments, transmutations, and curses.  
  Break enchantment can reverse even an instantaneous effect.  For each 
  such effect, you make a caster level check (1d20 + caster level, 
  maximum +15) against a DC of 11 + caster level of the effect.  Success 
  means that the creature is free of the spell, curse, or effect.  For a 
  cursed magic item, the DC is 25. 
   
  If the spell is one that cannot be dispelled by dispel magic, break 
  enchantment works only if that spell is 5th level or lower. 
   
  If the effect comes from some permanent magic item break 
  enchantment does not remove the curse from the item, but it does frees 
  the victim from the item’s effects. 
   
  Bull’s Strength 
  Transmutation 
  Level: Clr 2, Drd 2, Pal 2, Sor/Wiz 2, Strength 2  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 10 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  The subject becomes stronger.  The spell grants a +4 enhancement 
  bonus to Strength, adding the usual benefits to melee attack rolls, 
  melee damage rolls, and other uses of the Strength modifier. 
   
  Arcane Material Component: A few hairs, or a pinch of dung, 
  from a bull. 
   
  Bull’s Strength, Mass 
  Transmutation 
  Level: Clr 6, Drd 6, Sor/Wiz 6  
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level, no two of which can be more than 30 ft. 
  apart 
  This spell functions like bull’s strength, except that it affects multiple 
  creatures. 
   
  11: Spell Descriptions 
  
  Burning Hands 
  Evocation [Fire] 
  Level: Fire 1, Sor/Wiz 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 15 ft.  
  Area: Cone-shaped burst  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: Yes 
  A cone of searing flame shoots from your fingertips.  Any creature in 
  the area of the flames takes 1d4 points of fire damage per caster level 
  (maximum 5d4).  Flammable materials burn if the flames touch them.  
  A character can extinguish burning items as a full-round action. 
   
  Call Lightning 
  Evocation [Electricity] 
  Level: Drd 3  
  Components: V, S  
  Casting Time: 1 round  
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One or more 30-ft.-long vertical lines of lightning  
  Duration: 1 minutes/level  
  Saving Throw: Reflex half  
  Spell Resistance: Yes 
  Immediately upon completion of the spell, and once per round 
  thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt 
  of lightning that deals 3d6 points of electricity damage.  The bolt of 
  lightning flashes down in a vertical stroke at whatever target point you 
  choose within the spell’s range (measured from your position at the 
  time).  Any creature in the target square or in the path of the bolt is 
  affected. 
   
  You need not call a bolt of lightning immediately; other actions, 
  even spellcasting, can be performed.  However, each round after the 
  first you may use a standard action (concentrating on the spell) to call a 
  bolt.  You may call a total number of bolts equal to your caster level 
  (maximum 10 bolts). 
   
  If you are outdoors and in a stormy area - a rain shower, clouds 
  and wind, hot and cloudy conditions, or even a tornado (including a 
  whirlwind formed by a djinni or an air elemental of at least Large size) 
  - each bolt deals 3d10 points of electricity damage instead of 3d6. 
   
  This spell functions indoors or underground but not underwater. 
   
  Call Lightning Storm 
  Evocation [Electricity] 
  Level: Drd 5  
  Range: Long (400 ft. + 40 ft./level) 
  This spell functions like call lightning, except that each bolt deals 5d6 
  points of electricity damage (or 5d10 if created outdoors in a stormy 
  area), and you may call a maximum of 15 bolts. 
   
  Calm Animals 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Animal 1, Drd 1, Rgr 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: Animals within 30 ft. of each other  
  Duration: 1 minutes/level  
  Saving Throw: Will negates; see text  
  Spell Resistance: Yes 
  This spell soothes and quiets animals, rendering them docile and 
  harmless.  Only ordinary animals (those with Intelligence scores of 1 
  or 2) can be affected by this spell.  All the subjects must be of the same 
  kind, and no two may be more than 30 feet apart.  The maximum 
  number of Hit Dice of animals you can affect is equal to 2d4 + caster 
  level.  A dire animal or an animal trained to attack or guard is allowed 
  a saving throw; other animals are not. 
   
  The affected creatures remain where they are and do not attack or 
  flee.  They are not helpless and defend themselves normally if 
  attacked.  Any threat breaks the spell on the threatened creatures. 
   
  Calm Emotions 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 2, Clr 2, Law 2  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: Creatures in a 20-ft.-radius spread  
  Duration: Concentration, up to 1 round/level (D)  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  This spell calms agitated creatures.  You have no control over the 
  affected creatures, but calm emotions can stop raging creatures from 
  fighting or joyous ones from reveling.  Creatures so affected cannot 
  take violent actions (although they can defend themselves) or do 
  anything destructive.  Any aggressive action against or damage dealt to 
  a calmed creature immediately breaks the spell on all calmed creatures. 
   
  This spell automatically suppresses (but does not dispel) any 
  morale bonuses granted by spells such as bless, good hope, and rage, 
  as well as negating a bard’s ability to inspire courage or a barbarian’s 
  rage ability.  It also suppresses any fear effects and removes the 
  confused condition from all targets.  While the spell lasts, a suppressed 
  spell or effect has no effect.  When the calm emotions spell ends, the 
  original spell or effect takes hold of the creature again, provided that 
  its duration has not expired in the meantime. 
   
  Cat’s Grace 
  Transmutation 
  Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 10 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes 
  The transmuted creature becomes more graceful, agile, and 
  coordinated.  The spell grants a +4 enhancement bonus to Dexterity, 
  adding the usual benefits to AC, Reflex saves, and other uses of the 
  Dexterity modifier. 
   
  Material Component: A pinch of cat fur. 
   
  Cat’s Grace, Mass 
  Transmutation 
  Level: Brd 6, Drd 6, Sor/Wiz 6  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: One creature/level, no two of which can be more than 30 ft. 
  apart 
  This spell functions like cat’s grace, except that it affects multiple 
  creatures. 
   
  Cause Fear 
  Necromancy [Fear, Mind-Affecting] 
  Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One living creature with 5 or fewer HD  
  Duration: 1d4 rounds or 1 round; see text  
  Saving Throw: Will partial  
  Spell Resistance: Yes 
  The affected creature becomes frightened.  If the subject succeeds on a 
  Will save, it is shaken for 1 round.  Creatures with 6 or more Hit Dice 
  are immune to this effect. 
   
  Cause fear counters and dispels remove fear. 
   
  11: Spell Descriptions 
  
  Chain Lightning 
  Evocation [Electricity] 
  Level: Air 6, Sor/Wiz 6  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Targets: One primary target, plus one secondary target/level (each of 
  which must be within 30 ft. of the primary target)  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: Yes 
  This spell creates an electrical discharge that begins as a single stroke 
  commencing from your fingertips.  Unlike lightning bolt, chain 
  lightning strikes one object or creature initially, then arcs to other 
  targets. 
   
  The bolt deals 1d6 points of electricity damage per caster level 
  (maximum 20d6) to the primary target.  After it strikes, lightning can 
  arc to a number of secondary targets equal to your caster level 
  (maximum 20).  The secondary bolts each strike one target and deal 
  half as much damage as the primary one did (rounded down). 
   
  Each target can attempt a Reflex saving throw for half damage.  
  You choose secondary targets as you like, but they must all be within 
  30 feet of the primary target, and no target can be struck more than 
  once.  You can choose to affect fewer secondary targets than the 
  maximum. 
   
  Focus: A bit of fur; a piece of amber, glass, or a crystal rod; plus 
  one silver pin for each of your caster levels. 
   
  Changestaff 
  Transmutation 
  Level: Drd 7  
  Components: V, S, F  
  Casting Time: 1 round  
  Range: Touch  
  Target: Your touched staff  
  Duration: 1 hour/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  You change a specially prepared quarterstaff into a Huge treantlike 
  creature, about 24 feet tall.  When you plant the end of the staff in the 
  ground and speak a special command to conclude the casting of the 
  spell, your staff turns into a creature that looks and fights just like a 
  treant.  The staff-treant defends you and obeys any spoken commands.  
  However, it is by no means a true treant; it cannot converse with actual 
  treants or control trees.  If the staff-treant is reduced to 0 or fewer hit 
  points, it crumbles to powder and the staff is destroyed.  Otherwise, the 
  staff returns to its normal form when the spell duration expires (or 
  when the spell is dismissed), and it can be used as the focus for another 
  casting of the spell.  The staff-treant is always at full strength when 
  created, despite any wounds it may have incurred the last time it 
  appeared. 
   
  Focus: The quarterstaff, which must be specially prepared.  The 
  staff must be a sound limb cut from an ash, oak, or yew, then cured, 
  shaped, carved, and polished (a process requiring twenty-eight days). 
   
  You cannot adventure or engage in other strenuous activity during 
  the shaping and carving of the staff. 
   
  Chaos Hammer 
  Evocation [Chaotic] 
  Level: Chaos 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: 20-ft.-radius burst  
  Duration: Instantaneous (1d6 rounds); see text  
  Saving Throw: Will partial; see text  
  Spell Resistance: Yes 
  You unleash chaotic power to smite your enemies.  The power takes 
  the form of a multicolored explosion of leaping, ricocheting energy.  
  Only lawful and neutral (not chaotic) creatures are harmed by the spell. 
   
  The spell deals 1d8 points of damage per two caster levels 
  (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster 
  level, maximum 10d6, to lawful outsiders) and slows them for 1d6 
  rounds. 
   
  In addition, it takes a –2 penalty to AC, attack rolls, damage rolls, 
  and Reflex saves (see the slow spell).  A successful Will save reduces 
  the damage by half and negates the slow effect. 
   
  The spell deals only half damage against creatures that are neither 
  lawful nor chaotic, and they are not slowed.  Such a creature can 
  reduce the damage by half again (down to one-quarter) with a 
  successful Will save. 
   
  Charm Animal 
  Enchantment (Charm) [Mind-Affecting] 
  Level: Drd 1, Rgr 1  
  Target: One animal 
  This spell functions like charm person, except that it affects a creature 
  of the animal type. 
   
  Charm Monster 
  Enchantment (Charm) [Mind-Affecting] 
  Level: Brd 3, Sor/Wiz 4  
  Target: One living creature  
  Duration: One day/level 
  This spell functions like charm person, except that the effect is not 
  restricted by creature type or size. 
   
  Charm Monster, Mass 
  Enchantment (Charm) [Mind-Affecting] 
  Level: Brd 6, Sor/Wiz 8  
  Components: V  
  Targets: One or more creatures, no two of which can be more than 30 
  ft. apart  
  Duration: One day/level 
  This spell functions like charm monster, except that mass charm 
  monster affects a number of creatures whose combined HD do not 
  exceed twice your level, or at least one creature regardless of HD.  If 
  there are more potential targets than you can affect, you choose them 
  one at a time until you choose a creature with too many HD. 
   
  Charm Person 
  Enchantment (Charm) [Mind-Affecting] 
  Level: Brd 1, Sor/Wiz 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One humanoid creature  
  Duration: 1 hour/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  This charm makes a humanoid creature regard you as its trusted friend 
  and ally (treat the target’s attitude as friendly).  If the creature is 
  currently being threatened or attacked by you or your allies, however, 
  it receives a +5 bonus on its saving throw. 
  The spell does not 
  enable you to control the charmed person as if it were an automaton, 
  but it perceives your words and actions in the most favorable way.  
  You can try to give the subject orders, but you must win an opposed 
  Charisma check to convince it to do anything it wouldn’t ordinarily do.  
  (Retries are not allowed.) An affected creature never obeys suicidal or 
  obviously harmful orders, but it might be convinced that something 
  very dangerous is worth doing.  Any act by you or your apparent allies 
  that threatens the charmed person breaks the spell.  You must speak the 
  person’s language to communicate your commands, or else be good at 
  pantomiming. 
   
  11: Spell Descriptions 
  
  Chill Metal 
  Transmutation [Cold] 
  Level: Drd 2  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: Metal equipment of one creature per two levels, no two of 
  which can be more than 30 ft. apart; or 25 lb.  of metal/level, none of 
  which can be more than 30 ft. away from any of the rest  
  Duration: 7 rounds  
  Saving Throw: Will negates (object)  
  Spell Resistance: Yes (object) 
  Chill metal makes metal extremely cold.  Unattended, nonmagical 
  metal gets no saving throw.  Magical metal is allowed a saving throw 
  against the spell.  An item in a creature’s possession uses the creature’s 
  saving throw bonus unless its own is higher. 
   
  A creature takes cold damage if its equipment is chilled.  It takes 
  full damage if its armor is affected or if it is holding, touching, 
  wearing, or carrying metal weighing one-fifth of its weight.  The 
  creature takes minimum damage (1 point or 2 points; see the table) if 
  it’s not wearing metal armor and the metal that it’s carrying weighs 
  less than one-fifth of its weight. 
   
  On the first round of the spell, the metal becomes chilly and 
  uncomfortable to touch but deals no damage.  The same effect also 
  occurs on the last round of the spell’s duration.  During the second 
  (and also the next-to-last) round, icy coldness causes pain and damage.  
  In the third, fourth, and fifth rounds, the metal is freezing cold, causing 
  more damage, as shown on the table below. 
   
  Metal 
  Round 
  Temperature  
  Damage 
   
  1  
  Cold  
  None 
  2  
  Icy  
  1d4 points  
  3–5  
  Freezing  
  2d4 points 
  6  
  Icy  
  1d4 points  
  7  
  Cold  
  None 
   
  Any heat intense enough to damage the creature negates cold 
  damage from the spell (and vice versa) on a point-for-point basis.  
  Underwater, chill metal deals no damage, but ice immediately forms 
  around the affected metal, making it more buoyant. 
   
  Chill metal counters and dispels heat metal. 
   
  Chill Touch 
  Necromancy 
  Level: Sor/Wiz 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: Creature or creatures touched (up to one/level)  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial or Will negates; see text  
  Spell Resistance: Yes 
  A touch from your hand, which glows with blue energy, disrupts the 
  life force of living creatures.  Each touch channels negative energy that 
  deals 1d6 points of damage.  The touched creature also takes 1 point of 
  Strength damage unless it makes a successful Fortitude saving throw.  
  You can use this melee touch attack up to one time per level. 
   
  An undead creature you touch takes no damage of either sort, but 
  it must make a successful Will saving throw or flee as if panicked for 
  1d4 rounds +1 round per caster level. 
   
  Circle of Death 
  Necromancy [Death] 
  Level: Death 6, Sor/Wiz 6 
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: Several living creatures within a 40-ft.-radius burst  
  Duration: Instantaneous  
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes 
  A circle of death snuffs out the life force of living creatures, killing 
  them instantly. 
   
  The spell slays 1d4 HD worth of living creatures per caster level 
  (maximum 20d4).  Creatures with the fewest HD are affected first; 
  among creatures with equal HD, those who are closest to the burst’s 
  point of origin are affected first.  No creature of 9 or more HD can be 
  affected, and Hit Dice that are not sufficient to affect a creature are 
  wasted. 
   
  Material Component: The powder of a crushed black pearl with 
  a minimum value of 500 gp. 
   
  Clairaudience/Clairvoyance 
  Divination (Scrying) 
  Level: Brd 3, Knowledge 3, Sor/Wiz 3  
  Components: V, S, F/DF  
  Casting Time: 10 minutes  
  Range: Long (400 ft. + 40 ft./level) 
  Effect: Magical sensor  
  Duration: 1 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  Clairaudience/clairvoyance creates an invisible magical sensor at a 
  specific location that enables you to hear or see (your choice) almost as 
  if you were there.  You don’t need line of sight or line of effect, but the 
  locale must be known - a place familiar to you or an obvious one.  
  Once you have selected the locale, the sensor doesn’t move, but you 
  can rotate it in all directions to view the area as desired.  Unlike other 
  scrying spells, this spell does not allow magically or supernaturally 
  enhanced senses to work through it.  If the chosen locale is magically 
  dark, you see nothing.  If it is naturally pitch black, you can see in a 
  10- 
  foot 
  radius 
  around 
  the 
  center 
  of 
  the 
  spell’s 
  effect.  
  Clairaudience/clairvoyance functions only on the plane of existence 
  you are currently occupying. 
   
  Arcane Focus: A small horn (for hearing) or a glass eye (for 
  seeing). 
   
  Clenched Fist 
  Evocation [Force] 
  Level: Sor/Wiz 8, Strength 8  
  Components: V, S, F/DF 
  This spell functions like interposing hand, except that the hand can 
  interpose itself, push, or strike one opponent that you select.  The 
  floating hand can move as far as 60 feet and can attack in the same 
  round.  Since this hand is directed by you, its ability to notice or attack 
  invisible or concealed creatures is no better than yours. 
   
  The hand attacks once per round, and its attack bonus equals your 
  caster level + your Intelligence, Wisdom, or Charisma modifier (for a 
  wizard, cleric, or sorcerer, respectively), +11 for the hand’s Strength 
  score (33), –1 for being Large.  The hand deals 1d8+11 points of 
  damage on each attack, and any creature struck must make a Fortitude 
  save (against this spell’s save DC) or be stunned for 1 round.  
  Directing the spell to a new target is a move action. 
   
  The clenched fist can also interpose itself as interposing hand 
  does, or it can bull rush an opponent as forceful hand does, but at a +15 
  bonus on the Strength check. 
   
  Clerics who cast this spell name it for their deities. 
   
  Arcane Focus: A leather glove. 
   
  11: Spell Descriptions 
  
  Cloak of Chaos 
  Abjuration [Chaotic] 
  Level: Chaos 8, Clr 8  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: 20 ft.  
  Targets: One creature/level in a 20-ft.-radius burst centered on you  
  Duration: 1 round/level (D)  
  Saving Throw: See text  
  Spell Resistance: Yes (harmless) 
  A random pattern of color surrounds the subjects, protecting them from 
  attacks, granting them resistance to spells cast by lawful creatures, and 
  causing lawful creatures that strike the subjects to become confused.  
  This abjuration has four effects. 
   
  First, each warded creature gains a +4 deflection bonus to AC and 
  a +4 resistance bonus on saves.  Unlike protection from law, the 
  benefit of this spell applies against all attacks, not just against attacks 
  by lawful creatures. 
   
  Second, each warded creature gains spell resistance 25 against 
  lawful spells and spells cast by lawful creatures. 
   
  Third, the abjuration blocks possession and mental influence, just 
  as protection from law does. 
   
  Finally, if a lawful creature succeeds on a melee attack against a 
  warded creature, the offending attacker is confused for 1 round (Will 
  save negates, as with the confusion spell, but against the save DC of 
  cloak of chaos). 
   
  Focus: A tiny reliquary containing some sacred relic, such as a 
  scrap of parchment from a chaotic text.  The reliquary costs at least 
  500 gp. 
   
  Clone 
  Necromancy 
  Level: Sor/Wiz 8  
  Components: V, S, M, F  
  Casting Time: 10 minutes  
  Range: 0 ft. 
  Effect: One clone  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
  This spell makes an inert duplicate of a creature.  If the original 
  individual has been slain, its soul immediately transfers to the clone, 
  creating a replacement (provided that the soul is free and willing to 
  return).  The original’s physical remains, should they still exist, 
  become inert and cannot thereafter be restored to life.  If the original 
  creature has reached the end of its natural life span (that is, it has died 
  of natural causes), any cloning attempt fails. 
   
  To create the duplicate, you must have a piece of flesh (not hair, 
  nails, scales, or the like) with a volume of at least 1 cubic inch that was 
  taken from the original creature’s living body.  The piece of flesh need 
  not be fresh, but it must be kept from rotting.  Once the spell is cast, 
  the duplicate must be grown in a laboratory for 2d4 months. 
   
  When the clone is completed, the original’s soul enters it 
  immediately, if that creature is already dead.  The clone is physically 
  identical with the original and possesses the same personality and 
  memories as the original.  In other respects, treat the clone as if it were 
  the original character raised from the dead, including the loss of one 
  level or 2 points of Constitution (if the original was a 1st-level 
  character).  If this Constitution adjustment would give the clone a 
  Constitution score of 0, the spell fails.  If the original creature has lost 
  levels since the flesh sample was taken and died at a lower level than 
  the clone would otherwise be, the clone is one level below the level at 
  which the original died. 
   
  The spell duplicates only the original’s body and mind, not its 
  equipment. 
   
  A duplicate can be grown while the original still lives, or when 
  the original soul is unavailable, but the resulting body is merely a 
  soulless bit of inert flesh, which rots if not preserved. 
   
  Material Component: The piece of flesh and various laboratory 
  supplies (cost 1,000 gp). 
   
  Focus: Special laboratory equipment (cost 500 gp). 
   
  Cloudkill 
  Conjuration (Creation) 
  Level: Sor/Wiz 5  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Cloud spreads in 20-ft. radius, 20 ft. high  
  Duration: 1 minutes/level  
  Saving Throw: Fortitude partial; see text  
  Spell Resistance: No 
  This spell generates a bank of fog, similar to a fog cloud, except that its 
  vapors are yellowish green and poisonous.  These vapors automatically 
  kill any living creature with 3 or fewer HD (no save).  A living 
  creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save 
  (in which case it takes 1d4 points of Constitution damage on your turn 
  each round while in the cloud). 
   
  A living creature with 6 or more HD takes 1d4 points of 
  Constitution damage on your turn each round while in the cloud (a 
  successful Fortitude save halves this damage).  Holding one’s breath 
  doesn’t help, but creatures immune to poison are unaffected by the 
  spell. 
   
  Unlike a fog cloud, the cloudkill moves away from you at 10 feet 
  per round, rolling along the surface of the ground. 
   
  Figure out the cloud’s new spread each round based on its new 
  point of origin, which is 10 feet farther away from the point of origin 
  where you cast the spell. 
   
  Because the vapors are heavier than air, they sink to the lowest 
  level of the land, even pouring down den or sinkhole openings.  It 
  cannot penetrate liquids, nor can it be cast underwater. 
   
  Color Spray 
  Illusion (Pattern) [Mind-Affecting] 
  Level: Sor/Wiz 1  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: 15 ft.  
  Area: Cone-shaped burst  
  Duration: Instantaneous; see text  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  A vivid cone of clashing colors springs forth from your hand, causing 
  creatures to become stunned, perhaps also blinded, and possibly 
  knocking them unconscious. 
   
  Each creature within the cone is affected according to its Hit Dice. 
   
  2 HD or less: The creature is unconscious, blinded, and stunned 
  for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then 
  stunned for 1 round.  (Only living creatures are knocked unconscious.) 
   
  3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, 
  then stunned for 1 round. 
   
  5 or more HD: The creature is stunned for 1 round. 
   
  Sightless creatures are not affected by color spray. 
   
  Material Component: A pinch each of powder or sand that is 
  colored red, yellow, and blue. 
   
  Command 
  Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] 
  Level: Clr 1  
  Components: V  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One living creature  
  Duration: 1 round  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  11: Spell Descriptions 
  
  You give the subject a single command, which it obeys to the best of 
  its ability at its earliest opportunity.  You may select from the 
  following options. 
   
  Approach: On its turn, the subject moves toward you as quickly 
  and directly as possible for 1 round.  The creature may do nothing but 
  move during its turn, and it provokes attacks of opportunity for this 
  movement as normal. 
   
  Drop: On its turn, the subject drops whatever it is holding.  It 
  can’t pick up any dropped item until its next turn. 
   
  Fall: On its turn, the subject falls to the ground and remains prone 
  for 1 round.  It may act normally while prone but takes any appropriate 
  penalties. 
   
  Flee: On its turn, the subject moves away from you as quickly as 
  possible for 1 round.  It may do nothing but move during its turn, and it 
  provokes attacks of opportunity for this movement as normal. 
   
  Halt: The subject stands in place for 1 round.  It may not take any 
  actions but is not considered helpless. 
   
  If the subject can’t carry out your command on its next turn, the 
  spell automatically fails. 
   
  Command, Greater 
  Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] 
  Level: Clr 5  
  Targets: One creature/level, no two of which can be more than 30 ft. 
  apart  
  Duration: 1 round/level 
  This spell functions like command, except that up to one creature per 
  level may be affected, and the activities continue beyond 1 round.  At 
  the start of each commanded creature’s action after the first, it gets 
  another Will save to attempt to break free from the spell.  Each 
  creature must receive the same command. 
   
  Command Plants 
  Transmutation 
  Level: Drd 4, Plant 4, Rgr 3  
  Components: V  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: Up to 2 HD/level of plant creatures, no two of which can be 
  more than 30 ft. apart  
  Duration: One day/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  This spell allows you some degree of control over one or more plant 
  creatures.  Affected plant creatures can understand you, and they 
  perceive your words and actions in the most favorable way (treat their 
  attitude as friendly).  They will not attack you while the spell lasts.  
  You can try to give a subject orders, but you must win an opposed 
  Charisma check to convince it to do anything it wouldn’t ordinarily do.  
  (Retries are not allowed.)  A commanded plant never obeys suicidal or 
  obviously harmful orders, but it might be convinced that something 
  very dangerous is worth doing. 
   
  You can affect a number of plant creatures whose combined level 
  or HD do not exceed twice your level. 
   
  Command Undead 
  Necromancy 
  Level: Sor/Wiz 2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: One undead creature  
  Duration: One day/level  
  Saving Throw: Will negates; see text  
  Spell Resistance: Yes 
  This spell allows you some degree of control over an undead creature.  
  Assuming the subject is intelligent, it perceives your words and actions 
  in the most favorable way (treat its attitude as friendly).  It will not 
  attack you while the spell lasts.  You can try to give the subject orders, 
  but you must win an opposed Charisma check to convince it to do 
  anything it wouldn’t ordinarily do.  (Retries are not allowed.) An 
  intelligent commanded undead never obeys suicidal or obviously 
  harmful orders, but it might be convinced that something very 
  dangerous is worth doing. 
   
  A nonintelligent undead creature gets no saving throw against this 
  spell.  When you control a mindless being, you can communicate only 
  basic commands, such as “come here,” “go there,” “fight,” “stand 
  still,” and so on.  Nonintelligent undead won’t resist suicidal or 
  obviously harmful orders. 
   
  Any act by you or your apparent allies that threatens the 
  commanded undead (regardless of its Intelligence) breaks the spell. 
   
  Your commands are not telepathic.  The undead creature must be 
  able to hear you. 
   
  Material Component: A shred of raw meat and a splinter of 
  bone. 
   
  Commune 
  Divination 
  Level: Clr 5  
  Components: V, S, M, DF, XP  
  Casting Time: 10 minutes  
  Range: Personal  
  Target: You  
  Duration: 1 round/level 
  You contact your deity - or agents thereof - and ask questions that can 
  be answered by a simple yes or no.  (A cleric of no particular deity 
  contacts a philosophically allied deity.) You are allowed one such 
  question per caster level.  The answers given are correct within the 
  limits of the entity’s knowledge.  “Unclear” is a legitimate answer, 
  because powerful beings of the Outer Planes are not necessarily 
  omniscient.  In cases where a one-word answer would be misleading or 
  contrary to the deity’s interests, a short phrase (five words or less) may 
  be given as an answer instead. 
   
  The spell, at best, provides information to aid character decisions.  
  The entities contacted structure their answers to further their own 
  purposes.  If you lag, discuss the answers, or go off to do anything 
  else, the spell ends. 
   
  Material Component: Holy (or unholy) water and incense. 
   
  XP Cost: 100 XP. 
   
  Commune with Nature 
  Divination 
  Level: Animal 5, Drd 5, Rgr 4  
  Components: V, S  
  Casting Time: 10 minutes  
  Range: Personal  
  Target: You  
  Duration: Instantaneous 
  You become one with nature, attaining knowledge of the surrounding 
  territory.  You instantly gain knowledge of as many as three facts from 
  among the following subjects: the ground or terrain, plants, minerals, 
  bodies of water, people, general animal population, presence of 
  woodland creatures, presence of powerful unnatural creatures, or even 
  the general state of the natural setting. 
   
  In outdoor settings, the spell operates in a radius of 1 mile per 
  caster level.  In natural underground settings - caves, caverns, and the 
  like - the radius is limited to 100 feet per caster level.  The spell does 
  not function where nature has been replaced by construction or 
  settlement, such as in dungeons and towns. 
   
  Comprehend Languages 
  Divination 
  Level: Brd 1, Clr 1, Sor/Wiz 1  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 10 minutes/level 
  11: Spell Descriptions 
  
  You can understand the spoken words of creatures or read otherwise 
  incomprehensible written messages.  In either case, you must touch the 
  creature or the writing.  The ability to read does not necessarily impart 
  insight into the material, merely its literal meaning.  The spell enables 
  you to understand or read an unknown language, not speak or write it. 
   
  Written material can be read at the rate of one page (250 words) 
  per minute.  Magical writing cannot be read, though the spell reveals 
  that it is magical.  This spell can be foiled by certain warding magic 
  (such as the secret page and illusory script spells).  It does not 
  decipher codes or reveal messages concealed in otherwise normal text. 
   
  Comprehend languages can be made permanent with a 
  permanency spell. 
   
  Arcane Material Component: A pinch of soot and a few grains 
  of salt. 
   
  Cone of Cold 
  Evocation [Cold] 
  Level: Sor/Wiz 5, Water 6  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: 60 ft.  
  Area: Cone-shaped burst  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: Yes 
  Cone of cold creates an area of extreme cold, originating at your hand 
  and extending outward in a cone.  It drains heat, dealing 1d6 points of 
  cold damage per caster level (maximum 15d6). 
   
  Arcane Material Component: A very small crystal or glass 
  cone. 
   
  Confusion 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 3, Sor/Wiz 4, Trickery 4  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Targets: All creatures in a 15-ft. radius burst  
  Duration: 1 round/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  This spell causes the targets to become confused, making them unable 
  to independently determine what they will do. 
   
  Roll on the following table at the beginning of each subject’s turn 
  each round to see what the subject does in that round. 
  d%  
  Behavior 
   
  01–10  
  Attack caster with melee or ranged weapons (or close with  
   
   caster if attack is not possible). 
   
  11–20  
  Act normally. 
  21–50  
  Do nothing but babble incoherently. 
   
  51–70  
  Flee away from caster at top possible speed. 
  71–100  Attack nearest creature (for this purpose, a familiar counts  
   
   as part of the subject’s self). 
   
   
  A confused character who can’t carry out the indicated action 
  does nothing but babble incoherently.  Attackers are not at any special 
  advantage when attacking a confused character.  Any confused 
  character who is attacked automatically attacks its attackers on its next 
  turn, as long as it is still confused when its turn comes.  Note that a 
  confused character will not make attacks of opportunity against any 
  creature that it is not already devoted to attacking (either because of its 
  most recent action or because it has just been attacked). 
   
  Arcane Material Component: A set of three nut shells. 
   
  Confusion, Lesser 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 1  
  Components: V, S  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One living creature  
  Duration: 1 round 
  This spell causes a single creature to become confused for 1 round.  
  See the confusion spell, above, to determine the exact effect on the 
  subject. 
   
  Consecrate 
  Evocation [Good] 
  Level: Clr 2  
  Components: V, S, M, DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Area: 20-ft.-radius emanation  
  Duration: 2 hours/level  
  Saving Throw: None  
  Spell Resistance: No 
  This spell blesses an area with positive energy.  Each Charisma check 
  made to turn undead within this area gains a +3 sacred bonus.  Every 
  undead creature entering a consecrated area suffers minor disruption, 
  giving it a –1 penalty on attack rolls, damage rolls, and saves.  Undead 
  cannot be created within or summoned into a consecrated area. 
   
  If the consecrated area contains an altar, shrine, or other 
  permanent fixture dedicated to your deity, pantheon, or aligned higher 
  power, the modifiers given above are doubled (+6 sacred bonus on 
  turning checks, –2 penalties for undead in the area).  You cannot 
  consecrate an area with a similar fixture of a deity other than your own 
  patron. 
   
  If the area does contain an altar, shrine, or other permanent fixture 
  of a deity, pantheon, or higher power other than your patron, the 
  consecrate spell instead curses the area, cutting off its connection with 
  the associated deity or power.  This secondary function, if used, does 
  not also grant the bonuses and penalties relating to undead, as given 
  above. 
   
  Consecrate counters and dispels desecrate. 
   
  Material Component: A vial of holy water and 25 gp worth (5 
  pounds) of silver dust, all of which must be sprinkled around the area. 
   
  Contact Other Plane 
  Divination 
  Level: Sor/Wiz 5  
  Components: V  
  Casting Time: 10 minutes  
  Range: Personal  
  Target: You  
  Duration: Concentration 
  You send your mind to another plane of existence (an Elemental Plane 
  or some plane farther removed) in order to receive advice and 
  information from powers there.  (See the accompanying table for 
  possible consequences and results of the attempt.) The powers reply in 
  a language you understand, but they resent such contact and give only 
  brief answers to your questions.  (All questions are answered with 
  “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word 
  answer.) 
   
  You must concentrate on maintaining the spell (a standard action) 
  in order to ask questions at the rate of one per round.  A question is 
  answered by the power during the same round.  For every two caster 
  levels, you may ask one question. 
   
  Contact with minds far removed from your home plane increases 
  the probability that you will incur a decrease to Intelligence and 
  Charisma, but the chance of the power knowing the answer, as well as 
  the probability of the entity answering correctly, are likewise increased 
  by moving to distant planes. 
   
  Once the Outer Planes are reached, the power of the deity 
  contacted determines the effects.  (Random results obtained from the 
  table are subject to the personalities of individual deities.) 
   
  On rare occasions, this divination may be blocked by an act of 
  certain deities or forces. 
  11: Spell Descriptions 
  
    
  Avoid 
  Plane 
  Int/Cha 
  True 
  Don’t  
  Random 
  Contacted 
  Decrease  
  Answer  Know  Lie  
  Answer  
  Elemental Plane  DC 7/1 wk  
  01-34  
  35-62  63-83  84-100 
  (appropriate)  
  (DC 7/1 wk)  (01-68)  (69-75)  (76-98)  (99-100)  
  Pos/Neg Energy  DC 8/1 wk  
  01-39  
  40-65  66-86  87-100 
  Astral Plane  
  DC 9/1 wk  
  01-44  
  45-67  68-88  89-100  
  Outer Plane,  
   demideity  
  DC 10/2 wks  01-49  
  50-70  71-91  92-100  
   lesser deity  
  DC 12/3 wks  01-60  
  61-75  76-95  96-100 
   inter. deity  
  DC 14/4 wks  01-73  
  74-81  82-98  99-100  
   greater deity  DC 16/5 wks  01-88  
  89-90  91-99    100 
   
  Avoid Int/Cha Decrease: You must succeed on an Intelligence 
  check against this DC to avoid a decrease in Intelligence and 
  Charisma.  If the check fails, your Intelligence and Charisma scores 
  each fall to 8 for the stated duration, and you become unable to cast 
  arcane spells.  If you lose Intelligence and Charisma, the effect strikes 
  as soon as the first question is asked, and no answer is received.  (The 
  entries in parentheses are for questions that pertain to the appropriate 
  Elemental Plane.) 
   
  Results of a Successful Contact: d% is rolled for the result 
  shown on the table: 
   
  True Answer: You get a true, one-word answer.  Questions that 
  cannot be answered in this way are answered randomly. 
   
  Don’t Know: The entity tells you that it doesn’t know. 
   
  Lie: The entity intentionally lies to you. 
   
  Random Answer: The entity tries to lie but doesn’t know the 
  answer, so it makes one up. 
   
  Contagion 
  Necromancy [Evil] 
  Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Living creature touched  
  Duration: Instantaneous  
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes 
  The subject contracts a disease selected from the table below, which 
  strikes immediately (no incubation period).  The DC noted is for the 
  subsequent saves (use contagion’s normal save DC for the initial 
  saving throw). 
  Disease  
  DC  Damage 
   
  Blinding sickness  16  1d4 Str1 
  Cackle fever  
  16  1d6 Wis 
   
  Filth fever  
  12  1d3 Dex and 1d3 Con 
  Mindfire  
  12  1d4 Int 
   
  Red ache  
  15  1d6 Str 
  Shakes  
  13  1d8 Dex 
   
  Slimy doom  
  14  1d4 Con 
  1 Each time a victim takes 2 or more points of Strength damage from 
  blinding sickness, he or she must make another Fortitude save (using 
  the disease’s save DC) or be permanently blinded. 
   
  Contingency 
  Evocation 
  Level: Sor/Wiz 6  
  Components: V, S, M, F  
  Casting Time: At least 10 minutes; see text  
  Range: Personal  
  Target: You  
  Duration: One day/level (D) or until discharged 
  You can place another spell upon your person so that it comes into 
  effect under some condition you dictate when casting contingency.  
  The contingency spell and the companion spell are cast at the same 
  time.  The 10-minute casting time is the minimum total for both 
  castings; if the companion spell has a casting time longer than 10 
  minutes, use that instead. 
   
  The spell to be brought into effect by the contingency must be one 
  that affects your person and be of a spell level no higher than one-third 
  your caster level (rounded down, maximum 6th level). 
   
  The conditions needed to bring the spell into effect must be clear, 
  although they can be general.  In all cases, the contingency 
  immediately brings into effect the companion spell, the latter being 
  “cast” instantaneously when the prescribed circumstances occur.  If 
  complicated or convoluted conditions are prescribed, the whole spell 
  combination (contingency and the companion magic) may fail when 
  called on.  The companion spell occurs based solely on the stated 
  conditions, regardless of whether you want it to. You can use only 
  one contingency spell at a time; if a second is cast, the first one (if still 
  active) is dispelled. 
   
  Material Component: That of the companion spell, plus 
  quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-
  using creature. 
   
  Focus: A statuette of you carved from elephant ivory and 
  decorated with gems (worth at least 1,500 gp).  You must carry the 
  focus for the contingency to work. 
   
  Continual Flame 
  Evocation [Light] 
  Level: Clr 3, Sor/Wiz 2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Object touched  
  Effect: Magical, heatless flame  
  Duration: Permanent  
  Saving Throw: None  
  Spell Resistance: No 
  A flame, equivalent in brightness to a torch, springs forth from an 
  object that you touch.  The effect looks like a regular flame, but it 
  creates no heat and doesn’t use oxygen.  A continual flame can be 
  covered and hidden but not smothered or quenched. 
   
  Light spells counter and dispel darkness spells of an equal or 
  lower level. 
   
  Material Component: You sprinkle ruby dust (worth 50 gp) on 
  the item that is to carry the flame. 
   
  Control Plants 
  Transmutation 
  Level: Drd 8, Plant 8  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: Up to 2 HD/level of plant creatures, no two of which can be 
  more than 30 ft. apart  
  Duration: 1 minutes/level  
  Saving Throw: Will negates  
  Spell Resistance: No 
  This spell enables you to control the actions of one or more plant 
  creatures for a short period of time.  You command the creatures by 
  voice and they understand you, no matter what language you speak.  
  Even if vocal communication is impossible the controlled plants do not 
  attack you.  At the end of the spell, the subjects revert to their normal 
  behavior. 
   
  Suicidal or self-destructive commands are simply ignored. 
   
  11: Spell Descriptions 
  
  Control Undead 
  Necromancy 
  Level: Sor/Wiz 7  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: Up to 2 HD/level of undead creatures, no two of which can 
  be more than 30 ft. apart  
  Duration: 1 minutes/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  This spell enables you to command undead creatures for a short period 
  of time.  You command them by voice and they understand you, no 
  matter what language you speak.  Even if vocal communication is 
  impossible the controlled undead do not attack you.  At the end of the 
  spell, the subjects revert to their normal behavior. 
   
  Intelligent undead creatures remember that you controlled them. 
   
  Material Component: A small piece of bone and a small piece of 
  raw meat. 
   
  Control Water 
  Transmutation [Water] 
  Level: Clr 4, Drd 4, Sor/Wiz 6, Water 4  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)  
  Duration: 10 minutes/level (D)  
  Saving Throw: None; see text  
  Spell Resistance: No 
  Depending on the version you choose, the control water spell raises or 
  lowers water. 
   
  Lower Water: This causes water or similar liquid to reduce its 
  depth by as much as 2 feet per caster level (to a minimum depth of 1 
  inch).  The water is lowered within a squarish depression whose sides 
  are up to caster level x 10 feet long.  In extremely large and deep 
  bodies of water, such as a deep ocean, the spell creates a whirlpool that 
  sweeps ships and similar craft downward, putting them at risk and 
  rendering them unable to leave by normal movement for the duration 
  of the spell.  When cast on water elementals and other water-based 
  creatures, this spell acts as a slow spell (Will negates).  The spell has 
  no effect on other creatures. 
   
  Raise Water: This causes water or similar liquid to rise in height, 
  just as the lower water version causes it to lower.  Boats raised in this 
  way slide down the sides of the hump that the spell creates.  If the area 
  affected by the spell includes riverbanks, a beach, or other land nearby, 
  the water can spill over onto dry land. 
   
  With either version, you may reduce one horizontal dimension by 
  half and double the other horizontal dimension. 
   
  Arcane Material Component: A drop of water (for raise water) 
  or a pinch of dust (for lower water). 
   
  Control Weather 
  Transmutation 
  Level: Air 7, Clr 7, Drd 7, Sor/Wiz 7  
  Components: V, S  
  Casting Time: 10 minutes; see text  
  Range: 2 miles  
  Area: 2-mile-radius circle, centered on you; see text  
  Duration: 4d12 hours; see text  
  Saving Throw: None  
  Spell Resistance: No 
  You change the weather in the local area.  It takes 10 minutes to cast 
  the spell and an additional 10 minutes for the effects to manifest.  You 
  can call forth weather appropriate to the climate and season of the area 
  you are in. 
  Season  
  Possible Weather 
   
  Spring  
  Tornado, thunderstorm, sleet storm, or hot weather 
  Summer  
  Torrential rain, heat wave, or hailstorm 
   
  Autumn  
  Hot or cold weather, fog, or sleet 
  Winter  
  Frigid cold, blizzard, or thaw 
   
  Late winter  Hurricane-force winds or early spring (coastal area) 
   
  You control the general tendencies of the weather, such as the 
  direction and intensity of the wind.  You cannot control specific 
  applications of the weather - where lightning strikes, for example, or 
  the exact path of a tornado.  When you select a certain weather 
  condition to occur, the weather assumes that condition 10 minutes later 
  (changing gradually, not abruptly).  The weather continues as you left 
  it for the duration, or until you use a standard action to designate a new 
  kind of weather (which fully manifests itself 10 minutes later).  
  Contradictory conditions are not possible simultaneously. 
   
  Control weather can do away with atmospheric phenomena 
  (naturally occurring or otherwise) as well as create them. 
   
  A druid casting this spell doubles the duration and affects a circle 
  with a 3-mile radius. 
   
  Control Winds 
  Transmutation [Air] 
  Level: Air 5, Drd 5  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 40 ft./level  
  Area: 40 ft./level radius cylinder 40 ft. high  
  Duration: 10 minutes/level  
  Saving Throw: Fortitude negates  
  Spell Resistance: No 
  You alter wind force in the area surrounding you.  You can make the 
  wind blow in a certain direction or manner, increase its strength, or 
  decrease its strength.  The new wind direction and strength persist until 
  the spell ends or until you choose to alter your handiwork, which 
  requires concentration.  You may create an “eye” of calm air up to 80 
  feet in diameter at the center of the area if you so desire, and you may 
  choose to limit the area to any cylindrical area less than your full limit. 
   
  Wind Direction: You may choose one of four basic wind 
  patterns to function over the spell’s area. 
  * A downdraft blows from the center outward in equal strength in all 
  directions. 
  * An updraft blows from the outer edges in toward the center in equal 
  strength from all directions, veering upward before impinging on the 
  eye in the center. 
  * A rotation causes the winds to circle the center in clockwise or 
  counterclockwise fashion. 
  * A blast simply causes the winds to blow in one direction across the 
  entire area from one side to the other. 
   
  Wind Strength: For every three caster levels, you can increase or 
  decrease wind strength by one level.  Each round on your turn, a 
  creature in the wind must make a Fortitude save or suffer the effect of 
  being in the windy area. 
  * Strong winds (21+ mph) make sailing difficult. 
  * A severe wind (31+ mph) causes minor ship and building damage. 
  * A windstorm (51+ mph) drives most flying creatures from the skies, 
  uproots small trees, knocks down light wooden structures, tears off 
  roofs, and endangers ships. 
  * Hurricane force winds (75+ mph) destroy wooden buildings, 
  sometimes uproot even large trees, and cause most ships to founder. 
  * A tornado (175+ mph) destroys all nonfortified buildings and often 
  uproots large trees. 
   
  11: Spell Descriptions 
  
  Create Food and Water 
  Conjuration (Creation) 
  Level: Clr 3  
  Components: V, S  
  Casting Time: 10 minutes  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: Food and water to sustain three humans or one horse/level for 
  24 hours  
  Duration: 24 hours; see text  
  Saving Throw: None  
  Spell Resistance: No 
  The food that this spell creates is simple fare of your choice - highly 
  nourishing, if rather bland.  Food so created decays and becomes 
  inedible within 24 hours, although it can be kept fresh for another 24 
  hours by casting a purify food and water spell on it.  The water created 
  by this spell is just like clean rainwater, and it doesn’t go bad as the 
  food does. 
   
  Create Greater Undead 
  Necromancy [Evil] 
  Level: Clr 8, Sor/Wiz 8, Undead 8 
  This spell functions like create undead, except that you can create 
  more powerful and intelligent sorts of undead: shadows, wraiths, 
  spectres, and devourers.  The type or types of undead you can create is 
  based on your caster level, as shown on the table below. 
  Caster Level  
  Undead Created 
  15th or lower  
  Shadow 
  16th–17th  
  Wraith 
   
  18th–19th  
  Spectre 
  20th or higher  
  Devourer 
   
   
  Create Undead 
  Necromancy [Evil] 
  Level: Clr 6, Evil 6, Sor/Wiz 6, Undead 6 
  Components: V, S, M  
  Casting Time: 1 hour  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One corpse  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
  A much more potent spell than animate dead, this evil spell allows you 
  to create more powerful sorts of undead: ghouls, ghasts, mummies, and 
  mohrgs.  The type or types of undead you can create is based on your 
  caster level, as shown on the table below. 
  Caster Level  Undead Created 
  11th or lower  Ghoul 
  12th–14th  
  Ghast 
   
  15th–17th  
  Mummy 
  18th or higher  Mohrg 
   
   
  You may create less powerful undead than your level would allow 
  if you choose.  Created undead are not automatically under the control 
  of their animator.  If you are capable of commanding undead, you may 
  attempt to command the undead creature as it forms. 
   
  This spell must be cast at night. 
   
  Material Component: A clay pot filled with grave dirt and 
  another filled with brackish water.  The spell must be cast on a dead 
  body.  You must place a black onyx gem worth at least 50 gp per HD 
  of the undead to be created into the mouth or eye socket of each 
  corpse.  The magic of the spell turns these gems into worthless shells. 
   
  Create Water 
  Conjuration (Creation) [Water] 
  Level: Clr 0, Drd 0, Pal 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: Up to 2 gallons of water/level  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
  This spell generates wholesome, drinkable water, just like clean rain 
  water.  Water can be created in an area as small as will actually contain 
  the liquid, or in an area three times as large - possibly creating a 
  downpour or filling many small receptacles. 
   
  Note: Conjuration spells can’t create substances or objects within 
  a creature.  Water weighs about 8 pounds per gallon.  One cubic foot 
  of water contains roughly 8 gallons and weighs about 60 pounds. 
   
  Creeping Doom 
  Conjuration (Summoning) 
  Level: Drd 7  
  Components: V, S  
  Casting Time: 1 round  
  Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft.; see text  
  Effect: One swarm of centipedes per two levels  
  Duration: 1 minutes/level  
  Saving Throw: None  
  Spell Resistance: No 
  When you utter the spell of creeping doom, you call forth a mass of 
  centipede swarms (one per two caster levels, to a maximum of ten 
  swarms at 20th level), which need not appear adjacent to one another. 
   
  You may summon the centipede swarms so that they share the 
  area of other creatures.  The swarms remain stationary, attacking any 
  creatures in their area, unless you command the creeping doom to 
  move (a standard action).  As a standard action, you can command any 
  number of the swarms to move toward any prey within 100 feet of you.  
  You cannot command any swarm to move more than 100 feet away 
  from you, and if you move more than 100 feet from any swarm, that 
  swarm remains stationary, attacking any creatures in its area (but it can 
  be commanded again if you move within 100 feet). 
   
  Crushing Despair 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 3, Sor/Wiz 4  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: 30 ft.  
  Area: Cone-shaped burst  
  Duration: 1 minutes/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  An invisible cone of despair causes great sadness in the subjects.  Each 
  affected creature takes a –2 penalty on attack rolls, saving throws, 
  ability checks, skill checks, and weapon damage rolls. 
   
  Crushing despair counters and dispels good hope. 
   
  Material Component: A vial of tears. 
   
  Crushing Hand 
  Evocation [Force] 
  Level: Sor/Wiz 9, Strength 9  
  Components: V, S, M, F/DF 
  This spell functions like interposing hand, except that the hand can 
  interpose itself, push, or crush one opponent that you select. 
   
  The crushing hand can grapple an opponent like grasping hand 
  does.  Its grapple bonus equals your caster level + your Intelligence, 
  Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, 
  respectively), +12 for the hand’s Strength score (35), +4 for being 
  Large.  The hand deals 2d6+12 points of damage (lethal, not nonlethal) 
  on each successful grapple check against an opponent. 
  11: Spell Descriptions 
  
   
  The crushing hand can also interpose itself as interposing hand 
  does, or it can bull rush an opponent as forceful hand does, but at a +18 
  bonus. 
   
  Directing the spell to a new target is a move action. 
   
  Clerics who cast this spell name it for their deities. 
   
  Arcane Material Component: The shell of an egg. 
   
  Arcane Focus: A glove of snakeskin. 
   
  Cure Critical Wounds 
  Conjuration (Healing) 
  Level: Brd 4, Clr 4, Drd 5, Healing 4 
  This spell functions like cure light wounds, except that it cures 4d8 
  points of damage +1 point per caster level (maximum +20). 
   
  Cure Critical Wounds, Mass 
  Conjuration (Healing) 
  Level: Clr 8, Drd 9, Healing 8 
  This spell functions like mass cure light wounds, except that it cures 
  4d8 points of damage +1 point per caster level (maximum +40). 
   
  Cure Light Wounds 
  Conjuration (Healing) 
  Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: Instantaneous  
  Saving Throw: Will half (harmless); see text  
  Spell Resistance: Yes (harmless); see text 
  When laying your hand upon a living creature, you channel positive 
  energy that cures 1d8 points of damage +1 point per caster level 
  (maximum +5). 
   
  Since undead are powered by negative energy, this spell deals 
  damage to them instead of curing their wounds.  An undead creature 
  can apply spell resistance, and can attempt a Will save to take half 
  damage. 
   
  Cure Light Wounds, Mass 
  Conjuration (Healing) 
  Level: Brd 5, Clr 5, Drd 6, Healing 5  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature/level, no two of which can be more than 30 ft. 
  apart  
  Duration: Instantaneous  
  Saving Throw: Will half (harmless) or Will half; see text  
  Spell Resistance: Yes (harmless) or Yes; see text 
  You channel positive energy to cure 1d8 points of damage +1 point per 
  caster level (maximum +25) in each selected creature. 
   
  Like other cure spells, mass cure light wounds deals damage to 
  undead in its area rather than curing them.  Each affected undead may 
  attempt a Will save for half damage. 
   
  Cure Minor Wounds 
  Conjuration (Healing) 
  Level: Clr 0, Drd 0 
  This spell functions like cure light wounds, except that it cures only 1 
  point of damage. 
   
  Cure Moderate Wounds 
  Conjuration (Healing) 
  Level: Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3 
  This spell functions like cure light wounds, except that it cures 2d8 
  points of damage +1 point per caster level (maximum +10). 
   
  Cure Moderate Wounds, Mass 
  Conjuration (Healing) 
  Level: Brd 6, Clr 6, Drd 7 
  This spell functions like mass cure light wounds, except that it cures 
  2d8 points of damage +1 point per caster level (maximum +30). 
   
  Cure Serious Wounds 
  Conjuration (Healing) 
  Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3 
  This spell functions like cure light wounds, except that it cures 3d8 
  points of damage +1 point per caster level (maximum +15). 
   
  Cure Serious Wounds, Mass 
  Conjuration (Healing) 
  Level: Clr 7, Drd 8 
  This spell functions like mass cure light wounds, except that it cures 
  3d8 points of damage +1 point per caster level (maximum +35). 
   
  Curse Water 
  Necromancy [Evil] 
  Level: Clr 1  
  Components: V, S, M  
  Casting Time: 1 minute  
  Range: Touch  
  Target: Flask of water touched  
  Duration: Instantaneous  
  Saving Throw: Will negates (object)  
  Spell Resistance: Yes (object) 
  This spell imbues a flask (1 pint) of water with negative energy, 
  turning it into unholy water.  Unholy water damages good outsiders the 
  way holy water damages undead and evil outsiders. 
   
  Material Component: 5 pounds of powdered silver (worth 25 
  gp). 
   
  Dancing Lights 
  Evocation [Light] 
  Level: Brd 0, Sor/Wiz 0  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Up to four lights, all within a 10- ft.-radius area  
  Duration: 1 minute (D)  
  Saving Throw: None  
  Spell Resistance: No 
  Depending on the version selected, you create up to four lights that 
  resemble lanterns or torches (and cast that amount of light), or up to 
  four glowing spheres of light (which look like will-o’-wisps), or one 
  faintly glowing, vaguely humanoid shape.  The dancing lights must 
  stay within a 10-foot-radius area in relation to each other but otherwise 
  move as you desire (no concentration required): forward or back, up or 
  down, straight or turning corners, or the like.  The lights can move up 
  to 100 feet per round.  A light winks out if the distance between you 
  and it exceeds the spell’s range. 
   
  Dancing lights can be made permanent with a permanency spell. 
   
  Darkness 
  Evocation [Darkness] 
  Level: Brd 2, Clr 2, Darkness 2, Sor/Wiz 2  
  Components: V, M/DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Object touched  
  Duration: 10 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  This spell causes an object to radiate darkness out to a 20-foot radius.  
  All creatures in the area are invisible (50% miss chance).  Creatures 
  with Darkvision treat the area as if it had shadowed illumination (205 
  11: Spell Descriptions 
  
  miss chance), but only if the prevailing light conditions would have 
  been regular illumination.  Creatures with blindsight or blindsense are 
  unaffected. 
   
  Normal lights (torches, candles, lanterns, and so forth) are 
  incapable of brightening the area, as are light spells of lower level.  
  Higher level light spells are not affected by darkness. 
   
  If darkness is cast on a small object that is then placed inside or 
  under a lightproof covering, the spell’s effect is blocked until the 
  covering is removed. 
   
  Darkness counters or dispels any light spell of equal or lower 
  spell level. 
   
  Arcane Material Component: A bit of bat fur and either a drop 
  of pitch or a piece of coal. 
   
  Darkvision 
  Transmutation 
  Level: Rgr 3, Sor/Wiz 2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 1 hour/level  
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject gains the ability to see 60 feet even in total darkness.  
  Darkvision is black and white only but otherwise like normal sight.  
  Darkvision does not grant one the ability to see in magical darkness. 
   
  Darkvision can be made permanent with a permanency spell. 
   
  Material Component: Either a pinch of dried carrot or an agate. 
   
  Daylight 
  Evocation [Light] 
  Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3, Sun 2 
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Object touched  
  Duration: 10 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  The object touched sheds light as bright as full daylight in a 60-foot 
  radius, and dim light for an additional 60 feet beyond that.  Creatures 
  that take penalties in bright light also take them while within the radius 
  of this magical light.  Despite its name, this spell is not the equivalent 
  of daylight for the purposes of creatures that are damaged or destroyed 
  by bright light. 
   
  If daylight is cast on a small object that is then placed inside or 
  under a light- proof covering, the spell’s effects are blocked until the 
  covering is removed. 
   
  Daylight brought into an area of magical darkness (or vice versa) 
  is temporarily negated, so that the otherwise prevailing light conditions 
  exist in the overlapping areas of effect. 
   
  Daylight counters or dispels any darkness spell of equal or lower 
  level, such as darkness. 
   
  Daze 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 0, Sor/Wiz 0  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One humanoid creature of 4 HD or less  
  Duration: 1 round  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  This enchantment clouds the mind of a humanoid creature with 4 or 
  fewer Hit Dice so that it takes no actions.  Humanoids of 5 or more HD 
  are not affected.  A dazed subject is not stunned, so attackers get no 
  special advantage against it. 
   
  Material Component: A pinch of wool or similar substance. 
   
  Daze Monster 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 2, Sor/Wiz 2  
  Range: Medium (100 ft. + 10 ft./level)  
  Target: One living creature of 6 HD or less 
  This spell functions like daze, but daze monster can affect any one 
  living creature of any type.  Creatures of 7 or more HD are not 
  affected. 
   
  Death Knell 
  Necromancy [Death, Evil] 
  Level: Clr 2, Death 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Living creature touched  
  Duration: Instantaneous/10 minutes per HD of subject; see text  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  You draw forth the ebbing life force of a creature and use it to fuel 
  your own power.  Upon casting this spell, you touch a living creature 
  that has –1 or fewer hit points.  If the subject fails its saving throw, it 
  dies, and you gain 1d8 temporary hit points and a +2 bonus to 
  Strength.  Additionally, your effective caster level goes up by +1, 
  improving spell effects dependent on caster level.  (This increase in 
  effective caster level does not grant you access to more spells.) These 
  effects last for 10 minutes per HD of the subject creature. 
   
  Death Ward 
  Necromancy 
  Level: Clr 4, Death 4, Drd 5, Pal 4  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Living creature touched  
  Duration: 1 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  The subject is immune to all death spells, magical death effects, energy 
  drain, and any negative energy effects. 
   
  This spell doesn’t remove negative levels that the subject has 
  already gained, nor does it affect the saving throw necessary 24 hours 
  after gaining a negative level. 
   
  Death ward does not protect against other sorts of attacks even if 
  those attacks might be lethal. 
   
  Deathwatch 
  Necromancy [Evil] 
  Level: Clr 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 30 ft.  
  Area: Cone-shaped emanation  
  Duration: 10 minutes/level  
  Saving Throw: None  
  Spell Resistance: No 
  Using the foul sight granted by the powers of unlife, you can determine 
  the condition of creatures near death within the spell’s range.  You 
  instantly know whether each creature within the area is dead, fragile 
  (alive and wounded, with 3 or fewer hit points left), fighting off death 
  (alive with 4 or more hit points), undead, or neither alive nor dead 
  (such as a construct). 
   
  Deathwatch sees through any spell or ability that allows creatures 
  to feign death. 
   
  11: Spell Descriptions 
  
  Deep Slumber 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 3, Sor/Wiz 3  
  Range: Close (25 ft. + 5 ft./2 levels) 
  This spell functions like sleep, except that it affects 10 HD of 
  creatures. 
   
  Deeper Darkness 
  Evocation [Darkness] 
  Level: Clr 3, Darkness 3 
  Duration: One day/level (D) 
  This spell functions like darkness, except that the object radiates 
  darkness in a 60-foot radius and the darkness lasts longer. 
   
  Creatures with darkvision cannot see in an area of deeper 
  darkness, and creatures with blindsight or blindsense have a 20% miss 
  chance. 
   
  Daylight brought into an area of deeper darkness (or vice versa) is 
  temporarily negated, so that the otherwise prevailing light conditions 
  exist in the overlapping areas of effect. 
   
  Deeper darkness counters and dispels any light spell of equal or 
  lower level, including daylight and light. 
   
  Delay Poison 
  Conjuration (Healing) 
  Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 1 hour/level  
  Saving Throw: Fortitude negates (harmless)  
  Spell Resistance: Yes (harmless) 
  The subject becomes temporarily immune to poison.  Any poison in its 
  system or any poison to which it is exposed during the spell’s duration 
  does not affect the subject until the spell’s duration has expired.  Delay 
  poison does not cure any damage that poison may have already done. 
   
  Delayed Blast Fireball 
  Evocation [Fire] 
  Level: Sor/Wiz 7  
  Duration: 5 rounds or less; see text 
  This spell functions like fireball, except that it is more powerful and 
  can detonate up to 5 rounds after the spell is cast.  The burst of flame 
  deals 1d6 points of fire damage per caster level (maximum 20d6). 
   
  The glowing bead created by delayed blast fireball can detonate 
  immediately if you desire, or you can choose to delay the burst for as 
  many as 5 rounds.  You select the amount of delay upon completing 
  the spell, and that time cannot change once it has been set unless 
  someone touches the bead (see below).  If you choose a delay, the 
  glowing bead sits at its destination until it detonates.  A creature can 
  pick up and hurl the bead as a thrown weapon (range increment 10 
  feet).  If a creature handles and moves the bead within 1 round of its 
  detonation, there is a 25% chance that the bead detonates while being 
  handled. 
   
  Demand 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Wiz 8  
  Saving Throw: Will partial  
  Spell Resistance: Yes 
  This spell functions like sending, but the message can also contain a 
  suggestion (see the suggestion spell), which the subject does its best to 
  carry out.  A successful Will save negates the suggestion effect but not 
  the contact itself.  The demand, if received, is understood even if the 
  subject’s Intelligence score is as low as 1.  If the message is impossible 
  or meaningless according to the circumstances that exist for the subject 
  at the time the demand is issued, the message is understood but the 
  suggestion is ineffective. 
   
  The demand’s message to the creature must be twenty-five words 
  or less, including the suggestion.  The creature can also give a short 
  reply immediately. 
   
  Material Component: A short piece of copper wire and some 
  small part of the subject - a hair, a bit of nail, or the like. 
   
  Desecrate 
  Evocation [Evil] 
  Level: Clr 2, Evil 2, Undead 1 
  Components: V, S, M, DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Area: 20-ft.-radius emanation  
  Duration: 2 hours/level  
  Saving Throw: None  
  Spell Resistance: Yes 
  This spell imbues an area with negative energy.  Each Charisma check 
  made to turn undead within this area takes a –3 profane penalty, and 
  every undead creature entering a desecrated area gains a +1 profane 
  bonus on attack rolls, damage rolls, and saving throws.  An undead 
  creature created within or summoned into such an area gains +1 hit 
  points per HD. 
   
  If the desecrated area contains an altar, shrine, or other permanent 
  fixture dedicated to your deity or aligned higher power, the modifiers 
  given above are doubled (–6 profane penalty on turning checks, +2 
  profane bonus and +2 hit points per HD for undead in the area). 
   
  Furthermore, anyone who casts animate dead within this area 
  may create as many as double the normal amount of undead (that is, 4 
  HD per caster level rather than 2 HD per caster level). 
   
  If the area contains an altar, shrine, or other permanent fixture of a 
  deity, pantheon, or higher power other than your patron, the desecrate 
  spell instead curses the area, cutting off its connection with the 
  associated deity or power.  This secondary function, if used, does not 
  also grant the bonuses and penalties relating to undead, as given above. 
   
  Desecrate counters and dispels consecrate. 
   
  Material Component: A vial of unholy water and 25 gp worth (5 
  pounds) of silver dust, all of which must be sprinkled around the area. 
   
  Destruction 
  Necromancy [Death] 
  Level: Clr 7, Death 7  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: Yes 
  This spell instantly slays the subject and consumes its remains (but not 
  its equipment and possessions) utterly.  If the target’s Fortitude saving 
  throw succeeds, it instead takes 10d6 points of damage.  The only way 
  to restore life to a character who has failed to save against this spell is 
  to use true resurrection, a carefully worded wish spell followed by 
  resurrection, or miracle. 
   
  Focus: A special holy (or unholy) symbol of silver marked with 
  verses of anathema (cost 500 gp). 
   
  Detect Animals or Plants 
  Divination 
  Level: Drd 1, Rgr 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Area: Cone-shaped emanation  
  Duration: Concentration, up to 10 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  You can detect a particular kind of animal or plant in a cone emanating 
  out from you in whatever direction you face.  You must think of a kind 
  11: Spell Descriptions 
  
  of animal or plant when using the spell, but you can change the animal 
  or plant kind each round.  The amount of information revealed depends 
  on how long you search a particular area or focus on a specific kind of 
  animal or plant. 
   
  1st Round: Presence or absence of that kind of animal or plant in 
  the area. 
   
  2nd Round: Number of individuals of the specified kind in the 
  area, and the condition of the healthiest specimen. 
   
  3rd Round: The condition (see below) and location of each 
  individual present.  If an animal or plant is outside your line of sight, 
  then you discern its direction but not its exact location. 
   
  Conditions: For purposes of this spell, the categories of condition 
  are as follows: 
   
  Normal: Has at least 90% of full normal hit points, free of 
  disease. 
   
  Fair: 30% to 90% of full normal hit points remaining. 
   
  Poor: Less than 30% of full normal hit points remaining, afflicted 
  with a disease, or suffering from a debilitating injury. 
   
  Weak: 0 or fewer hit points remaining, afflicted with a disease in 
  the terminal stage, or crippled. 
   
  If a creature falls into more than one category, the spell indicates 
  the weaker of the two. 
   
  Each round you can turn to detect a kind of animal or plant in a 
  new area.  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. 
   
  Detect Chaos 
  Divination 
  Level: Clr 1 
  This spell functions like detect evil, except that it detects the auras of 
  chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic 
  magic items, and you are vulnerable to an overwhelming chaotic aura 
  if you are lawful. 
   
  Detect Evil 
  Divination 
  Level: Clr 1  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: 60 ft.  
  Area: Cone-shaped emanation  
  Duration: Concentration, up to 10 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  You can sense the presence of evil.  The amount of information 
  revealed depends on how long you study a particular area or subject. 
   
  1st Round: Presence or absence of evil. 
   
  2nd Round: Number of evil auras (creatures, objects, or spells) in 
  the area and the power of the most potent evil aura present. 
   
  If you are of good alignment, and the strongest evil aura’s power 
  is overwhelming (see below), and the HD or level of the aura’s source 
  is at least twice your character level, you are stunned for 1 round and 
  the spell ends. 
   
  3rd Round: The power and location of each aura.  If an aura is 
  outside your line of sight, then you discern its direction but not its 
  exact location. 
   
  Aura Power: An evil aura’s power depends on the type of evil 
  creature or object that you’re detecting and its HD, caster level, or (in 
  the case of a cleric) class level; see the accompanying table.  If an aura 
  falls into more than one strength category, the spell indicates the 
  stronger of the two. 
   
  ----------------------- Creature/Object ---------------------- 
   
  Evil 
   
  Evil 
  Cleric of an Evil Item 
   
  Creature1 Undead Ousider Evil Diety2 or Spell 
  Aura Power (HD) 
  (HD) 
  (HD) 
  (Class) 
  (Caster) 
  Faint 
  10 or less 
  2 or less 1 or less   1 
  2 or less 
  Moderate 
  11-25 
   3-8 
   2-4 
   2-4 
   3-8 
   
  Strong 
  25-50 
  9-20 
  5-10 
  5-10 
  9-20 
  Overwhelming  51+ 
   21+ 
   11+ 
   11+ 
   21+ 
   
  1 Except for undead and outsiders, which have their own entries on 
  the table. 
  2 Some characters who are not clerics may radiate an aura of 
  equivalent power.  The class description will indicate whether this 
  applies. 
   
  Lingering Aura: An evil aura lingers after its original source 
  dissipates (in the case of a spell) or is destroyed (in the case of a 
  creature or magic item).  If detect evil is cast and directed at such a 
  location, the spell indicates an aura strength of dim (even weaker than 
  a faint aura).  How long the aura lingers at this dim level depends on 
  its original power: 
  Original Strength  
  Duration of Lingering Aura   
  Faint  
  1d6 rounds 
  Moderate  
  1d6 minutes 
   
  Strong  
  1d6x10 minutes 
  Overwhelming  
  1d6 days 
   
   
  Animals, traps, poisons, and other potential perils are not evil, and 
  as such this spell does not detect them. 
   
  Each round, you can turn to detect evil in a new area.  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. 
   
  Detect Good 
  Divination 
  Level: Clr 1 
  This spell functions like detect evil, except that it detects the auras of 
  good creatures, clerics or paladins of good deities, good spells, and 
  good magic items, and you are vulnerable to an overwhelming good 
  aura if you are evil.  Healing potions, antidotes, and similar beneficial 
  items are not good. 
   
  Detect Law 
  Divination 
  Level: Clr 1 
  This spell functions like detect evil, except that it detects the auras of 
  lawful creatures, clerics of lawful deities, lawful spells, and lawful 
  magic items, and you are vulnerable to an overwhelming lawful aura if 
  you are chaotic. 
   
  Detect Magic 
  Divination 
  Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 60 ft.  
  Area: Cone-shaped emanation  
  Duration: Concentration, up to 1 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  You detect magical auras.  The amount of information revealed 
  depends on how long you study a particular area or subject. 
   
  1st Round: Presence or absence of magical auras. 
   
  2nd Round: Number of different magical auras and the power of 
  the most potent aura. 
   
  3rd Round: The strength and location of each aura.  If the items 
  or creatures bearing the auras are in line of sight, you can make 
  Spellcraft skill checks to determine the school of magic involved in 
  each.  (Make one check per aura; DC 15 + spell level, or 15 + half 
  caster level for a nonspell effect.) 
   
  Magical areas, multiple types of magic, or strong local magical 
  emanations may distort or conceal weaker auras. 
  11: Spell Descriptions 
  
   
  Aura Strength: An aura’s power depends on a spell’s 
  functioning spell level or an item’s caster level.  If an aura falls into 
  more than one category, detect magic indicates the stronger of the two. 
   
  Functioning Spell 
  Magical Item 
  Aura Power 
  (Spell Level) 
  (Caster Level)  
  Faint 
  3rd or less 
  5th or less 
  Moderate 
  4th-6th 
  6th-11th 
   
  Strong 
  7th-9th 
  12th-20th 
  Overwhelming 10th+ (diety-level) 
  21st+ (artifact)  
   
  Lingering Aura: A magical aura lingers after its original source 
  dissipates (in the case of a spell) or is destroyed (in the case of a magic 
  item).  If detect magic is cast and directed at such a location, the spell 
  indicates an aura strength of dim (even weaker than a faint aura).  How 
  long the aura lingers at this dim level depends on its original power: 
  Original Strength  
  Duration of Lingering Aura   
  Faint  
  1d6 rounds 
  Moderate  
  1d6 minutes 
   
  Strong  
  1d6x10 minutes 
  Overwhelming  
  1d6 days 
   
   
  Outsiders and elementals are not magical in themselves, but if 
  they are summoned, the conjuration spell registers. 
   
  Each round, you can turn to detect magic in a new area.  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. 
   
  Detect magic can be made permanent with a permanency spell. 
   
  Detect Poison 
  Divination 
  Level: Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels) Target or  
  Area: One creature, one object, or a 5-ft. cube 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  You determine whether a creature, object, or area has been poisoned or 
  is poisonous.  You can determine the exact type of poison with a DC 
  20 Wisdom check.  A character with the Craft (alchemy) skill may try 
  a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try 
  the Craft (alchemy) check prior to the Wisdom check. 
   
  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. 
   
  Detect Psionics 
  Divination 
  Level: Brd 1, Clr 1, Drd 1, Sor/Wiz 1 
  As detect magic, only it reveals psionic auras instead of magical ones. 
   
  Detect Scrying 
  Divination 
  Level: Brd 4, Sor/Wiz 4  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: 40 ft.  
  Area: 40-ft.-radius emanation centered on you  
  Duration: 24 hours  
  Saving Throw: None  
  Spell Resistance: No 
  You immediately become aware of any attempt to observe you by 
  means of a divination (scrying) spell or effect.  The spell’s area 
  radiates from you and moves as you move.  You know the location of 
  every magical sensor within the spell’s area. 
   
  If the scrying attempt originates within the area, you also know its 
  location; otherwise, you and the scrier immediately make opposed 
  caster level checks (1d20 + caster level).  If you at least match the 
  scrier’s result, you get a visual image of the scrier and an accurate 
  sense of his or her direction and distance from you. 
   
  Material Component: A small piece of mirror and a miniature 
  brass hearing trumpet. 
   
  Detect Secret Doors 
  Divination 
  Level: Brd 1, Knowledge 1, Sor/Wiz 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 60 ft.  
  Area: Cone-shaped emanation  
  Duration: Concentration, up to 1 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  You can detect secret doors, compartments, caches, and so forth.  Only 
  passages, doors, or openings that have been specifically constructed to 
  escape detection are detected by this spell.  The amount of information 
  revealed depends on how long you study a particular area or subject. 
   
  1st Round: Presence or absence of secret doors. 
   
  2nd Round: Number of secret doors and the location of each.  If 
  an aura is outside your line of sight, then you discern its direction but 
  not its exact location. 
   
  Each Additional Round: The mechanism or trigger for one 
  particular secret portal closely examined by you.  Each round, you can 
  turn to detect secret doors in a new area.  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. 
   
  Detect Snares and Pits 
  Divination 
  Level: Drd 1, Rgr 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 60 ft.  
  Area: Cone-shaped emanation  
  Duration: Concentration, up to 10 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  You can detect simple pits, deadfalls, and snares as well as mechanical 
  traps constructed of natural materials.  The spell does not detect 
  complex traps, including trapdoor traps. 
   
  Detect snares and pits does detect certain natural hazards - 
  quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock 
  (a deadfall).  However, it does not reveal other potentially dangerous 
  conditions.  The spell does not detect magic traps (except those that 
  operate by pit, deadfall, or snaring; see the spell snare), nor 
  mechanically complex ones, nor those that have been rendered safe or 
  inactive. 
   
  The amount of information revealed depends on how long you 
  study a particular area. 
   
  1st Round: Presence or absence of hazards. 
   
  2nd Round: Number of hazards and the location of each.  If a 
  hazard is outside your line of sight, then you discern its direction but 
  not its exact location. 
   
  Each Additional Round: The general type and trigger for one 
  particular hazard closely examined by you. 
   
  Each round, you can turn to detect snares and pits in a new area.  
  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. 
   
  Detect Thoughts 
  Divination [Mind-Affecting] 
  Level: Brd 2, Knowledge 2, Sor/Wiz 2  
  Components: V, S, F/DF  
  Casting Time: 1 standard action  
  Range: 60 ft.  
  Area: Cone-shaped emanation  
  Duration: Concentration, up to 1 minutes/level (D)  
  Saving Throw: Will negates; see text  
  Spell Resistance: No 
  11: Spell Descriptions 
  
  You detect surface thoughts.  The amount of information revealed 
  depends on how long you study a particular area or subject. 
   
  1st Round: Presence or absence of thoughts (from conscious 
  creatures with Intelligence scores of 1 or higher). 
   
  2nd Round: Number of thinking minds and the Intelligence score 
  of each.  If the highest Intelligence is 26 or higher (and at least 10 
  points higher than your own Intelligence score), you are stunned for 1 
  round and the spell ends.  This spell does not let you determine the 
  location of the thinking minds if you can’t see the creatures whose 
  thoughts you are detecting. 
   
  3rd Round: Surface thoughts of any mind in the area.  A target’s 
  Will save prevents you from reading its thoughts, and you must cast 
  detect thoughts again to have another chance.  Creatures of animal 
  intelligence (Int 1 or 2) have simple, instinctual thoughts that you can 
  pick up. 
   
  Each round, you can turn to detect thoughts in a new area.  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. 
   
  Arcane Focus: A copper piece. 
   
  Detect Undead 
  Divination 
  Level: Clr 1, Pal 1, Sor/Wiz 1  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: 60 ft.  
  Area: Cone-shaped emanation  
  Duration: Concentration, up to 1 minute/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  You can detect the aura that surrounds undead creatures.  The amount 
  of information revealed depends on how long you study a particular 
  area. 
   
  1st Round: Presence or absence of undead auras. 
   
  2nd Round: Number of undead auras in the area and the strength 
  of the strongest undead aura present.  If you are of good alignment, and 
  the strongest undead aura’s strength is overwhelming (see below), and 
  the creature has HD of at least twice your character level, you are 
  stunned for 1 round and the spell ends. 
   
  3rd Round: The strength and location of each undead aura.  If an 
  aura is outside your line of sight, then you discern its direction but not 
  its exact location. 
   
  Aura Strength: The strength of an undead aura is determined by 
  the HD of the undead creature, as given on the following table: 
  HD  
  Strength 
   
  1 or lower  
  Faint 
  2–4  
  Moderate 
  5–10  
  Strong 
  11 or higher  Overwhelming 
   
  Lingering Aura: An undead aura lingers after its original source 
  is destroyed.  If detect undead is cast and directed at such a location, 
  the spell indicates an aura strength of dim (even weaker than a faint 
  aura).  How long the aura lingers at this dim level depends on its 
  original power: 
  Original Strength  
  Duration of Lingering Aura 
  Faint  
  1d6 rounds 
  Moderate  
  1d6 minutes 
   
  Strong  
  1d6x10 minutes 
  Overwhelming  
  1d6 days 
   
   
  Each round, you can turn to detect undead in a new area.  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. 
   
  Arcane Material Component: A bit of earth from a grave. 
   
  Dictum 
  Evocation [Lawful, Sonic] 
  Level: Clr 7, Law 7  
  Components: V  
  Casting Time: 1 standard action  
  Range: 40 ft.  
  Area: Nonlawful creatures in a 40-ft.-radius spread centered on you  
  Duration: Instantaneous  
  Saving Throw: None or Will negates; see text  
  Spell Resistance: Yes 
  Any nonlawful creature within the area of a dictum spell suffers the 
  following ill effects. 
  HD  
  Effect 
   
  Equal to caster level  
  Deafened 
  Up to caster level –1  
  Slowed, deafened 
   
  Up to caster level –5  
  Paralyzed, slowed, deafened 
  Up to caster level –10  Killed, paralyzed, slowed, deafened  
   
  The effects are cumulative and concurrent.  No saving throw is 
  allowed against these effects. 
  * Deafened: The creature is deafened for 1d4 rounds. 
  * Slowed: The creature is slowed, as by the slow spell, for 2d4 rounds. 
  * Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. 
  * Killed: Living creatures die.  Undead creatures are destroyed. 
   
  Furthermore, if you are on your home plane when you cast this 
  spell, nonlawful extraplanar creatures within the area are instantly 
  banished back to their home planes.  Creatures so banished cannot 
  return for at least 24 hours.  This effect takes place regardless of 
  whether the creatures hear the dictum.  The banishment effect allows a 
  Will save (at a –4 penalty) to negate. 
   
  Creatures whose HD exceed your caster level are unaffected by 
  dictum. 
   
  Dimension Door 
  Conjuration (Teleportation) 
  Level: Brd 4, Sor/Wiz 4, Travel 4  
  Components: V  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Target: You and touched objects or other touched willing creatures  
  Duration: Instantaneous  
  Saving Throw: None and Will negates (object)  
  Spell Resistance: No and Yes (object) 
  You instantly transfer yourself from your current location to any other 
  spot within range.  You always arrive at exactly the spot desired - 
  whether by simply visualizing the area or by stating direction.  After 
  using this spell, you can’t take any other actions until your next turn.  
  You can bring along objects as long as their weight doesn’t exceed 
  your maximum load.  You may also bring one additional willing 
  Medium or smaller creature (carrying gear or objects up to its 
  maximum load) or its equivalent per three caster levels.  A Large 
  creature counts as two Medium creatures, a Huge creature counts as 
  two Large creatures, and so forth.  All creatures to be transported must 
  be in contact with one another, and at least one of those creatures must 
  be in contact with you. 
   
  If you arrive in a place that is already occupied by a solid body, 
  you and each creature traveling with you take 1d6 points of damage 
  and are shunted to a random open space on a suitable surface within 
  100 feet of the intended location. 
   
  If there is no free space within 100 feet, you and each creature 
  traveling with you take an additional 2d6 points of damage and are 
  shunted to a free space within 1,000 feet.  If there is no free space 
  within 1,000 feet, you and each creature travelling with you take an 
  additional 4d6 points of damage and the spell simply fails. 
   
  11: Spell Descriptions 
  
  Dimensional Anchor 
  Abjuration 
  Level: Clr 4, Sor/Wiz 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Ray  
  Duration: 1 minutes/level  
  Saving Throw: None  
  Spell Resistance: Yes (object) 
  A green ray springs from your outstretched hand.  You must make a 
  ranged touch attack to hit the target.  Any creature or object struck by 
  the ray is covered with a shimmering emerald field that completely 
  blocks extradimensional travel.  Forms of movement barred by a 
  dimensional anchor include astral projection, blink, dimension door, 
  ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, 
  teleport, and similar spell-like or psionic abilities.  The spell also 
  prevents the use of a gate or teleportation circle for the duration of the 
  spell. 
   
  A dimensional anchor does not interfere with the movement of 
  creatures already in ethereal or astral form when the spell is cast, nor 
  does it block extradimensional perception or attack forms.  Also, 
  dimensional anchor does not prevent summoned creatures from 
  disappearing at the end of a summoning spell. 
   
  Dimensional Lock 
  Abjuration 
  Level: Clr 8, Mentalism 8, Sor/Wiz 8  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: 20-ft.-radius emanation centered on a point in space  
  Duration: One day/level  
  Saving Throw: None  
  Spell Resistance: Yes 
  You create a shimmering emerald barrier that completely blocks 
  extradimensional travel.  Forms of movement barred include astral 
  projection, blink, dimension door, ethereal jaunt, etherealness, gate, 
  maze, plane shift, shadow walk, teleport, and similar spell-like or 
  psionic abilities.  Once dimensional lock is in place, extradimensional 
  travel into or out of the area is not possible. 
   
  A dimensional lock does not interfere with the movement of 
  creatures already in ethereal or astral form when the spell is cast, nor 
  does it block extradimensional perception or attack forms.  Also, the 
  spell does not prevent summoned creatures from disappearing at the 
  end of a summoning spell. 
   
  Diminish Plants 
  Transmutation 
  Level: Drd 3, Rgr 3  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: See text Target or  
  Area: See text 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  This spell has two versions. 
   
  Prune Growth: This version causes normal vegetation within 
  long range (400 feet + 40 feet per level) to shrink to about one-third of 
  their normal size, becoming untangled and less bushy.  The affected 
  vegetation appears to have been carefully pruned and trimmed. 
   
  At your option, the area can be a 100- foot-radius circle, a 150-
  foot-radius semicircle, or a 200-foot-radius quarter-circle. 
   
  You may also designate portions of the area that are not affected. 
   
  Stunt Growth: This version targets normal plants within a range 
  of 1/2 mile, reducing their potential productivity over the course of the 
  following year to one third below normal. 
   
  Diminish plants counters plant growth. 
   
  This spell has no effect on plant creatures. 
   
  Discern Lies 
  Divination 
  Level: Clr 4, Pal 3  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: One creature/level, no two of which can be more than 30 ft. 
  apart  
  Duration: Concentration, up to 1 round/level  
  Saving Throw: Will negates  
  Spell Resistance: No 
  Each round, you concentrate on one subject, who must be within 
  range.  You know if the subject deliberately and knowingly speaks a 
  lie by discerning disturbances in its aura caused by lying.  The spell 
  does not reveal the truth, uncover unintentional inaccuracies, or 
  necessarily reveal evasions. 
   
  Each round, you may concentrate on a different subject. 
   
  Discern Location 
  Divination 
  Level: Clr 8, Knowledge 8, Sor/Wiz 8  
  Components: V, S, DF  
  Casting Time: 10 minutes  
  Range: Unlimited  
  Target: One creature or object  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
  A discern location spell is among the most powerful means of locating 
  creatures or objects.  Nothing short of a mind blank spell or the direct 
  intervention of a deity keeps you from learning the exact location of a 
  single individual or object.  Discern location circumvents normal 
  means of protection from scrying or location.  The spell reveals the 
  name of the creature or object’s location (place, name, business name, 
  building name, or the like), community, county (or similar political 
  division), country, continent, and the plane of existence where the 
  target lies. 
   
  To find a creature with the spell, you must have seen the creature 
  or have some item that once belonged to it.  To find an object, you 
  must have touched it at least once. 
   
  Disguise Self 
  Illusion (Glamer) 
  Level: Brd 1, Sor/Wiz 1, Trickery 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 10 minutes/level (D) 
  You make yourself - including clothing, armor, weapons, and 
  equipment - look different.  You can seem 1 foot shorter or taller, thin, 
  fat, or in between.  You cannot change your body type.  Otherwise, the 
  extent of the apparent change is up to you.  You could add or obscure a 
  minor feature or look like an entirely different person. 
   
  The spell does not provide the abilities or mannerisms of the 
  chosen form, nor does it alter the perceived tactile (touch) or audible 
  (sound) properties of you or your equipment. 
   
  If you use this spell to create a disguise, you get a +10 bonus on 
  the Disguise check. 
   
  A creature that interacts with the glamer gets a Will save to 
  recognize it as an illusion. 
   
  11: Spell Descriptions 
  
  Disintegrate 
  Transmutation 
  Level: Destruction 7, Sor/Wiz 6  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Ray  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial (object)  
  Spell Resistance: Yes 
  A thin, green ray springs from your pointing finger.  You must make a 
  successful ranged touch attack to hit.  Any creature struck by the ray 
  takes 2d6 points of damage per caster level (to a maximum of 40d6).  
  Any creature reduced to 0 or fewer hit points by this spell is entirely 
  disintegrated, leaving behind only a trace of fine dust.  A disintegrated 
  creature’s equipment is unaffected. 
   
  When used against an object, the ray simply disintegrates as 
  much as one 10- foot cube of nonliving matter.  Thus, the spell 
  disintegrates only part of any very large object or structure targeted.  
  The ray affects even objects constructed entirely of force, such as 
  forceful hand or a wall of force, but not magical effects such as a globe 
  of invulnerability or an antimagic field. 
   
  A creature or object that makes a successful Fortitude save is 
  partially affected, taking only 5d6 points of damage.  If this damage 
  reduces the creature or object to 0 or fewer hit points, it is entirely 
  disintegrated. 
   
  Only the first creature or object struck can be affected; that is, the 
  ray affects only one target per casting. 
   
  Arcane Material Component: A lodestone and a pinch of dust. 
   
  Dismissal 
  Abjuration 
  Level: Clr 4, Sor/Wiz 5  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One extraplanar creature  
  Duration: Instantaneous  
  Saving Throw: Will negates; see text  
  Spell Resistance: Yes 
  This spell forces an extraplanar creature back to its proper plane if it 
  fails a special Will save (DC = spell’s save DC – creature’s HD + your 
  caster level).  If the spell is successful, the creature is instantly whisked 
  away, but there is a 20% chance of actually sending the subject to a 
  plane other than its own. 
   
  Dispel Chaos 
  Abjuration [Lawful] 
  Level: Clr 5, Law 5, Pal 4 
  This spell functions like dispel evil, except that you are surrounded by 
  constant, blue, lawful energy, and the spell affects chaotic creatures 
  and spells rather than evil ones. 
   
  Dispel Evil 
  Abjuration [Good] 
  Level: Clr 5, Good 5, Pal 4  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch Target or  
  Targets: You and a touched evil creature from another plane; or you 
  and an enchantment or evil spell on a touched creature or object 
  Duration: 1 round/level or until discharged, whichever comes first 
  Saving Throw: See text 
  Spell Resistance: See text 
  Shimmering, white, holy energy surrounds you.  This power has three 
  effects. 
   
  First, you gain a +4 deflection bonus to AC against attacks by evil 
  creatures. 
   
  Second, on making a successful melee touch attack against an evil 
  creature from another plane, you can choose to drive that creature back 
  to its home plane.  The creature can negate the effects with a successful 
  Will save (spell resistance applies).  This use discharges and ends the 
  spell. 
   
  Third, with a touch you can automatically dispel any one 
  enchantment spell cast by an evil creature or any one evil spell.  
  Exception: Spells that can’t be dispelled by dispel magic also can’t be 
  dispelled by dispel evil.  Saving throws and spell resistance do not 
  apply to this effect.  This use discharges and ends the spell. 
   
  Dispel Good 
  Abjuration [Evil] 
  Level: Clr 5, Evil 5 
  This spell functions like dispel evil, except that you are surrounded by 
  dark, wavering, unholy energy, and the spell affects good creatures and 
  spells rather than evil ones. 
   
  Dispel Law 
  Abjuration [Chaotic] 
  Level: Chaos 5, Clr 5 
  This spell functions like dispel evil, except that you are surrounded by 
  flickering, yellow, chaotic energy, and the spell affects lawful creatures 
  and spells rather than evil ones. 
   
  Dispel Magic 
  Abjuration 
  Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level) Target or  
  Area: One spellcaster, creature, or object; or 20-ft.-radius burst 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  You can use dispel magic to end ongoing spells that have been cast on 
  a creature or object, to temporarily suppress the magical abilities of a 
  magic item, to end ongoing spells (or at least their effects) within an 
  area, or to counter another spellcaster’s spell.  A dispelled spell ends as 
  if its duration had expired.  Some spells, as detailed in their 
  descriptions, can’t be defeated by dispel magic.  Dispel magic can 
  dispel (but not counter) spell-like effects just as it does spells. 
   
  Note: The effect of a spell with an instantaneous duration can’t be 
  dispelled, because the magical effect is already over before the dispel 
  magic can take effect. 
   
  You choose to use dispel magic in one of three ways: a targeted 
  dispel, an area dispel, or a counterspell: 
   
  Targeted Dispel: One object, creature, or spell is the target of the 
  dispel magic spell.  You make a dispel check (1d20 + your caster level, 
  maximum +10) against the spell or against each ongoing spell 
  currently in effect on the object or creature.  The DC for this dispel 
  check is 11 + the spell’s caster level.  If you succeed on a particular 
  check, that spell is dispelled; if you fail, that spell remains in effect. 
   
  If you target an object or creature that is the effect of an ongoing 
  spell (such as a monster summoned by monster summoning), you 
  make a dispel check to end the spell that conjured the object or 
  creature. 
   
  If the object that you target is a magic item, you make a dispel 
  check against the item’s caster level.  If you succeed, all the item’s 
  magical properties are suppressed for 1d4 rounds, after which the item 
  recovers on its own.  A suppressed item becomes nonmagical for the 
  duration of the effect.  An interdimensional interface (such as a bag of 
  holding) is temporarily closed.  A magic item’s physical properties are 
  unchanged: A suppressed magic sword is still a sword (a masterwork 
  sword, in fact).  Artifacts and deities are unaffected by mortal magic 
  such as this. 
   
  You automatically succeed on your dispel check against any spell 
  that you cast yourself. 
  11: Spell Descriptions 
  
   
  Area Dispel: When dispel magic is used in this way, the spell 
  affects everything within a 20-foot radius. 
   
  For each creature within the area that is the subject of one or more 
  spells, you make a dispel check against the spell with the highest caster 
  level.  If that check fails, you make dispel checks against progressively 
  weaker spells until you dispel one spell (which discharges the dispel 
  magic spell so far as that target is concerned) or until you fail all your 
  checks.  The creature’s magic items are not affected. 
   
  For each object within the area that is the target of one or more 
  spells, you make dispel checks as with creatures.  Magic items are not 
  affected by an area dispel. 
   
  For each ongoing area or effect spell whose point of origin is 
  within the area of the dispel magic spell, you can make a dispel check 
  to dispel the spell. 
   
  For each ongoing spell whose area overlaps that of the dispel 
  magic spell, you can make a dispel check to end the effect, but only 
  within the overlapping area. 
   
  If an object or creature that is the effect of an ongoing spell (such 
  as a monster summoned by monster summoning) is in the area, you 
  can make a dispel check to end the spell that conjured that object or 
  creature (returning it whence it came) in addition to attempting to 
  dispel spells targeting the creature or object. 
   
  You may choose to automatically succeed on dispel checks 
  against any spell that you have cast. 
   
  Counterspell: When dispel magic is used in this way, the spell 
  targets a spellcaster and is cast as a counterspell.  Unlike a true 
  counterspell, however, dispel magic may not work; you must make a 
  dispel check to counter the other spellcaster’s spell. 
   
  Dispel Magic, Greater 
  Abjuration 
  Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6 
  This spell functions like dispel magic, except that the maximum caster 
  level on your dispel check is +20 instead of +10. 
   
  Additionally, greater dispel magic has a chance to dispel any 
  effect that remove curse can remove, even if dispel magic can’t dispel 
  that effect. 
   
  Dispel Psionics 
  Abjuration 
  Level: Brd 4, Clr 4, Drd 5, Mentalism 4, Pal 4, Sor/Wiz 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target or Area: One manifester, creature, or object; or 30-ft.-radius 
  burst 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  The character can use dispel psionics to end ongoing powers that have 
  been manifested on a creature or object, to temporarily suppress the 
  psionic abilities of a psionic item, or to end ongoing powers (or at least 
  their effects) within an area.  A dispelled power ends as if its duration 
  had expired.  Some powers, as detailed in their descriptions, can’t be 
  defeated by dispel psionics.  Dispel psionics affects all psionic powers, 
  no matter their source. 
   
  Note: The effects of powers with instantaneous duration can’t be 
  dispelled, because the psionic effect is already over before the dispel 
  psionics can take effect. 
   
  The character choose to use dispel psionics in one of two ways: a 
  targeted dispel, or an area dispel:  
   
  Targeted Dispel: One object, creature, or power is the target of 
  the spell.  The character makes a dispel check against the power or 
  against each ongoing power currently in effect on the object or 
  creature.  A dispel check is 1d20 +1 per caster level (maximum +10) 
  against a DC of 11 + the power’s Manifester Level. 
   
  If the spellcaster targets an object or creature who is the effect of 
  an ongoing power (such as an ectoplasmic duplicate), he makes a 
  dispel check to end the power that conjured the object or creature. 
   
  If the object that the character targets is a psionic item, the 
  character makes a dispel check against the item’s Manifester Level.  If 
  the character succeeds, all the item’s psionic properties are suppressed 
  for 1d4 rounds, after which the item recovers on its own.  A suppressed 
  item becomes nonpsionic for the duration of the effect.  An 
  interdimensional interface is temporarily closed.  Remember that a 
  psionic item’s physical properties are unchanged.  Artifacts and 
  creatures of demigod or higher status (such as Sorcerer-Kings) are 
  unaffected by mortal magic such as this. 
   
  The character automatically succeeds at the dispel check against 
  any power that the character manifested. 
   
  Area Dispel: The spell affects everything within a 30-foot radius. 
   
  For each creature who is the target of one or more powers, the 
  character makes a dispel check against the power with the highest 
  Manifester Level.  If that fails, the character makes dispel checks 
  against progressively weaker powers until the character dispels one 
  power (which discharges the dispel so far as that target is concerned) 
  or fail all the character's checks.  The creature’s psionic items are not 
  affected. 
   
  For each object that is the target of one or more powers, the 
  character makes dispel checks as with creatures.  Psionic items are not 
  affected by area dispels. 
   
  For each ongoing area or effect power centered within the dispel 
  psionics’ area, the character makes a dispel check to dispel the power. 
   
  For each ongoing power whose area overlaps that of the dispel, 
  the character makes a dispel check to end the effect, but only within 
  the area of the dispel psionics. 
   
  If an object or creature who is the effect of an ongoing power, 
  such as a monster summoned by ectominion, is in the area, the 
  character makes a dispel check to end the spell that conjured the object 
  or creature (effectively destroying it) in addition to attempting to dispel 
  powers targeting the creature or object. 
   
  The character may choose to automatically succeed at dispel 
  checks against any power that the character manifested. 
   
  Counterspell: Unlike dispel magic, dispel psionics cannot be 
  used to interfere with powers as they are being manifested. 
   
  Dispel Psionics, Greater 
  Abjuration 
  Level: Brd 6, Clr 7, Drd 7, Mentalism 6, Sor/Wiz 7 
  This spell functions like dispel psionics, except that the maximum 
  caster level on your dispel check is +20 instead of +10. 
   
  Additionally, greater dispel psionics has a chance to dispel any 
  effect that remove curse or break enchantment can remove, even if 
  dispel psionics can’t dispel that effect. 
   
  Displacement 
  Illusion (Glamer) 
  Level: Brd 3, Sor/Wiz 3  
  Components: V, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 1 round/level (D)  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  The subject of this spell appears to be about 2 feet away from its true 
  location.  The creature benefits from a 50% miss chance as if it had 
  total concealment.  However, unlike actual total concealment, 
  displacement does not prevent enemies from targeting the creature 
  normally.  True seeing reveals its true location. 
   
  Material Component: A small strip of leather twisted into a 
  loop. 
   
  11: Spell Descriptions 
  
  Disrupt Undead 
  Necromancy 
  Level: Sor/Wiz 0  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: Ray  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: Yes 
  You direct a ray of positive energy.  You must make a ranged touch 
  attack to hit, and if the ray hits an undead creature, it deals 1d6 points 
  of damage to it. 
   
  Disrupting Weapon 
  Transmutation 
  Level: Clr 5  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: One melee weapon  
  Duration: 1 round/level  
  Saving Throw: Will negates (harmless, object); see text  
  Spell Resistance: Yes (harmless, object) 
  This spell makes a melee weapon deadly to undead.  Any undead 
  creature with HD equal to or less than your caster level must succeed 
  on a Will save or be destroyed utterly if struck in combat with this 
  weapon.  Spell resistance does not apply against the destruction effect. 
   
  Divination 
  Divination 
  Level: Clr 4, Knowledge 4  
  Components: V, S, M  
  Casting Time: 10 minutes  
  Range: Personal  
  Target: You  
  Duration: Instantaneous 
  Similar to augury but more powerful, a divination spell can provide 
  you with a useful piece of advice in reply to a question concerning a 
  specific goal, event, or activity that is to occur within one week.  The 
  advice can be as simple as a short phrase, or it might take the form of a 
  cryptic rhyme or omen.  If your party doesn’t act on the information, 
  the conditions may change so that the information is no longer useful.  
  The base chance for a correct divination is 70% + 1% per caster level, 
  to a maximum of 90%.  If the dice roll fails, you know the spell failed, 
  unless specific magic yielding false information is at work. 
   
  As with augury, multiple divinations about the same topic by the 
  same caster use the same dice result as the first divination spell and 
  yield the same answer each time. 
   
  Material Component: Incense and a sacrificial offering 
  appropriate to your religion, together worth at least 25 gp. 
   
  Divine Favor 
  Evocation 
  Level: Clr 1, Pal 1  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 minute 
  Calling upon the strength and wisdom of a deity, you gain a +1 luck 
  bonus on attack and weapon damage rolls for every three caster levels 
  you have (at least +1, maximum +3).  The bonus doesn’t apply to spell 
  damage. 
   
  Divine Power 
  Evocation 
  Level: Clr 4, War 4  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 round/level 
  Calling upon the divine power of your patron, you imbue yourself with 
  strength and skill in combat.  Your base attack bonus becomes equal to 
  your character level (which may give you additional attacks), you gain 
  a +6 enhancement bonus to Strength, and you gain 1 temporary hit 
  point per caster level. 
   
  Dominate Animal 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Animal 3, Drd 3  
  Components: V, S  
  Casting Time: 1 round  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One animal  
  Duration: 1 round/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  You can enchant an animal and direct it with simple commands such 
  as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive 
  commands (including an order to attack a creature two or more size 
  categories larger than the dominated animal) are simply ignored. 
   
  Dominate animal establishes a mental link between you and the 
  subject creature.  The animal can be directed by silent mental 
  command as long as it remains in range.  You need not see the creature 
  to control it.  You do not receive direct sensory input from the creature, 
  but you know what it is experiencing.  Because you are directing the 
  animal with your own intelligence, it may be able to undertake actions 
  normally beyond its own comprehension.  You need not concentrate 
  exclusively on controlling the creature unless you are trying to direct it 
  to do something it normally couldn’t do.  Changing your instructions 
  or giving a dominated creature a new command is the equivalent of 
  redirecting a spell, so it is a move action. 
   
  Dominate Monster 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Wiz 9  
  Target: One creature 
  This spell functions like dominate person, except that the spell is not 
  restricted by creature type. 
   
  Dominate Person 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 4, Sor/Wiz 5  
  Components: V, S  
  Casting Time: 1 round  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One humanoid  
  Duration: One day/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  You can control the actions of any humanoid creature through a 
  telepathic link that you establish with the subject’s mind. 
   
  If you and the subject have a common language, you can 
  generally force the subject to perform as you desire, within the limits 
  of its abilities.  If no common language exists, 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, nor can it communicate with 
  you telepathically. 
   
  Once you have given a dominated creature a command, it 
  continues to attempt to carry out that command to the exclusion of all 
  other activities except those necessary for day-to-day survival (such as 
  11: Spell Descriptions 
  
  sleeping, eating, and so forth).  Because of this limited range of 
  activity, a Sense Motive check against DC 15 (rather than DC 25) can 
  determine that the subject’s behavior is being influenced by an 
  enchantment effect (see the Sense Motive skill description). 
   
  Changing your instructions or giving a dominated creature a new 
  command is the equivalent of redirecting a spell, so it is a move action. 
   
  By concentrating fully on the spell (a standard action), you can 
  receive full sensory input as interpreted by the mind of the subject, 
  though it still can’t communicate with you.  You can’t actually see 
  through the subject’s eyes, so it’s not as good as being there yourself, 
  but you still get a good idea of what’s going on. 
   
  Subjects resist this control, and any subject forced to take actions 
  against its nature receives a new saving throw with a +2 bonus.  
  Obviously self-destructive orders are not carried out.  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. 
   
  If you don’t spend at least 1 round concentrating on the spell each 
  day, the subject receives a new saving throw to throw off the 
  domination. 
   
  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 such an effect neither prevents the establishment of 
  domination nor dispels it. 
   
  Doom 
  Necromancy [Fear, Mind-Affecting] 
  Level: Clr 1  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Target: One living creature  
  Duration: 1 minutes/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  This spell fills a single subject with a feeling of horrible dread that 
  causes it to become shaken. 
   
  Dream 
  Illusion (Phantasm) [Mind-Affecting] 
  Level: Brd 5, Sor/Wiz 5  
  Components: V, S  
  Casting Time: 1 minute  
  Range: Unlimited  
  Target: One living creature touched  
  Duration: See text  
  Saving Throw: None  
  Spell Resistance: Yes 
  You, or a messenger touched by you, sends a phantasmal message to 
  others in the form of a dream.  At the beginning of the spell, you must 
  name the recipient or identify him or her by some title that leaves no 
  doubt as to identity.  The messenger then enters a trance, appears in the 
  intended recipient’s dream, and delivers the message.  The message 
  can be of any length, and the recipient remembers it perfectly upon 
  waking.  The communication is one-way.  The recipient cannot ask 
  questions or offer information, nor can the messenger gain any 
  information by observing the dreams of the recipient. 
   
  Once the message is delivered, the messenger’s mind returns 
  instantly to its body.  The duration of the spell is the time required for 
  the messenger to enter the recipient’s dream and deliver the message. 
   
  If the recipient is awake when the spell begins, the messenger can 
  choose to wake up (ending the spell) or remain in the trance.  The 
  messenger can remain in the trance until the recipient goes to sleep, 
  then enter the recipient’s dream and deliver the message as normal.  A 
  messenger that is disturbed during the trance comes awake, ending the 
  spell. 
   
  Creatures who don’t sleep (such as elves, but not half-elves) or 
  don’t dream cannot be contacted by this spell. 
   
  The messenger is unaware of its own surroundings or of the 
  activities around it while in the trance.  It is defenseless both physically 
  and mentally (always fails any saving throw) while in the trance. 
   
  Eagle’s Splendor 
  Transmutation 
  Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 10 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes 
  The transmuted creature becomes more poised, articulate, and 
  personally forceful.  The spell grants a +4 enhancement bonus to 
  Charisma, adding the usual benefits to Charisma-based skill checks 
  and other uses of the Charisma modifier.  Sorcerers and bards (and 
  other spellcasters who rely on Charisma) affected by this spell do not 
  gain any additional bonus spells for the increased Charisma, but the 
  save DCs for spells they cast while under this spell’s effect do 
  increase. 
   
  Arcane Material Component: A few feathers or a pinch of 
  droppings from an eagle. 
   
  Eagle’s Splendor, Mass 
  Transmutation 
  Level: Brd 6, Clr 6, Sor/Wiz 6  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature/level, no two of which can be more than 30 ft. 
  apart 
  This spell functions like eagle’s splendor, except that it affects 
  multiple creatures. 
   
  Earthquake 
  Evocation [Earth] 
  Level: Clr 8, Destruction 8, Drd 8, Earth 7  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Area: 80-ft.-radius spread (S)  
  Duration: 1 round  
  Saving Throw: See text  
  Spell Resistance: No 
  When you cast earthquake, an intense but highly localized tremor rips 
  the ground.  The shock knocks creatures down, collapses structures, 
  opens cracks in the ground, and more.  The effect lasts for 1 round, 
  during which time creatures on the ground can’t move or attack.  A 
  spellcaster on the ground must make a Concentration check (DC 20 + 
  spell level) or lose any spell he or she tries to cast.  The earthquake 
  affects all terrain, vegetation, structures, and creatures in the area.  The 
  specific effect of an earthquake spell depends on the nature of the 
  terrain where it is cast. 
   
  Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 
  8d6 points of bludgeoning damage to any creature caught under the 
  cave-in (Reflex DC 15 half ) and pinning that creature beneath the 
  rubble (see below).  An earthquake cast on the roof of a very large 
  cavern could also endanger those outside the actual area but below the 
  falling debris. 
   
  Cliffs: Earthquake causes a cliff to crumble, creating a landslide 
  that travels horizontally as far as it fell vertically.  Any creature in the 
  path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and 
  is pinned beneath the rubble (see below). 
   
  Open Ground: Each creature standing in the area must make a 
  DC 15 Reflex save or fall down.  Fissures open in the earth, and every 
  creature on the ground has a 25% chance to fall into one (Reflex DC 
  20 to avoid a fissure).  At the end of the spell, all fissures grind shut, 
  killing any creatures still trapped within. 
  11: Spell Descriptions 
  
   
  Structure: Any structure standing on open ground takes 100 
  points of damage, enough to collapse a typical wooden or masonry 
  building, but not a structure built of stone or reinforced masonry.  
  Hardness does not reduce this damage, nor is it halved as damage dealt 
  to objects normally is.  Any creature caught inside a collapsing 
  structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) 
  and is pinned beneath the rubble (see below). 
   
  River, Lake, or Marsh: Fissures open underneath the water, 
  draining away the water from that area and forming muddy ground.  
  Soggy marsh or swampland becomes quicksand for the duration of the 
  spell, sucking down creatures and structures.  Each creature in the area 
  must make a DC 15 Reflex save or sink down in the mud and 
  quicksand.  At the end of the spell, the rest of the body of water rushes 
  in to replace the drained water, possibly drowning those caught in the 
  mud. 
   
  Pinned beneath Rubble: Any creature pinned beneath rubble 
  takes 1d6 points of nonlethal damage per minute while pinned.  If a 
  pinned character falls unconscious, he or she must make a DC 15 
  Constitution check or take 1d6 points of lethal damage each minute 
  thereafter until freed or dead. 
   
  Elemental Swarm 
  Conjuration (Summoning) [see text] 
  Level: Air 9, Drd 9, Earth 9, Fire 9, Water 9  
  Components: V, S  
  Casting Time: 10 minutes  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Two or more summoned creatures, no two of which can be 
  more than 30 ft. apart  
  Duration: 10 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  This spell opens a portal to an Elemental Plane and summons 
  elementals from it.  A druid can choose the plane (Air, Earth, Fire, or 
  Water); a cleric opens a portal to the plane matching his domain. 
   
  When the spell is complete, 2d4 Large elementals appear.  Ten 
  minutes later, 1d4 Huge elementals appear.  Ten minutes after that, one 
  greater elemental appears.  Each elemental has maximum hit points per 
  HD.  Once these creatures appear, they serve you for the duration of 
  the spell. 
   
  The elementals obey you explicitly and never attack you, even if 
  someone else manages to gain control over them.  You do not need to 
  concentrate to maintain control over the elementals.  You can dismiss 
  them singly or in groups at any time. 
   
  When you use a summoning spell to summon an air, earth, fire, or 
  water creature, it is a spell of that type. 
   
  Endure Elements 
  Abjuration [see text] 
  Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 24 hours  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  This abjuration grants a creature limited protection to damage from 
  whichever one of five energy types the character selects: acid, cold, 
  fire, electricity, or sonic.  Each round, the spell absorbs the first 5 
  points of damage the creature would otherwise take from the specified 
  energy type, regardless of whether the source of damage is natural, 
  magical, or psionic.  The spell protects the recipient’s equipment as 
  well. 
   
  Endure elements absorbs only damage.  The character could still 
  suffer unfortunate side effects, such as heat stroke and hypothermia. 
   
  Endure elements has the same descriptor as the type of damage it 
  protects against. 
   
  Note: Endure elements overlaps (and does not stack with) resist 
  energy and protection from energy.  If a character is warded by 
  protection from energy and one or both of the other spells, the 
  protection spell absorbs damage until it is exhausted.  If a character is 
  warded by resist energy and endure elements at the same time, the 
  resist spell absorbs damage but the endure spell does not. 
   
  Energy Drain 
  Necromancy 
  Level: Clr 9, Sor/Wiz 9, Undead 9 
  Saving Throw: Fortitude partial; see text for enervation 
  This spell functions like enervation, except that the creature struck 
  gains 2d4 negative levels, and the negative levels last longer. 
   
  There is no saving throw to avoid gaining the negative levels, but 
  24 hours after gaining them, the subject must make a Fortitude saving 
  throw (DC = energy drain spell’s save DC) for each negative level.  If 
  the save succeeds, that negative level is removed.  If it fails, the 
  negative level also goes away, but one of the subject’s character levels 
  is permanently drained. 
   
  An undead creature struck by the ray gains 2d4x5 temporary hit 
  points for 1 hour. 
   
  Enervation 
  Necromancy 
  Level: Sor/Wiz 4, Undead 4 
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: Ray of negative energy  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: Yes 
  You point your finger and utter the incantation, releasing a black ray of 
  crackling negative energy that suppresses the life force of any living 
  creature it strikes.  You must make a ranged touch attack to hit.  If the 
  attack succeeds, the subject gains 1d4 negative levels. 
   
  If the subject has at least as many negative levels as HD, it dies.  
  Each negative level gives a creature a –1 penalty on attack rolls, saving 
  throws, skill checks, ability checks, and effective level (for 
  determining the power, duration, DC, and other details of spells or 
  special abilities). 
   
  Additionally, a spellcaster loses one spell or spell slot from his or 
  her highest available level.  Negative levels stack. 
   
  Assuming the subject survives, it regains lost levels after a 
  number of hours equal to your caster level (maximum 15 hours).  
  Usually, negative levels have a chance of permanently draining the 
  victim’s levels, but the negative levels from enervation don’t last long 
  enough to do so. 
   
  An undead creature struck by the ray gains 1d4x5 temporary hit 
  points for 1 hour. 
   
  Enlarge Person 
  Transmutation 
  Level: Sor/Wiz 1, Strength 1  
  Components: V, S, M  
  Casting Time: 1 round  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One humanoid creature  
  Duration: 1 minutes/level (D)  
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes 
  This spell causes instant growth of a humanoid creature, doubling its 
  height and multiplying its weight by 8.  This increase changes the 
  creature’s size category to the next larger one.  The target gains a +2 
  size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 
  1), and a –1 penalty on attack rolls and AC due to its increased size. 
   
  A humanoid creature whose size increases to Large has a space of 
  10 feet and a natural reach of 10 feet.  This spell does not change the 
  target’s speed. 
  11: Spell Descriptions 
  
   
  If insufficient room is available for the desired growth, the 
  creature attains the maximum possible size and may make a Strength 
  check (using its increased Strength) to burst any enclosures in the 
  process.  If it fails, it is constrained without harm by the materials 
  enclosing it - the spell cannot be used to crush a creature by increasing 
  its size. 
   
  All equipment worn or carried by a creature is similarly enlarged 
  by the spell.  Melee and projectile weapons affected by this spell deal 
  more damage.  Other magical properties are not affected by this spell.  
  Any enlarged item that leaves an enlarged creature’s possession 
  (including a projectile or thrown weapon) instantly returns to its 
  normal size.  This means that thrown weapons deal their normal 
  damage, and projectiles deal damage based on the size of the weapon 
  that fired them.  Magical properties of enlarged items are not increased 
  by this spell. 
   
  Multiple magical effects that increase size do not stack,. 
   
  Enlarge person counters and dispels reduce person. 
   
  Enlarge person can be made permanent with a permanency spell. 
   
  Material Component: A pinch of powdered iron. 
   
  Enlarge Person, Mass 
  Transmutation 
  Level: Sor/Wiz 4  
  Target: One humanoid creature/level, no two of which can be more 
  than 30 ft. apart 
  This spell functions like enlarge person, except that it affects multiple 
  creatures. 
   
  Entangle 
  Transmutation 
  Level: Drd 1, Plant 1, Rgr 1  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Area: Plants in a 40-ft.-radius spread  
  Duration: 1 minutes/level (D)  
  Saving Throw: Reflex partial; see text  
  Spell Resistance: No 
  Grasses, weeds, bushes, and even trees wrap, twist, and entwine about 
  creatures in the area or those that enter the area, holding them fast and 
  causing them to become entangled.  The creature can break free and 
  move half its normal speed by using a full-round action to make a DC 
  20 Strength check or a DC 20 Escape Artist check.  A creature that 
  succeeds on a Reflex save is not entangled but can still move at only 
  half speed through the area.  Each round on your turn, the plants once 
  again attempt to entangle all creatures that have avoided or escaped 
  entanglement. 
   
  Note: The effects of the spell may be altered somewhat, based on 
  the nature of the entangling plants. 
   
  Enthrall 
  Enchantment (Charm) [Language Dependent, Mind-Affecting, Sonic] 
  Level: Brd 2, Clr 2  
  Components: V, S  
  Casting Time: 1 round  
  Range: Medium (100 ft. + 10 ft./level)  
  Targets: Any number of creatures  
  Duration: 1 hour or less  
  Saving Throw: Will negates; see text  
  Spell Resistance: Yes 
  If you have the attention of a group of creatures, you can use this spell 
  to hold them spellbound.  To cast the spell, you must speak or sing 
  without interruption for 1 full round.  Thereafter, those affected give 
  you their undivided attention, ignoring their surroundings.  They are 
  considered to have an attitude of friendly while under the effect of the 
  spell.  Any potentially affected creature of a race or religion unfriendly 
  to yours gets a +4 bonus on the saving throw. 
   
  A creature with 4 or more HD or with a Wisdom score of 16 or 
  higher remains aware of its surroundings and has an attitude of 
  indifferent.  It gains a new saving throw if it witnesses actions that it 
  opposes. 
   
  The effect lasts as long as you speak or sing, to a maximum of 1 
  hour.  Those enthralled by your words take no action while you speak 
  or sing and for 1d3 rounds thereafter while they discuss the topic or 
  performance.  Those entering the area during the performance must 
  also successfully save or become enthralled.  The speech ends (but the 
  1d3-round delay still applies) if you lose concentration or do anything 
  other than speak or sing. 
   
  If those not enthralled have unfriendly or hostile attitudes toward 
  you, they can collectively make a Charisma check to try to end the 
  spell by jeering and heckling.  For this check, use the Charisma bonus 
  of the creature with the highest Charisma in the group; others may 
  make Charisma checks to assist.  The heckling ends the spell if this 
  check result beats your Charisma check result.  Only one such 
  challenge is allowed per use of the spell. 
   
  If any member of the audience is attacked or subjected to some 
  other overtly hostile act, the spell ends and the previously enthralled 
  members become immediately unfriendly toward you.  Each creature 
  with 4 or more HD or with a Wisdom score of 16 or higher becomes 
  hostile. 
   
  Entropic Shield 
  Abjuration 
  Level: Clr 1, Luck 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 minutes/level (D) 
  A magical field appears around you, glowing with a chaotic blast of 
  multicolored hues.  This field deflects incoming arrows, rays, and other 
  ranged attacks.  Each ranged attack directed at you for which the 
  attacker must make an attack roll has a 20% miss chance (similar to the 
  effects of concealment).  Other attacks that simply work at a distance 
  are not affected. 
   
  Erase 
  Transmutation 
  Level: Brd 1, Sor/Wiz 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One scroll or two pages  
  Duration: Instantaneous  
  Saving Throw: See text  
  Spell Resistance: No 
  Erase removes writings of either magical or mundane nature from a 
  scroll or from one or two pages of paper, parchment, or similar 
  surfaces.  With this spell, you can remove explosive runes, a glyph of 
  warding, a sepia snake sigil, or an arcane mark, but not illusory script 
  or a symbol spell.  Nonmagical writing is automatically erased if you 
  touch it and no one else is holding it.  Otherwise, the chance of erasing 
  nonmagical writing is 90%. 
   
  Magic writing must be touched to be erased, and you also must 
  succeed on a caster level check (1d20 + caster level) against DC 15.  
  (A natural 1 or 2 is always a failure on this check.) If you fail to erase 
  explosive runes, a glyph of warding, or a sepia snake sigil, you 
  accidentally activate that writing instead. 
   
  Ethereal Jaunt 
  Transmutation 
  Level: Clr 7, Sor/Wiz 7  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 round/level (D) 
  11: Spell Descriptions 
  
  You become ethereal, along with your equipment.  For the duration of 
  the spell, you are in a place called the Ethereal Plane, which overlaps 
  the normal, physical, Material Plane.  When the spell expires, you 
  return to material existence. 
   
  An ethereal creature is invisible, insubstantial, and capable of 
  moving in any direction, even up or down, albeit at half normal speed.  
  As an insubstantial creature, you can move through solid objects, 
  including living creatures.  An ethereal creature can see and hear on 
  the Material Plane, but everything looks gray and ephemeral.  Sight 
  and hearing onto the Material Plane are limited to 60 feet. 
   
  Force effects and abjurations affect an ethereal creature normally.  
  Their effects extend onto the Ethereal Plane from the Material Plane, 
  but not vice versa.  An ethereal creature can’t attack material creatures, 
  and spells you cast while ethereal affect only other ethereal things.  
  Certain material creatures or objects have attacks or effects that work 
  on the Ethereal Plane. 
   
  Treat other ethereal creatures and ethereal objects as if they were 
  material. 
   
  If you end the spell and become material while inside a material 
  object (such as a solid wall), you are shunted off to the nearest open 
  space and take 1d6 points of damage per 5 feet that you so travel. 
   
  Etherealness 
  Transmutation 
  Level: Clr 9, Sor/Wiz 9  
  Range: Touch; see text  
  Targets: You and one other touched creature per three levels  
  Duration: 1 minutes/level (D)  
  Spell Resistance: Yes 
  This spell functions like ethereal jaunt, except that you and other 
  willing creatures joined by linked hands (along with their equipment) 
  become ethereal.  Besides yourself, you can bring one creature per 
  three caster levels to the Ethereal Plane.  Once ethereal, the subjects 
  need not stay together. 
   
  When the spell expires, all affected creatures on the Ethereal 
  Plane return to material existence. 
   
  Expeditious Retreat 
  Transmutation 
  Level: Brd 1, Sor/Wiz 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 minutes/level (D) 
  This spell increases your base land speed by 30 feet.  (This adjustment 
  is treated as an enhancement bonus.) There is no effect on other modes 
  of movement, such as burrow, climb, fly, or swim.  As with any effect 
  that increases your speed, this spell affects your jumping distance (see 
  the Jump skill). 
   
  Explosive Runes 
  Abjuration [Force] 
  Level: Sor/Wiz 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: One touched object weighing no more than 10 lb.   
  Duration: Permanent until discharged (D)  
  Saving Throw: See text  
  Spell Resistance: Yes 
  You trace these mystic runes upon a book, map, scroll, or similar 
  object bearing written information.  The runes detonate when read, 
  dealing 6d6 points of force damage.  Anyone next to the runes (close 
  enough to read them) takes the full damage with no saving throw; any 
  other creature within 10 feet of the runes is entitled to a Reflex save for 
  half damage.  The object on which the runes were written also takes 
  full damage (no saving throw). 
   
  You and any characters you specifically instruct can read the 
  protected writing without triggering the runes.  Likewise, you can 
  remove the runes whenever desired.  Another creature can remove 
  them with a successful dispel magic or erase spell, but attempting to 
  dispel or erase the runes and failing to do so triggers the explosion. 
   
  Note: Magic traps such as explosive runes are hard to detect and 
  disable.  A rogue (only) can use the Search skill to find the runes and 
  Disable Device to thwart them.  The DC in each case is 25 + spell 
  level, or 28 for explosive runes. 
   
  Eyebite 
  Necromancy [Evil] 
  Level: Brd 6, Sor/Wiz 6  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One living creature  
  Duration: 1 round per three levels; see text  
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes 
  Each round, you may target a single living creature, striking it with 
  waves of evil power.  Depending on the target’s HD, this attack has as 
  many as three effects. 
  HD  
  Effect 
   
  10 or more  Sickened 
  5–9  
  Panicked, sickened 
   
  4 or less  
  Comatose, panicked, sickened 
   
  The effects are cumulative and concurrent. 
   
  Sickened: Sudden pain and fever sweeps over the subject’s body.  
  A sickened creature takes a –2 penalty on attack rolls, weapon damage 
  rolls, saving throws, skill checks, and ability checks.  A creature 
  affected by this spell remains sickened for 10 minutes per caster level.  
  The effects cannot be negated by a remove disease or heal spell, but a 
  remove curse is effective. 
   
  Panicked: The subject becomes panicked for 1d4 rounds.  Even 
  after the panic ends, the creature remains shaken for 10 minutes per 
  caster level, and it automatically becomes panicked again if it comes 
  within sight of you during that time.  This is a fear effect. 
   
  Comatose: The subject falls into a catatonic coma for 10 minutes 
  per caster level.  During this time, it cannot be awakened by any means 
  short of dispelling the effect.  This is not a sleep effect, and thus elves 
  are not immune to it. 
   
  The spell lasts for 1 round per three caster levels.  You must 
  spend a move action each round after the first to target a foe. 
   
  Fabricate 
  Transmutation 
  Level: Sor/Wiz 5  
  Components: V, S, M  
  Casting Time: See text  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: Up to 10 cu. ft./level; see text  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
  You convert material of one sort into a product that is of the same 
  material.  Creatures or magic items cannot be created or transmuted by 
  the fabricate spell.  The quality of items made by this spell is 
  commensurate with the quality of material used as the basis for the 
  new fabrication.  If you work with a mineral, the target is reduced to 1 
  cubic foot per level instead of 10 cubic feet. 
   
  You must make an appropriate Craft check to fabricate articles 
  requiring a high degree of craftsmanship. 
   
  Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of 
  material to be affected by the spell. 
   
  Material Component: The original material, which costs the 
  same amount as the raw materials required to craft the item to be 
  created. 
   
  11: Spell Descriptions 
  
  Faerie Fire 
  Evocation [Light] 
  Level: Drd 1  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Area: Creatures and objects within a 5-ft.-radius burst  
  Duration: 1 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: Yes 
  A pale glow surrounds and outlines the subjects.  Outlined subjects 
  shed light as candles.  Outlined creatures do not benefit from the 
  concealment normally provided by darkness (though a 2nd-level or 
  higher 
  magical 
  darkness 
  effect 
  functions 
  normally), 
  blur, 
  displacement, invisibility, or similar effects.  The light is too dim to 
  have any special effect on undead or dark-dwelling creatures 
  vulnerable to light.  The faerie fire can be blue, green, or violet, 
  according to your choice at the time of casting.  The faerie fire does 
  not cause any harm to the objects or creatures thus outlined. 
   
  False Life 
  Necromancy 
  Level: Sor/Wiz 2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 hour/level or until discharged; see text 
  You harness the power of unlife to grant yourself a limited ability to 
  avoid death.  While this spell is in effect, you gain temporary hit points 
  equal to 1d10 +1 per caster level (maximum +10). 
   
  Material Component: A small amount of alcohol or distilled 
  spirits, which you use to trace certain sigils on your body during 
  casting.  These sigils cannot be seen once the alcohol or spirits 
  evaporate. 
   
  False Vision 
  Illusion (Glamer) 
  Level: Brd 5, Sor/Wiz 5, Trickery 5  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Area: 40-ft.-radius emanation  
  Duration: 1 hour/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  Any divination (scrying) spell used to view anything within the area of 
  this spell instead receives a false image (as the major image spell), as 
  defined by you at the time of casting.  As long as the duration lasts, 
  you can concentrate to change the image as desired.  While you aren’t 
  concentrating, the image remains static. 
   
  Arcane Material Component: The ground dust of a piece of 
  jade worth at least 250 gp, which is sprinkled into the air when the 
  spell is cast. 
   
  Fear 
  Necromancy [Fear, Mind-Affecting] 
  Level: Brd 3, Sor/Wiz 4  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: 30 ft.  
  Area: Cone-shaped burst  
  Duration: 1 round/level or 1 round; see text  
  Saving Throw: Will partial  
  Spell Resistance: Yes 
  An invisible cone of terror causes each living creature in the area to 
  become panicked unless it succeeds on a Will save.  If cornered, a 
  panicked creature begins cowering.  If the Will save succeeds, the 
  creature is shaken for 1 round. 
   
  Material Component: Either the heart of a hen or a white 
  feather. 
   
  Feather Fall 
  Transmutation 
  Level: Brd 1, Sor/Wiz 1  
  Components: V  
  Casting Time: 1 free action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: One Medium or smaller freefalling object or creature/level, 
  no two of which may be more than 20 ft. apart  
  Duration: Until landing or 1 round/level  
  Saving Throw: Will negates (harmless) or Will negates (object)  
  Spell Resistance: Yes (object) 
  The affected creatures or objects fall slowly.  Feather fall instantly 
  changes the rate at which the targets fall to a mere 60 feet per round 
  (equivalent to the end of a fall from a few feet), and the subjects take 
  no damage upon landing while the spell is in effect.  However, when 
  the spell duration expires, a normal rate of falling resumes. 
   
  The spell affects one or more Medium or smaller creatures 
  (including gear and carried objects up to each creature’s maximum 
  load) or objects, or the equivalent in larger creatures: A Large creature 
  or object counts as two Medium creatures or objects, a Huge creature 
  or object counts as two Large creatures or objects, and so forth. 
   
  You can cast this spell with an instant utterance, quickly enough 
  to save yourself if you unexpectedly fall.  Casting the spell is a free 
  action, like casting a quickened spell, and it counts toward the normal 
  limit of one quickened spell per round.  You may even cast this spell 
  when it isn’t your turn. 
   
  This spell has no special effect on ranged weapons unless they are 
  falling quite a distance.  If the spell is cast on a falling item the object 
  does half normal damage based on its weight, with no bonus for the 
  height of the drop. 
   
  Feather fall works only upon free-falling objects.  It does not 
  affect a sword blow or a charging or flying creature. 
   
  Feeblemind 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Mentalism 7, Sor/Wiz 5  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Target: One creature  
  Duration: Instantaneous  
  Saving Throw: Will negates; see text  
  Spell Resistance: Yes 
  If the target creature fails a Will saving throw, its Intelligence and 
  Charisma scores each drop to 1.  The affected creature is unable to use 
  Intelligence- or Charisma-based skills, cast spells, understand 
  language, or communicate coherently.  Still, it knows who its friends 
  are and can follow them and even protect them.  The subject remains 
  in this state until a heal, limited wish, miracle, or wish spell is used to 
  cancel the effect of the feeblemind.  A creature that can cast arcane 
  spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving 
  throw. 
   
  Material Component: A handful of clay, crystal, glass, or 
  mineral spheres. 
   
  Find the Path 
  Divination 
  Level: Brd 6, Clr 6, Drd 6, Knowledge 6, Travel 6  
  Components: V, S, F  
  Casting Time: 3 rounds  
  Range: Personal or touch  
  Target: You or creature touched  
  Duration: 10 minutes/level  
  Saving Throw: None or Will negates (harmless)  
  Spell Resistance: No or Yes (harmless) 
  11: Spell Descriptions 
  
  The recipient of this spell can find the shortest, most direct physical 
  route to a specified destination, be it the way into or out of a locale.  
  The locale can be outdoors, underground, or even inside a maze spell.  
  Find the path works with respect to locations, not objects or creatures 
  at a locale.  The location must be on the same plane as you are at the 
  time of casting. 
   
  The spell enables the subject to sense the correct direction that 
  will eventually lead it to its destination, indicating at appropriate times 
  the exact path to follow or physical actions to take.  For example, the 
  spell enables the subject to sense trip wires or the proper word to 
  bypass a glyph of warding.  The spell ends when the destination is 
  reached or the duration expires, whichever comes first.  Find the path 
  can be used to remove the subject and its companions from the effect 
  of a maze spell in a single round. 
   
  This divination is keyed to the recipient, not its companions, and 
  its effect does not predict or allow for the actions of creatures 
  (including guardians). 
   
  Focus: A set of divination counters of the sort you favor. 
   
  Find Traps 
  Divination 
  Level: Clr 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 minutes/level 
  You gain intuitive insight into the workings of traps.  You can use the 
  Search skill to detect traps just as a rogue can.  In addition, you gain an 
  insight bonus equal to one-half your caster level (maximum +10) on 
  Search checks made to find traps while the spell is in effect. 
   
  Note that find traps grants no ability to disable the traps that you 
  may find. 
   
  Finger of Death 
  Necromancy [Death] 
  Level: Drd 8, Sor/Wiz 7  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One living creature  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: Yes 
  You can slay any one living creature within range.  The target is 
  entitled to a Fortitude saving throw to survive the attack.  If the save is 
  successful, the creature instead takes 3d6 points of damage +1 point 
  per caster level (maximum +25). 
   
  The subject might die from damage even if it succeeds on its 
  saving throw. 
   
  Fire Seeds 
  Conjuration (Creation) [Fire] 
  Level: Drd 6, Fire 6, Sun 6  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: Up to four touched acorns or up to eight touched holly 
  berries  
  Duration: 10 minutes/level or until used  
  Saving Throw: None or Reflex half; see text  
  Spell Resistance: No 
  Depending on the version of fire seeds you choose, you turn acorns 
  into splash weapons that you or another character can throw, or you 
  turn holly berries into bombs that you can detonate on command. 
   
  Acorn Grenades: As many as four acorns turn into special splash 
  weapons that can be hurled as far as 100 feet.  A ranged touch attack 
  roll is required to strike the intended target.  Together, the acorns are 
  capable of dealing 1d6 points of fire damage per caster level 
  (maximum 20d6), divided up among the acorns as you wish. 
   
  Each acorn explodes upon striking any hard surface.  In addition 
  to its regular fire damage, it deals 1 point of splash damage per die, 
  and it ignites any combustible materials within 10 feet.  A creature 
  within this area that makes a successful Reflex saving throw takes only 
  half damage; a creature struck directly is not allowed a saving throw. 
   
  Holly Berry Bombs: You turn as many as eight holly berries into 
  special bombs.  The holly berries are usually placed by hand, since 
  they are too light to make effective thrown weapons (they can be 
  tossed only 5 feet).  If you are within 200 feet and speak a word of 
  command, each berry instantly bursts into flame, causing 1d8 points of 
  fire damage +1 point per caster level to every creature in a 5-foot 
  radius burst and igniting any combustible materials within 5 feet.  A 
  creature in the area that makes a successful Reflex saving throw takes 
  only half damage. 
   
  Material Component: The acorns or holly berries. 
   
  Fire Shield 
  Evocation [Fire or Cold] 
  Level: Fire 5, Sor/Wiz 4, Sun 4  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 round/level (D) 
  This spell wreathes you in flame and causes damage to each creature 
  that attacks you in melee.  The flames also protect you from either 
  cold-based or fire-based attacks (your choice). 
   
  Any creature striking you with its body or a handheld weapon 
  deals normal damage, but at the same time the attacker takes 1d6 
  points of damage +1 point per caster level (maximum +15).  This 
  damage is either cold damage (if the shield protects against fire-based 
  attacks) or fire damage (if the shield protects against cold-based 
  attacks).  If the attacker has spell resistance, it applies to this effect.  
  Creatures wielding weapons with exceptional reach are not subject to 
  this damage if they attack you. 
   
  When casting this spell, you appear to immolate yourself, but the 
  flames are thin and wispy, giving off light equal to only half the 
  illumination of a normal torch (10 feet).  The color of the flames is 
  determined randomly (50% chance of either color) - blue or green if 
  the chill shield is cast, violet or blue if the warm shield is employed.  
  The special powers of each version are as follows. 
   
  Warm Shield: The flames are warm to the touch.  You take only 
  half damage from cold-based attacks.  If such an attack allows a Reflex 
  save for half damage, you take no damage on a successful save. 
   
  Chill Shield: The flames are cool to the touch.  You take only 
  half damage from fire-based attacks.  If such an attack allows a Reflex 
  save for half damage, you take no damage on a successful save. 
   
  Arcane Material Component: A bit of phosphorus for the warm 
  shield; a live firefly or glowworm or the tail portions of four dead ones 
  for the chill shield. 
   
  Fire Storm 
  Evocation [Fire] 
  Level: Clr 8, Drd 7, Fire 7  
  Components: V, S  
  Casting Time: 1 round  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: Two 10-ft. cubes per level (S)  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: Yes 
  When a fire storm spell is cast, the whole area is shot through with 
  sheets of roaring flame.  The raging flames do not harm natural 
  vegetation, ground cover, and any plant creatures in the area that you 
  wish to exclude from damage.  Any other creature within the area takes 
  1d6 points of fire damage per caster level (maximum 20d6). 
   
  11: Spell Descriptions 
  
  Fire Trap 
  Abjuration [Fire] 
  Level: Drd 2, Sor/Wiz 4  
  Components: V, S, M  
  Casting Time: 10 minutes  
  Range: Touch  
  Target: Object touched  
  Duration: Permanent until discharged (D)  
  Saving Throw: Reflex half; see text  
  Spell Resistance: Yes 
  Fire trap creates a fiery explosion when an intruder opens the item that 
  the trap protects.  A fire trap can ward any object that can be opened 
  and closed. 
   
  When casting fire trap, you select a point on the object as the 
  spell’s center.  When someone other than you opens the object, a fiery 
  explosion fills the area within a 5-foot radius around the spell’s center.  
  The flames deal 1d4 points of fire damage +1 point per caster level 
  (maximum +20).  The item protected by the trap is not harmed by this 
  explosion. 
   
  A fire trapped item cannot have a second closure or warding spell 
  placed on it. 
   
  A knock spell does not bypass a fire trap.  An unsuccessful dispel 
  magic spell does not detonate the spell. 
   
  Underwater, this ward deals half damage and creates a large cloud 
  of steam. 
   
  You can use the fire trapped object without discharging it, as can 
  any individual to whom the object was specifically attuned when cast.  
  Attuning a fire trapped object to an individual usually involves setting 
  a password that you can share with friends. 
   
  Note: Magic traps such as fire trap are hard to detect and disable.  
  A rogue (only) can use the Search skill to find a fire trap and Disable 
  Device to thwart it.  The DC in each case is 25 + spell level (DC 27 for 
  a druid’s fire trap or DC 29 for the arcane version). 
   
  Material Component: A half-pound of gold dust (cost 25 gp) 
  sprinkled on the warded object. 
   
  Fireball 
  Evocation [Fire] 
  Level: Sor/Wiz 3  
  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: Reflex half  
  Spell Resistance: Yes 
  A fireball spell is an explosion of flame that detonates with a low roar 
  and deals 1d6 points of fire damage per caster level (maximum 10d6) 
  to every creature within the area.  Unattended objects also take this 
  damage.  The explosion creates almost no pressure. 
   
  You point your finger and determine the range (distance and 
  height) at which the fireball is to burst.  A glowing, pea-sized bead 
  streaks from the pointing digit and, unless it impacts upon a material 
  body or solid barrier prior to attaining the prescribed range, blossoms 
  into the fireball at that point.  (An early impact results in an early 
  detonation.) If you attempt to send the bead through a narrow passage, 
  such as through an arrow slit, you must “hit” the opening with a ranged 
  touch attack, or else the bead strikes the barrier and detonates 
  prematurely. 
   
  The fireball sets fire to combustibles and damages objects in the 
  area.  It can melt metals with low melting points, such as lead, gold, 
  copper, silver, and bronze.  If the damage caused to an interposing 
  barrier shatters or breaks through it, the fireball may continue beyond 
  the barrier if the area permits; otherwise it stops at the barrier just as 
  any other spell effect does. 
   
  Material Component: A tiny ball of bat guano and sulfur. 
   
  Flame Arrow 
  Transmutation [Fire] 
  Level: Sor/Wiz 3  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: Fifty projectiles, all of which must be in contact with each 
  other at the time of casting  
  Duration: 10 minutes/level  
  Saving Throw: None  
  Spell Resistance: No 
  You turn ammunition (such as arrows, bolts, shuriken, and stones) into 
  fiery projectiles.  Each piece of ammunition deals an extra 1d6 points 
  of fire damage to any target it hits.  A flaming projectile can easily 
  ignite a flammable object or structure, but it won’t ignite a creature it 
  strikes. 
   
  Material Component: A drop of oil and a small piece of flint. 
   
  Flame Blade 
  Evocation [Fire] 
  Level: Drd 2  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: 0 ft. 
  Effect: Sword-like beam  
  Duration: 1 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: Yes 
  A 3-foot-long, blazing beam of red-hot fire springs forth from your 
  hand.  You wield this bladelike beam as if it were a scimitar.  Attacks 
  with the flame blade are melee touch attacks.  The blade deals 1d8 
  points of fire damage +1 point per two caster levels (maximum +10).  
  Since the blade is immaterial, your Strength modifier does not apply to 
  the damage.  A flame blade can ignite combustible materials such as 
  parchment, straw, dry sticks, and cloth. 
   
  The spell does not function underwater. 
   
  Flame Strike 
  Evocation [Fire] 
  Level: Clr 5, Drd 4, Sun 5, War 5  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: Cylinder (10-ft. radius, 40 ft. high)  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: Yes 
  A flame strike produces a vertical column of divine fire roaring 
  downward.  The spell deals 1d6 points of damage per caster level 
  (maximum 15d6).  Half the damage is fire damage, but the other half 
  results directly from divine power and is therefore not subject to being 
  reduced by resistance to fire-based attacks. 
   
  Flaming Sphere 
  Evocation [Fire] 
  Level: Drd 2, Sor/Wiz 2  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: 5-ft.-diameter sphere  
  Duration: 1 round/level  
  Saving Throw: Reflex negates  
  Spell Resistance: Yes 
  A burning globe of fire rolls in whichever direction you point and 
  burns those it strikes.  It moves 30 feet per round.  As part of this 
  movement, it can ascend or jump up to 30 feet to strike a target.  If it 
  enters a space with a creature, it stops moving for the round and deals 
  2d6 points of fire damage to that creature, though a successful Reflex 
  save negates that damage.  A flaming sphere rolls over barriers less 
  11: Spell Descriptions 
  
  than 4 feet tall.  It ignites flammable substances it touches and 
  illuminates the same area as a torch would. 
   
  The sphere moves as long as you actively direct it (a move action 
  for you); otherwise, it merely stays at rest and burns.  It can be 
  extinguished by any means that would put out a normal fire of its size.  
  The surface of the sphere has a spongy, yielding consistency and so 
  does not cause damage except by its flame.  It cannot push aside 
  unwilling creatures or batter down large obstacles.  A flaming sphere 
  winks out if it exceeds the spell’s range. 
   
  Arcane Material Component: A bit of tallow, a pinch of 
  brimstone, and a dusting of powdered iron. 
   
  Flare 
  Evocation [Light] 
  Level: Brd 0, Drd 0, Sor/Wiz 0  
  Components: V  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: Burst of light  
  Duration: Instantaneous  
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes 
  This cantrip creates a burst of light.  If you cause the light to burst 
  directly in front of a single creature, that creature is dazzled for 1 
  minute unless it makes a successful Fortitude save.  Sightless 
  creatures, as well as creatures already dazzled, are not affected by 
  flare. 
   
   
  Flesh to Stone 
  Transmutation 
  Level: Sor/Wiz 6  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Target: One creature  
  Duration: Instantaneous  
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes 
  The subject, along with all its carried gear, turns into a mindless, inert 
  statue.  If the statue resulting from this spell is broken or damaged, the 
  subject (if ever returned to its original state) has similar damage or 
  deformities.  The creature is not dead, but it does not seem to be alive 
  either when viewed with spells such as deathwatch. 
   
  Only creatures made of flesh are affected by this spell. 
   
  Material Component: Lime, water, and earth. 
   
  Fly 
  Transmutation 
  Level: Sor/Wiz 3, Travel 3  
  Components: V, S, F/DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 1 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  The subject can fly at a speed of 60 feet (or 40 feet if it wears medium 
  or heavy armor, or if it carries a medium or heavy load).  It can ascend 
  at half speed and descend at double speed, and its maneuverability is 
  good.  Using a fly spell requires only as much concentration as 
  walking, so the subject can attack or cast spells normally.  The subject 
  of a fly spell can charge but not run, and it cannot carry aloft more 
  weight than its maximum load, plus any armor it wears. 
   
  Should the spell duration expire while the subject is still aloft, the 
  magic fails slowly.  The subject floats downward 60 feet per round for 
  1d6 rounds.  If it reaches the ground in that amount of time, it lands 
  safely.  If not, it falls the rest of the distance, taking 1d6 points of 
  damage per 10 feet of fall.  Since dispelling a spell effectively ends it, 
  the subject also descends in this way if the fly spell is dispelled, but not 
  if it is negated by an antimagic field. 
   
  Arcane Focus: A wing feather from any bird. 
   
  Floating Disk 
  Evocation [Force] 
  Level: Sor/Wiz 1  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: 3-ft.-diameter disk of force  
  Duration: 1 hour/level  
  Saving Throw: None  
  Spell Resistance: No 
  You create a slightly concave, circular plane of force that follows you 
  about and carries loads for you.  The disk is 3 feet in diameter and 1 
  inch deep at its center.  It can hold 100 pounds of weight per caster 
  level.  (If used to transport a liquid, its capacity is 2 gallons.) The disk 
  floats approximately 3 feet above the ground at all times and remains 
  level.  It floats along horizontally within spell range and will 
  accompany you at a rate of no more than your normal speed each 
  round.  If not otherwise directed, it maintains a constant interval of 5 
  feet between itself and you.  The disk winks out of existence when the 
  spell duration expires.  The disk also winks out if you move beyond 
  range or try to take the disk more than 3 feet away from the surface 
  beneath it.  When the disk winks out, whatever it was supporting falls 
  to the surface beneath it. 
   
  Material Component: A drop of mercury. 
   
  Fog Cloud 
  Conjuration (Creation) 
  Level: Drd 2, Sor/Wiz 2, Water 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft. level)  
  Effect: Fog spreads in 20-ft. radius, 20 ft. high  
  Duration: 10 minutes/level  
  Saving Throw: None  
  Spell Resistance: No 
  A bank of fog billows out from the point you designate.  The fog 
  obscures all sight, including darkvision, beyond 5 feet.  A creature 
  within 5 feet has concealment (attacks have a 20% miss chance).  
  Creatures farther away have total concealment (50% miss chance, and 
  the attacker can’t use sight to locate the target). 
   
  A moderate wind (11+ mph) disperses the fog in 4 rounds; a 
  strong wind (21+ mph) disperses the fog in 1 round. 
   
  The spell does not function underwater. 
   
  Forbiddance 
  Abjuration 
  Level: Clr 6  
  Components: V, S, M, DF  
  Casting Time: 6 rounds  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: 60-ft. cube/level (S)  
  Duration: Permanent  
  Saving Throw: See text  
  Spell Resistance: Yes 
  Forbiddance seals an area against all planar travel into or within it.  
  This includes all teleportation spells (such as dimension door and 
  teleport), plane shifting, astral travel, ethereal travel, and all 
  summoning spells.  Such effects simply fail automatically. 
   
  In addition, it damages entering creatures whose alignments are 
  different from yours.  The effect on those attempting to enter the 
  warded area is based on their alignment relative to yours (see below).  
  A creature inside the area when the spell is cast takes no damage 
  unless it exits the area and attempts to reenter, at which time it is 
  affected as normal. 
  11: Spell Descriptions 
  
   
  Alignments identical: No effect.  The creature may enter the area 
  freely (although not by planar travel). 
   
  Alignments different with respect to either law/chaos or 
  good/evil: The creature takes 6d6 points of damage.  A successful Will 
  save halves the damage, and spell resistance applies. 
   
  Alignments different with respect to both law/chaos and 
  good/evil: The creature takes 12d6 points of damage.  A successful 
  Will save halves the damage, and spell resistance applies. 
   
  At your option, the abjuration can include a password, in which 
  case creatures of alignments different from yours can avoid the damage 
  by speaking the password as they enter the area.  You must select this 
  option (and the password) at the time of casting. 
   
  Dispel magic does not dispel a forbiddance effect unless the 
  dispeller’s level is at least as high as your caster level. 
   
  You can’t have multiple overlapping forbiddance effects.  In such 
  a case, the more recent effect stops at the boundary of the older effect. 
   
  Material Component: A sprinkling of holy water and rare 
  incenses worth at least 1,500 gp, plus 1,500 gp per 60-foot cube.  If a 
  password is desired, this requires the burning of additional rare 
  incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot cube. 
   
  Forcecage 
  Evocation [Force] 
  Level: Sor/Wiz 7  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Area: Barred cage (20-ft. cube) or windowless cell (10-ft. cube)  
  Duration: 2 hours/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  This powerful spell brings into being an immobile, invisible cubical 
  prison composed of either bars of force or solid walls of force (your 
  choice). 
   
  Creatures within the area are caught and contained unless they are 
  too big to fit inside, in which case the spell automatically fails.  
  Teleportation and other forms of astral travel provide a means of 
  escape, but the force walls or bars extend into the Ethereal Plane, 
  blocking ethereal travel. 
   
  Like a wall of force spell, a forcecage resists dispel magic, but it 
  is vulnerable to a disintegrate spell, and it can be destroyed by a sphere 
  of annihilation or a rod of cancellation. 
   
  Barred Cage: This version of the spell produces a 20-foot cube 
  made of bands of force (similar to a wall of force spell) for bars.  The 
  bands are a half-inch wide, with half-inch gaps between them.  Any 
  creature capable of passing through such a small space can escape; 
  others are confined.  You can’t attack a creature in a barred cage with a 
  weapon unless the weapon can fit between the gaps.  Even against such 
  weapons (including arrows and similar ranged attacks), a creature in 
  the barred cage has cover.  All spells and breath weapons can pass 
  through the gaps in the bars. 
   
  Windowless Cell: This version of the spell produces a 10-foot 
  cube with no way in and no way out.  Solid walls of force form its six 
  sides. 
   
  Material Component: Ruby dust worth 1,500 gp, which is tossed 
  into the air and disappears when you cast the spell. 
   
  Forceful Hand 
  Evocation [Force] 
  Level: Sor/Wiz 6  
  Components: V, S, F 
  This spell functions like interposing hand, except that the forceful 
  hand pursues and pushes away the opponent that you designate.  Treat 
  this attack as a bull rush with a +14 bonus on the Strength check (+8 
  for Strength 27, +4 for being Large, and a +2 bonus for charging, 
  which it always gets).  The hand always moves with the opponent to 
  push that target back the full distance allowed, and it has no speed 
  limit.  Directing the spell to a new target is a move action. 
   
  A very strong creature could not push the hand out of its way 
  because the latter would instantly reposition itself between the creature 
  and you, but an opponent could push the hand up against you by 
  successfully bull rushing it. 
   
  Focus: A sturdy glove made of leather or heavy cloth. 
   
  Foresight 
  Divination 
  Level: Drd 9, Knowledge 9, Sor/Wiz 9  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Personal or touch  
  Target: See text  
  Duration: 10 minutes/level  
  Saving Throw: None or Will negates (harmless)  
  Spell Resistance: No or Yes (harmless) 
  This spell grants you a powerful sixth sense in relation to yourself or 
  another.  Once foresight is cast, you receive instantaneous warnings of 
  impending danger or harm to the subject of the spell.  You are never 
  surprised or flat-footed.  In addition, the spell gives you a general idea 
  of what action you might take to best protect yourself and gives you a 
  +2 insight bonus to AC and Reflex saves.  This insight bonus is lost 
  whenever you would lose a Dexterity bonus to AC. 
   
  When another creature is the subject of the spell, you receive 
  warnings about that creature.  You must communicate what you learn 
  to the other creature for the warning to be useful, and the creature can 
  be caught unprepared in the absence of such a warning.  Shouting a 
  warning, 
  yanking 
  a 
  person 
  back, 
  and 
  even 
  telepathically 
  communicating (via an appropriate spell) can all be accomplished 
  before some danger befalls the subject, provided you act on the 
  warning without delay.  The subject, however, does not gain the 
  insight bonus to AC and Reflex saves. 
   
  Arcane Material Component: A hummingbird’s feather. 
   
  Fox’s Cunning 
  Transmutation 
  Level: Brd 2, Sor/Wiz 2  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 10 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes 
  The transmuted creature becomes smarter.  The spell grants a +4 
  enhancement bonus to Intelligence, adding the usual benefits to 
  Intelligence-based skill checks and other uses of the Intelligence 
  modifier.  Wizards (and other spellcasters who rely on Intelligence) 
  affected by this spell do not gain any additional bonus spells for the 
  increased Intelligence, but the save DCs for spells they cast while 
  under this spell’s effect do increase.  This spell doesn’t grant extra skill 
  points. 
   
  Arcane Material Component: A few hairs, or a pinch of dung, 
  from a fox. 
   
  Fox’s Cunning, Mass 
  Transmutation 
  Level: Brd 6, Sor/Wiz 6  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature/level, no two of which can be more than 30 ft. 
  apart 
  This spell functions like fox’s cunning, except that it affects multiple 
  creatures. 
   
  11: Spell Descriptions 
  
  Freedom 
  Abjuration 
  Level: Sor/Wiz 9  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels) or see text  
  Target: One creature  
  Duration: Instantaneous  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes 
  The subject is freed from spells and effects that restrict its movement, 
  including binding, entangle, grappling, imprisonment, maze, paralysis, 
  petrification, pinning, sleep, slow, stunning, temporal stasis, and web.  
  To free a creature from imprisonment or maze, you must know its 
  name and background, and you must cast this spell at the spot where it 
  was entombed or banished into the maze. 
   
  Freedom of Movement 
  Abjuration 
  Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4  
  Components: V, S, M, DF  
  Casting Time: 1 standard action  
  Range: Personal or touch  
  Target: You or creature touched  
  Duration: 10 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  This spell enables you or a creature you touch to move and attack 
  normally for the duration of the spell, even under the influence of 
  magic that usually impedes movement, such as paralysis, solid fog, 
  slow, and web.  The subject automatically succeeds on any grapple 
  check made to resist a grapple attempt, as well as on grapple checks or 
  Escape Artist checks made to escape a grapple or a pin. 
   
  The spell also allows the subject to move and attack normally 
  while underwater, even with slashing weapons such as axes and 
  swords or with bludgeoning weapons such as flails, hammers, and 
  maces, provided that the weapon is wielded in the hand rather than 
  hurled.  The freedom of movement spell does not, however, allow 
  water breathing. 
   
  Material Component: A leather thong, bound around the arm or 
  a similar appendage. 
   
  Freezing Sphere 
  Evocation [Cold] 
  Level: Sor/Wiz 6  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level) Target, Effect, or  
  Area: See text 
  Duration: Instantaneous or 1 round/level; see text 
  Saving Throw: Reflex half; see text 
  Spell Resistance: Yes 
  Freezing sphere creates a frigid globe of cold energy that streaks from 
  your fingertips to the location you select, where it explodes in a 10-
  foot-radius burst, dealing 1d6 points of cold damage per caster level 
  (maximum 15d6) to each creature in the area.  An elemental (water) 
  creature instead takes 1d8 points of cold damage per caster level 
  (maximum 15d8). 
   
  If the freezing sphere strikes a body of water or a liquid that is 
  principally water (not including water-based creatures), it freezes the 
  liquid to a depth of 6 inches over an area equal to 100 square feet (a 
  10- foot square) per caster level (maximum 1,500 square feet).  This 
  ice lasts for 1 round per caster level.  Creatures that were swimming on 
  the surface of frozen water become trapped in the ice.  Attempting to 
  break free is a full-round action.  A trapped creature must make a DC 
  25 Strength check or a DC 25 Escape Artist check to do so. 
   
  You can refrain from firing the globe after completing the spell, if 
  you wish.  Treat this as a touch spell for which you are holding the 
  charge.  You can hold the charge for as long as 1 round per level, at the 
  end of which time the freezing sphere bursts centered on you (and you 
  receive no saving throw to resist its effect).  Firing the globe in a later 
  round is a standard action. 
   
  Focus: A small crystal sphere. 
   
  Gaseous Form 
  Transmutation 
  Level: Air 3, Brd 3, Sor/Wiz 3  
  Components: S, M/DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Willing corporeal creature touched  
  Duration: 2 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  The subject and all its gear become insubstantial, misty, and 
  translucent.  Its material armor (including natural armor) becomes 
  worthless, though its size, Dexterity, deflection bonuses, and armor 
  bonuses from force effects still apply.  The subject gains damage 
  reduction 10/magic and becomes immune to poison and critical hits.  It 
  can’t attack or cast spells with verbal, somatic, material, or focus 
  components while in gaseous form.  (This does not rule out the use of 
  certain spells that the subject may have prepared using the feats Silent 
  Spell, Still Spell, and Eschew Materials.) The subject also loses 
  supernatural abilities while in gaseous form.  If it has a touch spell 
  ready to use, that spell is discharged harmlessly when the gaseous form 
  spell takes effect. 
   
  A gaseous creature can’t run, but it can fly at a speed of 10 feet 
  (maneuverability perfect).  It can pass through small holes or narrow 
  openings, even mere cracks, with all it was wearing or holding in its 
  hands, as long as the spell persists.  The creature is subject to the 
  effects of wind, and it can’t enter water or other liquid.  It also can’t 
  manipulate objects or activate items, even those carried along with its 
  gaseous form.  Continuously active items remain active, though in 
  some cases their effects may be moot. 
   
  Arcane Material Component: A bit of gauze and a wisp of 
  smoke. 
   
  Gate 
  Conjuration (Creation or Calling) 
  Level: Clr 9, Sor/Wiz 9  
  Components: V, S, XP; see text  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: See text  
  Duration: Instantaneous or concentration (up to 1 round/level); see 
  text  
  Saving Throw: None  
  Spell Resistance: No 
  Casting a gate spell has two effects.  First, it creates an 
  interdimensional connection between your plane of existence and a 
  plane you specify, allowing travel between those two planes in either 
  direction. 
   
  Second, you may then call a particular individual or kind of being 
  through the gate. 
   
  The gate itself is a circular hoop or disk from 5 to 20 feet in 
  diameter (caster’s choice), oriented in the direction you desire when it 
  comes into existence (typically vertical and facing you).  It is a two-
  dimensional window looking into the plane you specified when casting 
  the spell, and anyone or anything that moves through is shunted 
  instantly to the other side. 
   
  A gate has a front and a back.  Creatures moving through the gate 
  from the front are transported to the other plane; creatures moving 
  through it from the back are not. 
   
  Planar Travel: As a mode of planar travel, a gate spell functions 
  much like a plane shift spell, except that the gate opens precisely at the 
  point you desire (a creation effect).  Deities and other beings who rule 
  a planar realm can prevent a gate from opening in their presence or 
  personal demesnes if they so desire.  Travelers need not join hands 
  11: Spell Descriptions 
  
  with you - anyone who chooses to step through the portal is 
  transported.  A gate cannot be opened to another point on the same 
  plane; the spell works only for interplanar travel. 
   
  You may hold the gate open only for a brief time (no more than 1 
  round per caster level), and you must concentrate on doing so, or else 
  the interplanar connection is severed. 
   
  Calling Creatures: The second effect of the gate spell is to call an 
  extraplanar creature to your aid (a calling effect).  By naming a 
  particular being or kind of being as you cast the spell, you cause the 
  gate to open in the immediate vicinity of the desired creature and pull 
  the subject through, willing or unwilling.  Deities and unique beings 
  are under no compulsion to come through the gate, although they may 
  choose to do so of their own accord.  This use of the spell creates a 
  gate that remains open just long enough to transport the called 
  creatures.  This use of the spell has an XP cost (see below). 
   
  If you choose to call a kind of creature instead of a known 
  individual you may call either a single creature (of any CR) or several 
  creatures.  You can call and control several creatures as long as their 
  CR total does not exceed your caster level.  In the case of a single 
  creature, you can control it if its CR do not exceed twice your caster 
  level.  A single creature with more CR than twice your caster level 
  can’t be controlled.  Deities and unique beings cannot be controlled in 
  any event.  An uncontrolled being acts as it pleases, making the calling 
  of such creatures rather dangerous.  An uncontrolled being may return 
  to its home plane at any time. 
   
  A controlled creature can be commanded to perform a service for 
  you.  Such services fall into two categories: immediate tasks and 
  contractual service.  Fighting for you in a single battle or taking any 
  other actions that can be accomplished within 1 round per caster level 
  counts as an immediate task; you need not make any agreement or pay 
  any reward for the creature’s help.  The creature departs at the end of 
  the spell. 
   
  If you choose to exact a longer or more involved form of service 
  from a called creature, you must offer some fair trade in return for that 
  service.  The service exacted must be reasonable with respect to the 
  promised favor or reward; see the lesser planar ally spell for 
  appropriate rewards.  (Some creatures may want their payment in 
  “livestock” rather than in coin, which could involve complications.) 
  Immediately upon completion of the service, the being is transported to 
  your vicinity, and you must then and there turn over the promised 
  reward.  After this is done, the creature is instantly freed to return to its 
  own plane. 
   
  Failure to fulfill the promise to the letter results in your being 
  subjected to service by the creature or by its liege and master, at the 
  very least.  At worst, the creature or its kin may attack you. 
   
  Note: When you use a calling spell such as gate to call an air, 
  chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a 
  spell of that type. 
   
  XP Cost: 1,000 XP (only for the calling creatures function). 
   
  Geas/Quest 
  Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] 
  Level: Brd 6, Clr 6, Sor/Wiz 6  
  Casting Time: 10 minutes  
  Target: One living creature  
  Saving Throw: None 
  This spell functions similarly to lesser geas, except that it affects a 
  creature of any HD and allows no saving throw. 
   
  Instead of taking penalties to ability scores (as with lesser geas), 
  the subject takes 3d6 points of damage each day it does not attempt to 
  follow the geas/quest.  Additionally, each day it must make a Fortitude 
  saving throw or become sickened.  These effects end 24 hours after the 
  creature attempts to resume the geas/quest. 
   
  A remove curse spell ends a geas/quest spell only if its caster 
  level is at least two higher than your caster level.  Break enchantment 
  does not end a geas/quest, but limited wish, miracle, and wish do. 
   
  Bards, sorcerers, and wizards usually refer to this spell as geas, 
  while clerics call the same spell quest. 
   
  Geas, Lesser 
  Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] 
  Level: Brd 3, Sor/Wiz 4  
  Components: V  
  Casting Time: 1 round  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One living creature with 7 HD or less  
  Duration: One day/level or until discharged (D)  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  A lesser geas places a magical command on a creature to carry out 
  some service or to refrain from some action or course of activity, as 
  desired by you.  The creature must have 7 or fewer Hit Dice and be 
  able to understand you.  While a geas cannot compel a creature to kill 
  itself or perform acts that would result in certain death, it can cause 
  almost any other course of activity. 
   
  The geased creature must follow the given instructions until the 
  geas is completed, no matter how long it takes. 
   
  If the instructions involve some open-ended task that the recipient 
  cannot complete through his own actions the spell remains in effect for 
  a maximum of one day per caster level.  A clever recipient can subvert 
  some instructions: 
   
  If the subject is prevented from obeying the lesser geas for 24 
  hours, it takes a –2 penalty to each of its ability scores.  Each day, 
  another –2 penalty accumulates, up to a total of –8.  No ability score 
  can be reduced to less than 1 by this effect.  The ability score penalties 
  are removed 24 hours after the subject resumes obeying the lesser 
  geas. 
   
  A lesser geas (and all ability score penalties) can be ended by 
  break enchantment, limited wish, remove curse, miracle, or wish.  
  Dispel magic does not affect a lesser geas. 
   
  Gentle Repose 
  Necromancy 
  Level: Clr 2, Sor/Wiz 3  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Corpse touched  
  Duration: One day/level  
  Saving Throw: Will negates (object)  
  Spell Resistance: Yes (object) 
  You preserve the remains of a dead creature so that they do not decay.  
  Doing so effectively extends the time limit on raising that creature 
  from the dead (see raise dead).  Days spent under the influence of this 
  spell don’t count against the time limit.  Additionally, this spell makes 
  transporting a fallen comrade more pleasant. 
   
  The spell also works on severed body parts and the like. 
   
  Arcane Material Component: A pinch of salt, and a copper 
  piece for each eye the corpse has (or had). 
   
  Ghost Sound 
  Illusion (Figment) 
  Level: Brd 0, Sor/Wiz 0  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: Illusory sounds  
  Duration: 1 round/level (D)  
  Saving Throw: Will disbelief (if interacted with)  
  Spell Resistance: No 
  Ghost sound allows you to create a volume of sound that rises, recedes, 
  approaches, or remains at a fixed place.  You choose what type of 
  sound ghost sound creates when casting it and cannot thereafter change 
  the sound’s basic character. 
   
  The volume of sound created depends on your level.  You can 
  produce as much noise as four normal humans per caster level 
  (maximum twenty humans).  Thus, talking, singing, shouting, walking, 
  marching, or running sounds can be created.  The noise a ghost sound 
  11: Spell Descriptions 
  
  spell produces can be virtually any type of sound within the volume 
  limit.  A horde of rats running and squeaking is about the same volume 
  as eight humans running and shouting.  A roaring lion is equal to the 
  noise from sixteen humans, while a roaring dire tiger is equal to the 
  noise from twenty humans. 
   
  Ghost sound can enhance the effectiveness of a silent image spell. 
   
  Ghost sound can be made permanent with a permanency spell. 
   
  Material Component: A bit of wool or a small lump of wax. 
   
  Ghoul Touch 
  Necromancy 
  Level: Sor/Wiz 2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Living humanoid touched  
  Duration: 1d6+2 rounds  
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes 
  Imbuing you with negative energy, this spell allows you to paralyze a 
  single living humanoid for the duration of the spell with a successful 
  melee touch attack. 
   
  Additionally, the paralyzed subject exudes a carrion stench that 
  causes all living creatures (except you) in a 10-foot-radius spread to 
  become sickened (Fortitude negates).  A neutralize poison spell 
  removes the effect from a sickened creature, and creatures immune to 
  poison are unaffected by the stench. 
   
  Material Component: A small scrap of cloth taken from clothing 
  worn by a ghoul, or a pinch of earth from a ghoul’s lair. 
   
  Giant Vermin 
  Transmutation 
  Level: Clr 4, Drd 4  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: Up to three vermin, no two of which can be more than 30 ft. 
  apart  
  Duration: 1 minutes/level  
  Saving Throw: None  
  Spell Resistance: Yes 
  You turn three normal-sized centipedes, two normal-sized spiders, or a 
  single normal-sized scorpion into larger forms.  Only one type of 
  vermin can be transmuted (so a single casting cannot affect both a 
  centipede and a spider), and all must be grown to the same size.  The 
  size to which the vermin can be grown depends on your level; see the 
  table below. 
   
  Any giant vermin created by this spell do not attempt to harm 
  you, but your control of such creatures is limited to simple commands 
  (“Attack,” “Defend,” “Stop,” and so forth).  Orders to attack a certain 
  creature when it appears or guard against a particular occurrence are 
  too complex for the vermin to understand.  Unless commanded to do 
  otherwise, the giant vermin attack whoever or whatever is near them. 
  Caster Level  
  Vermin Size  
  9th or lower  
  Medium 
  10th–13th  
  Large 
   
  14th–17th  
  Huge 
  18th–19th  
  Gargantuan 
   
  20th or higher  
  Colossal 
   
  Glibness 
  Transmutation 
  Level: Brd 3  
  Components: S  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 10 minutes/level (D) 
  Your speech becomes fluent and more believable.  You gain a +30 
  bonus on Bluff checks made to convince another of the truth of your 
  words.  (This bonus doesn’t apply to other uses of the Bluff skill, such 
  as feinting in combat, creating a diversion to hide, or communicating a 
  hidden message via innuendo.) 
   
  If a magical effect is used against you that would detect your lies 
  or force you to speak the truth the user of the effect must succeed on a 
  caster level check (1d20 + caster level) against a DC of 15 + your 
  caster level to succeed.  Failure means the effect does not detect your 
  lies or force you to speak only the truth. 
   
  Glitterdust 
  Conjuration (Creation) 
  Level: Brd 2, Sor/Wiz 2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: Creatures and objects within 10-ft.-radius spread  
  Duration: 1 round/level  
  Saving Throw: Will negates (blinding only)  
  Spell Resistance: No 
  A cloud of golden particles covers everyone and everything in the area, 
  causing creatures to become blinded and visibly outlining invisible 
  things for the duration of the spell.  All within the area are covered by 
  the dust, which cannot be removed and continues to sparkle until it 
  fades. 
   
  Any creature covered by the dust takes a –40 penalty on Hide 
  checks. 
   
  Material Component: Ground mica. 
   
  Globe of Invulnerability 
  Abjuration 
  Level: Sor/Wiz 6 
  This spell functions like lesser globe of invulnerability, except that it 
  also excludes 4th-level spells and spell-like effects. 
   
  Globe of Invulnerability, Lesser 
  Abjuration 
  Level: Sor/Wiz 4  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: 10 ft.  
  Area: 10-ft.-radius spherical emanation, centered on you  
  Duration: 1 round/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  An immobile, faintly shimmering magical sphere surrounds you and 
  excludes all spell effects of 3rd level or lower.  The area or effect of 
  any such spells does not include the area of the lesser globe of 
  invulnerability.  Such spells fail to affect any target located within the 
  globe.  Excluded effects include spell-like abilities and spells or spell-
  like effects from items.  However, any type of spell can be cast through 
  or out of the magical globe.  Spells of 4th level and higher are not 
  affected by the globe, nor are spells already in effect when the globe is 
  cast.  The globe can be brought down by a targeted dispel magic spell, 
  but not by an area dispel magic.  You can leave and return to the globe 
  without penalty. 
   
  Note that spell effects are not disrupted unless their effects enter 
  the globe, and even then they are merely suppressed, not dispelled. 
   
  If a given spell has more than one level depending on which 
  character class is casting it, use the level appropriate to the caster to 
  determine whether lesser globe of invulnerability stops it. 
   
  Material Component: A glass or crystal bead that shatters at the 
  expiration of the spell. 
   
  11: Spell Descriptions 
  
  Glyph of Warding 
  Abjuration 
  Level: Clr 3  
  Components: V, S, M  
  Casting Time: 10 minutes  
  Range: Touch 
  Target or Area: Object touched or up to 5 sq. ft./level 
  Duration: Permanent until discharged (D) 
  Saving Throw: See text 
  Spell Resistance: No (object) and Yes; see text 
  This powerful inscription harms those who enter, pass, or open the 
  warded area or object.  A glyph of warding can guard a bridge or 
  passage, ward a portal, trap a chest or box, and so on. 
   
  You set the conditions of the ward.  Typically, any creature 
  entering the warded area or opening the warded object without 
  speaking a password (which you set when casting the spell) is subject 
  to the magic it stores.  Alternatively or in addition to a password 
  trigger, glyphs can be set according to physical characteristics (such as 
  height or weight) or creature type, subtype, or kind.  Glyphs can also 
  be set with respect to good, evil, law, or chaos, or to pass those of your 
  religion.  They cannot be set according to class, Hit Dice, or level.  
  Glyphs respond to invisible creatures normally but are not triggered by 
  those who travel past them ethereally.  Multiple glyphs cannot be cast 
  on the same area.  However, if a cabinet has three drawers, each can be 
  separately warded. 
   
  When casting the spell, you weave a tracery of faintly glowing 
  lines around the warding sigil.  A glyph can be placed to conform to 
  any shape up to the limitations of your total square footage.  When the 
  spell is completed, the glyph and tracery become nearly invisible. 
   
  Glyphs cannot be affected or bypassed by such means as physical 
  or magical probing, though they can be dispelled.  Mislead, 
  polymorph, and nondetection (and similar magical effects) can fool a 
  glyph, though nonmagical disguises and the like can’t.  Read magic 
  allows you to identify a glyph of warding with a DC 13 Spellcraft 
  check.  Identifying the glyph does not discharge it and allows you to 
  know the basic nature of the glyph (version, type of damage caused, 
  what spell is stored). 
   
  Note: Magic traps such as glyph of warding are hard to detect and 
  disable.  A rogue (only) can use the Search skill to find the glyph and 
  Disable Device to thwart it.  The DC in each case is 25 + spell level, or 
  28 for glyph of warding. 
   
  Depending on the version selected, a glyph either blasts the 
  intruder or activates a spell. 
   
  Blast Glyph: A blast glyph deals 1d8 points of damage per two 
  caster levels (maximum 5d8) to the intruder and to all within 5 feet of 
  him or her.  This damage is acid, cold, fire, electricity, or sonic 
  (caster’s choice, made at time of casting).  Each creature affected can 
  attempt a Reflex save to take half damage.  Spell resistance applies 
  against this effect. 
   
  Spell Glyph: You can store any harmful spell of 3rd level or 
  lower that you know.  All level-dependent features of the spell are 
  based on your caster level at the time of casting the glyph.  If the spell 
  has a target, it targets the intruder.  If the spell has an area or an 
  amorphous effect the area or effect is centered on the intruder.  If the 
  spell summons creatures, they appear as close as possible to the 
  intruder and attack.  Saving throws and spell resistance operate as 
  normal, except that the DC is based on the level of the spell stored in 
  the glyph. 
   
  Material Component: You trace the glyph with incense, which 
  must first be sprinkled with powdered diamond worth at least 200 gp. 
   
  Glyph of Warding, Greater 
  Abjuration 
  Level: Clr 6 
  This spell functions like glyph of warding, except that a greater blast 
  glyph deals up to 10d8 points of damage, and a greater spell glyph can 
  store a spell of 6th level or lower. 
   
  Material Component: You trace the glyph with incense, which 
  must first be sprinkled with powdered diamond worth at least 400 gp. 
  Goodberry 
  Transmutation 
  Level: Drd 1  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: 2d4 fresh berries touched  
  Duration: One day/level  
  Saving Throw: None  
  Spell Resistance: Yes 
  Casting goodberry upon a handful of freshly picked berries makes 2d4 
  of them magical.  You (as well as any other druid of 3rd or higher 
  level) can immediately discern which berries are affected.  Each 
  transmuted berry provides nourishment as if it were a normal meal for 
  a Medium creature.  The berry also cures 1 point of damage when 
  eaten, subject to a maximum of 8 points of such curing in any 24-hour 
  period. 
   
  Good Hope 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Targets: One living creature/level, no two of which may be more than 
  30 ft. apart  
  Duration: 1 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  This spell instills powerful hope in the subjects.  Each affected creature 
  gains a +2 morale bonus on saving throws, attack rolls, ability checks, 
  skill checks, and weapon damage rolls. 
   
  Good hope counters and dispels crushing despair. 
   
  Grasping Hand 
  Evocation [Force] 
  Level: Sor/Wiz 7, Strength 7  
  Components: V, S, F/DF 
  This spell functions like interposing hand, except the hand can also 
  grapple one opponent that you select.  The grasping hand gets one 
  grapple attack per round. 
   
  Its attack bonus to make contact equals your caster level + your 
  Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and 
  sorcerers, respectively), +10 for the hand’s Strength score (31), –1 for 
  being Large.  Its grapple bonus is this same figure, except with a +4 
  modifier for being Large instead of –1.  The hand holds but does not 
  harm creatures it grapples. 
   
  Directing the spell to a new target is a move action. 
   
  The grasping hand can also bull rush an opponent as forceful 
  hand does, but at a +16 bonus on the Strength check (+10 for Strength 
  35, +4 for being Large, and a +2 bonus for charging, which it always 
  gets), or interpose itself as interposing hand does. 
   
  Clerics who cast this spell name it for their deities. 
   
  Arcane Focus: A leather glove. 
   
  Grease 
  Conjuration (Creation) 
  Level: Brd 1, Sor/Wiz 1  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels) Target or  
  Area: One object or a 10-ft. square 
  Duration: 1 round/level (D) 
  Saving Throw: See text 
  Spell Resistance: No 
  A grease spell covers a solid surface with a layer of slippery grease.  
  Any creature in the area when the spell is cast must make a successful 
  Reflex save or fall.  This save is repeated on your turn each round that 
  the creature remains within the area.  A creature can walk within or 
  11: Spell Descriptions 
  
  through the area of grease at half normal speed with a DC 10 Balance 
  check.  Failure means it can’t move that round (and must then make a 
  Reflex save or fall), while failure by 5 or more means it falls (see the 
  Balance skill for details). 
   
  The spell can also be used to create a greasy coating on an item.  
  Material objects not in use are always affected by this spell, while an 
  object wielded or employed by a creature receives a Reflex saving 
  throw to avoid the effect.  If the initial saving throw fails, the creature 
  immediately drops the item.  A saving throw must be made in each 
  round that the creature attempts to pick up or use the greased item.  A 
  creature wearing greased armor or clothing gains a +10 circumstance 
  bonus on Escape Artist checks and on grapple checks made to resist or 
  escape a grapple or to escape a pin. 
   
  Material Component: A bit of pork rind or butter. 
   
  Greater (Spell Name) 
  Any spell whose name begins with greater is alphabetized in this 
  chapter according to the second word of the spell name.  Thus, the 
  description of a greater spell appears near the description of the spell 
  on which it is based.  Spell chains that have greater spells in them 
  include those based on the spells arcane sight, command, dispel magic, 
  glyph of warding, invisibility, magic fang, magic weapon, planar ally, 
  planar binding, prying eyes, restoration, scrying, shadow conjuration, 
  shadow evocation, shout, and teleport. 
   
  Guards and Wards 
  Abjuration 
  Level: Sor/Wiz 6  
  Components: V, S, M, F  
  Casting Time: 30 minutes  
  Range: Anywhere within the area to be warded  
  Area: Up to 200 sq. ft./level (S)  
  Duration: 2 hours/level (D)  
  Saving Throw: See text  
  Spell Resistance: See text 
  This powerful spell is primarily used to defend your stronghold.  The 
  ward protects 200 square feet per caster level.  The warded area can be 
  as much as 20 feet high, and shaped as you desire.  You can ward 
  several stories of a stronghold by dividing the area among them; you 
  must be somewhere within the area to be warded to cast the spell.  The 
  spell creates the following magical effects within the warded area. 
   
  Fog: Fog fills all corridors, obscuring all sight, including 
  darkvision, beyond 5 feet.  A creature within 5 feet has concealment 
  (attacks have a 20% miss chance).  Creatures farther away have total 
  concealment (50% miss chance, and the attacker cannot use sight to 
  locate the target).  Saving Throw: None.  Spell Resistance: No.  
  Arcane Locks: All doors in the warded area are arcane locked.  
  Saving Throw: None.  Spell Resistance: No. 
   
  Webs: Webs fill all stairs from top to bottom.  These strands are 
  identical with those created by the web spell, except that they regrow 
  in 10 minutes if they are burned or torn away while the guards and 
  wards spell lasts.  Saving Throw: Reflex negates; see text for web.  
  Spell Resistance: No. 
   
  Confusion: Where there are choices in direction - such as a 
  corridor intersection or side passage - a minor confusion-type effect 
  functions so as to make it 50% probable that intruders believe they are 
  going in the opposite direction from the one they actually chose.  This 
  is an enchantment, mind-affecting effect.  Saving Throw: None.  Spell 
  Resistance: Yes. 
   
  Lost Doors: One door per caster level is covered by a silent 
  image to appear as if it were a plain wall.  Saving Throw: Will 
  disbelief (if interacted with).  Spell Resistance: No. 
   
  In addition, you can place your choice of one of the following five 
  magical effects. 
  1. 
  Dancing lights in four corridors.  You can designate a simple 
  program that causes the lights to repeat as long as the guards and 
  wards spell lasts.  Saving Throw: None.  Spell Resistance: No. 
  2. 
  A magic mouth in two places.  Saving Throw: None.  Spell 
  Resistance: No. 
  3. 
  A stinking cloud in two places.  The vapors appear in the places 
  you designate; they return within 10 minutes if dispersed by wind 
  while the guards and wards spell lasts.  Saving Throw: Fortitude 
  negates; see text for stinking cloud.  Spell Resistance: No. 
  4. 
  A gust of wind in one corridor or room.  Saving Throw: Fortitude 
  negates.  Spell Resistance: Yes. 
  5. 
  A suggestion in one place.  You select an area of up to 5 feet 
  square, and any creature who enters or passes through the area receives 
  the suggestion mentally.  Saving Throw: Will negates.  Spell 
  Resistance: Yes. 
   
  The whole warded area radiates strong magic of the abjuration 
  school.  A dispel magic cast on a specific effect, if successful, removes 
  only that effect.  A successful Mage’s disjunction destroys the entire 
  guards and wards effect. 
   
  Material Component: Burning incense, a small measure of 
  brimstone and oil, a knotted string, and a small amount of blood. 
   
  Focus: A small silver rod. 
   
  Guidance 
  Divination 
  Level: Clr 0, Drd 0  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 1 minute or until discharged  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes 
  This spell imbues the subject with a touch of divine guidance.  The 
  creature gets a +1 competence bonus on a single attack roll, saving 
  throw, or skill check.  It must choose to use the bonus before making 
  the roll to which it applies. 
   
  Gust of Wind 
  Evocation [Air] 
  Level: Drd 2, Sor/Wiz 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 60 ft.  
  Effect: Line-shaped gust of severe wind emanating out from you to the 
  extreme of the range  
  Duration: 1 round  
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes 
  This spell creates a severe blast of air (approximately 50 mph) that 
  originates from you, affecting all creatures in its path. 
   
  A Tiny or smaller creature on the ground is knocked down and 
  rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet.  
  If flying, a Tiny or smaller creature is blown back 2d6x10 feet and 
  takes 2d6 points of nonlethal damage due to battering and buffeting. 
   
  Small creatures are knocked prone by the force of the wind, or if 
  flying are blown back 1d6x10 feet. 
   
  Medium creatures are unable to move forward against the force of 
  the wind, or if flying are blown back 1d6x5 feet. 
   
  Large or larger creatures may move normally within a gust of 
  wind effect. 
   
  A gust of wind can’t move a creature beyond the limit of its range. 
   
  Any creature, regardless of size, takes a –4 penalty on ranged 
  attacks and Listen checks in the area of a gust of wind. 
   
  The force of the gust automatically extinguishes candles, torches, 
  and similar unprotected flames.  It causes protected flames, such as 
  those of lanterns, to dance wildly and has a 50% chance to extinguish 
  those lights. 
   
  In addition to the effects noted, a gust of wind can do anything 
  that a sudden blast of wind would be expected to do.  It can create a 
  stinging spray of sand or dust, fan a large fire, overturn delicate 
  awnings or hangings, heel over a small boat, and blow gases or vapors 
  to the edge of its range. 
   
  Gust of wind can be made permanent with a permanency spell. 
  11: Spell Descriptions 
  
  Hallow 
  Evocation [Good] 
  Level: Clr 5, Drd 5  
  Components: V, S, M, DF  
  Casting Time: 24 hours  
  Range: Touch  
  Area: 40-ft. radius emanating from the touched point  
  Duration: Instantaneous  
  Saving Throw: See text  
  Spell Resistance: See text 
  Hallow makes a particular site, building, or structure a holy site.  This 
  has four major effects. 
   
  First, the site or structure is guarded by a magic circle against evil 
  effect. 
   
  Second, all Charisma checks made to turn undead gain a +4 
  sacred bonus, and Charisma checks to command undead take a –4 
  penalty.  Spell resistance does not apply to this effect.  (This provision 
  does not apply to the druid version of the spell.) 
   
  Third, any dead body interred in a hallowed site cannot be turned 
  into an undead creature. 
   
  Finally, you may choose to fix a single spell effect to the 
  hallowed site.  The spell effect lasts for one year and functions 
  throughout the entire site, regardless of the normal duration and area or 
  effect.  You may designate whether the effect applies to all creatures, 
  creatures who share your faith or alignment, or creatures who adhere to 
  another faith or alignment.  At the end of the year, the chosen effect 
  lapses, but it can be renewed or replaced simply by casting hallow 
  again. 
   
  Spell effects that may be tied to a hallowed site include aid, bane, 
  bless, cause fear, darkness, daylight, death ward, deeper darkness, 
  detect evil, detect magic, dimensional anchor, discern lies, dispel 
  magic, endure elements, freedom of movement, invisibility purge, 
  protection from energy, remove fear, resist energy, silence, tongues, 
  and zone of truth.  Saving throws and spell resistance might apply to 
  these spells’ effects.  (See the individual spell descriptions for details.) 
   
  An area can receive only one hallow spell (and its associated spell 
  effect) at a time.  Hallow counters but does not dispel unhallow. 
   
  Material Component: Herbs, oils, and incense worth at least 
  1,000 gp, plus 1,000 gp per level of the spell to be included in the 
  hallowed area. 
   
  Hallucinatory Terrain 
  Illusion (Glamer) 
  Level: Brd 4, Sor/Wiz 4  
  Components: V, S, M  
  Casting Time: 10 minutes  
  Range: Long (400 ft. + 40 ft./level)  
  Area: One 30-ft. cube/level (S)  
  Duration: 2 hours/level (D)  
  Saving Throw: Will disbelief (if interacted with)  
  Spell Resistance: No 
  You make natural terrain look, sound, and smell like some other sort of 
  natural terrain.  Structures, equipment, and creatures within the area 
  are not hidden or changed in appearance. 
   
  Material Component: A stone, a twig, and a bit of green plant. 
   
  Halt Undead 
  Necromancy 
  Level: Sor/Wiz 3  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Targets: Up to three undead creatures, no two of which can be more 
  than 30 ft. apart  
  Duration: 1 round/level  
  Saving Throw: Will negates (see text)  
  Spell Resistance: Yes 
  This spell renders as many as three undead creatures immobile.  A 
  nonintelligent undead creature gets no saving throw; an intelligent 
  undead creature does.  If the spell is successful, it renders the undead 
  creature immobile for the duration of the spell (similar to the effect of 
  hold person on a living creature).  The effect is broken if the halted 
  creatures are attacked or take damage. 
   
  Material Component: A pinch of sulfur and powdered garlic. 
   
  Harm 
  Necromancy 
  Level: Clr 6, Destruction 6  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: Instantaneous  
  Saving Throw: Will half; see text  
  Spell Resistance: Yes 
  Harm charges a subject with negative energy that deals 10 points of 
  damage per caster level (to a maximum of 150 points at 15th level).  If 
  the creature successfully saves, harm deals half this amount, but it 
  cannot reduce the target’s hit points to less than 1. 
   
  If used on an undead creature, harm acts like heal. 
   
  Haste 
  Transmutation 
  Level: Brd 3, Sor/Wiz 3  
  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 can be more than 30 ft. 
  apart  
  Duration: 1 round/level  
  Saving Throw: Fortitude negates (harmless)  
  Spell Resistance: Yes (harmless) 
  The transmuted creature moves and acts more quickly than normal.  
  This extra speed has several effects. 
  * On its turn, the subject may take an extra move or attack action, 
  either before or after its regular action.  This action cannot be used to 
  cast spells, activate items, or manifest psionics - since it is only a move 
  or attack action. 
  * The subject gains a +2 haste bonus to AC.  The subject loses this 
  bonus whenever it would lose a dodge bonus. 
  * The subject gains a +1 haste bonus to Reflex saves.  The subject 
  loses this bonus whenever it would lose a dodge bonus. 
  * The subject gains a +2 haste bonus to melee attack rolls.  The 
  subject loses this bonus whenever it would lose a dodge bonus. 
  * The subject can jump one and a half times as far as normal.  This 
  increase counts as an enhancement bonus. 
   
  Multiple haste effects don’t stack.  Haste dispels and counters 
  slow. 
   
  Material Component: A shaving of licorice root. 
   
  Heal 
  Conjuration (Healing) 
  Level: Clr 6, Drd 7, Healing 6  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: Instantaneous  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  Heal enables you to channel positive energy into a creature to wipe 
  away injury and afflictions.  It immediately ends any and all of the 
  following adverse conditions affecting the  
  Target: ability damage, blinded, confused, dazed, dazzled, deafened, 
  diseased, exhausted, fatigued, feebleminded, insanity, nauseated, 
  sickened, stunned, and poisoned.  It also cures 10 hit points of damage 
  per level of the caster, to a maximum of 150 points at 15th level. 
  11: Spell Descriptions 
  
   
  Heal does not remove negative levels, restore permanently 
  drained levels, or restore permanently drained ability score points. 
   
  If used against an undead creature, heal instead acts like harm. 
   
  Heal, Mass 
  Conjuration (Healing) 
  Level: Clr 9, Healing 9  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: One or more creatures, no two of which can be more than 30 
  ft. apart 
  This spell functions like heal, except as noted above.  The maximum 
  number of hit points restored to each creature is 250. 
   
  Heal Mount 
  Conjuration (Healing) 
  Level: Pal 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Your mount touched  
  Duration: Instantaneous  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  This spell functions like heal, but it affects only the paladin’s special 
  mount (typically a warhorse). 
   
  Heat Metal 
  Transmutation [Fire] 
  Level: Drd 2 
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: Metal equipment of one creature per two levels, no two of 
  which can be more than 30 ft. apart; or 25 lb.  of metal/level, all of 
  which must be within a 30-ft. circle  
  Duration: 7 rounds  
  Saving Throw: Will negates (object)  
  Spell Resistance: Yes (object) 
  Heat metal makes metal extremely warm.  Unattended, nonmagical 
  metal gets no saving throw.  Magical metal is allowed a saving throw 
  against the spell.  An item in a creature’s possession uses the creature’s 
  saving throw bonus unless its own is higher. 
   
  A creature takes fire damage if its equipment is heated.  It takes 
  full damage if its armor is affected or if it is holding, touching, 
  wearing, or carrying metal weighing one-fifth of its weight.  The 
  creature takes minimum damage (1 point or 2 points; see the table) if 
  it’s not wearing metal armor and the metal that it’s carrying weighs 
  less than one-fifth of its weight. 
   
  On the first round of the spell, the metal becomes warm and 
  uncomfortable to touch but deals no damage.  The same effect also 
  occurs on the last round of the spell’s duration.  During the second 
  (and also the next-to-last) round, intense heat causes pain and damage.  
  In the third, fourth, and fifth rounds, the metal is searing hot, causing 
  more damage, as shown on the table below. 
   
  Metal 
  Round 
  Temperature  Damage 
   
  1  
  Warm  
  None 
  2  
  Hot  
  1d4 points  
  3–5  
  Searing  
  2d4 points 
  6  
  Hot  
  1d4 points  
  7  
  Warm  
  None 
   
  Any cold intense enough to damage the creature negates fire 
  damage from the spell (and vice versa) on a point-for-point basis.  If 
  cast underwater, heat metal deals half damage and boils the 
  surrounding water. 
   
  Heat metal counters and dispels chill metal. 
   
  Helping Hand 
  Evocation 
  Level: Clr 3  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: 5 miles 
  Effect: Ghostly hand  
  Duration: 1 hour/level  
  Saving Throw: None  
  Spell Resistance: No 
  You create the ghostly image of a hand, which you can send to find a 
  creature within 5 miles.  The hand then beckons to that creature and 
  leads it to you if the creature is willing to follow. 
   
  When the spell is cast, the hand appears in front of you.  You then 
  specify a person (or any creature) by physical description, which can 
  include race, gender, and appearance but not ambiguous factors such as 
  level, alignment, or class.  When the description is complete, the hand 
  streaks off in search of a subject that fits the description.  The amount 
  of time it takes to find the subject depends on how far away she is. 
  Distance  
  Time to Locate  
  100 ft. or less  1 round 
  1,000 ft.  
  1 minute 
   
  1 mile  
  10 minutes 
  2 miles  
  1 hour 
   
  3 miles  
  2 hours 
  4 miles  
  3 hours 
   
  5 miles  
  4 hours 
   
  Once the hand locates the subject, it beckons the creature to 
  follow it.  If the subject does so, the hand points in your direction, 
  indicating the most direct feasible route.  The hand hovers 10 feet in 
  front of the subject, moving before it at a speed of as much as 240 feet 
  per round.  Once the hand leads the subject back to you, it disappears. 
   
  The subject is not compelled to follow the hand or act in any 
  particular way toward you.  If the subject chooses not to follow, the 
  hand continues to beckon for the duration of the spell, then disappears.  
  If the spell expires while the subject is en route to you, the hand 
  disappears; the subject must then rely on her own devices to locate 
  you. 
   
  If more than one subject in a 5-mile radius meets the description, 
  the hand locates the closest creature.  If that creature refuses to follow 
  the hand, the hand does not seek out a second subject. 
   
  If, at the end of 4 hours of searching, the hand has found no 
  subject that matches the description within 5 miles, it returns to you, 
  displays an outstretched palm (indicating that no such creature was 
  found), and disappears. 
   
  The ghostly hand has no physical form.  It is invisible to anyone 
  except you and a potential subject.  It cannot engage in combat or 
  execute any other task aside from locating a subject and leading it back 
  to you.  The hand can’t pass through solid objects but can ooze through 
  small cracks and slits.  The hand cannot travel more than 5 miles from 
  the spot it appeared when you cast the spell. 
   
  Heroes’ Feast 
  Conjuration [Creation] 
  Level: Brd 6, Clr 6  
  Components: V, S, DF  
  Casting Time: 10 minutes  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: Feast for one creature/level  
  Duration: 1 hour plus 12 hours; see text  
  Saving Throw: None  
  Spell Resistance: No 
  You bring forth a great feast, including a magnificent table, chairs, 
  service, and food and drink.  The feast takes 1 hour to consume, and 
  the beneficial effects do not set in until this hour is over.  Every 
  creature partaking of the feast is cured of all diseases, sickness, and 
  nausea; becomes immune to poison for 12 hours; and gains 1d8 
  temporary hit points +1 point per two caster levels (maximum +10) 
  after imbibing the nectar-like beverage that is part of the feast.  The 
  11: Spell Descriptions 
  
  ambrosial food that is consumed grants each creature that partakes a +1 
  morale bonus on attack rolls and Will saves and immunity to fear 
  effects for 12 hours. 
   
  If the feast is interrupted for any reason, the spell is ruined and all 
  effects of the spell are negated. 
   
  Heroism 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 2, Sor/Wiz 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 10 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  This spell imbues a single creature with great bravery and morale in 
  battle.  The target gains a +2 morale bonus on attack rolls, saves, and 
  skill checks. 
   
  Heroism, Greater 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 5, Sor/Wiz 6  
  Duration: 1 minutes/level 
  This spell functions like heroism, except the creature gains a +4 morale 
  bonus on attack rolls, saves, and skill checks, immunity to fear effects, 
  and temporary hit points equal to your caster level (maximum 20). 
   
  Hide from Animals 
  Abjuration 
  Level: Drd 1, Rgr 1  
  Components: S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: One creature touched/level  
  Duration: 10 minutes/level (D)  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes 
  Animals cannot see, hear, or smell the warded creatures.  Even 
  extraordinary or supernatural sensory capabilities, such as blindsense, 
  blindsight, scent, and tremorsense, cannot detect or locate warded 
  creatures.  Animals simply act as though the warded creatures are not 
  there.  If a warded character touches an animal or attacks any creature, 
  even with a spell, the spell ends for all recipients. 
   
  Hide from Undead 
  Abjuration 
  Level: Clr 1  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: One touched creature/level  
  Duration: 10 minutes/level (D)  
  Saving Throw: Will negates (harmless); see text  
  Spell Resistance: Yes 
  Undead cannot see, hear, or smell the warded creatures.  Even 
  extraordinary or supernatural sensory capabilities, such as blindsense, 
  blindsight, scent, and tremorsense, cannot detect or locate warded 
  creatures.  Nonintelligent undead creatures are automatically affected 
  and act as though the warded creatures are not there.  An intelligent 
  undead creature gets a single Will saving throw.  If it fails, the subject 
  can’t see any of the warded creatures.  However, if it has reason to 
  believe unseen opponents are present, it can attempt to find or strike 
  them.  If a warded creature attempts to turn or command undead, 
  touches an undead creature, or attacks any creature (even with a spell), 
  the spell ends for all recipients. 
   
  Hideous Laughter 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 1, Sor/Wiz 2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature; see text  
  Duration: 1 round/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  This spell afflicts the subject with uncontrollable laughter.  It collapses 
  into gales of manic laughter, falling prone.  The subject can take no 
  actions while laughing, but is not considered helpless.  After the spell 
  ends, it can act normally. 
   
  A creature with an Intelligence score of 2 or lower is not affected.  
  A creature whose type is different from the caster’s receives a +4 
  bonus on its saving throw, because humor doesn’t “translate” well. 
   
  Material Component: Tiny tarts that are thrown at the target and 
  a feather that is waved in the air. 
   
  Hold Animal 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Animal 2, Drd 2, Rgr 2  
  Components: V, S  
  Target: One animal 
  This spell functions like hold person, except that it affects an animal 
  instead of a humanoid. 
   
  Hold Monster 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 4, Law 6, Sor/Wiz 5  
  Components: V, S, M/DF  
  Target: One living creature 
  This spell functions like hold person, except that it affects any living 
  creature that fails its Will save. 
   
  Arcane Material Component: One hard metal bar or rod, which 
  can be as small as a three-penny nail. 
   
  Hold Monster, Mass 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Wiz 9  
  Targets: One or more creatures, no two of which can be more than 30 
  ft. apart 
  This spell functions like hold person, except that it affects multiple 
  creatures and holds any living creature that fails its Will save. 
   
  Hold Person 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 2, Clr 2, Sor/Wiz 3  
  Components: V, S, F/DF  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Target: One humanoid creature  
  Duration: 1 round/level (D); see text  
  Saving Throw: Will negates; see text  
  Spell Resistance: Yes 
  The subject becomes paralyzed and freezes in place.  It is aware and 
  breathes normally but cannot take any actions, even speech.  Each 
  round on its turn, the subject may attempt a new saving throw to end 
  the effect.  (This is a full-round action that does not provoke attacks of 
  opportunity.)  Each of these subsequent Will saves are at a cumulative 
  -1 penalty for every previously failed save, including the first one (i.e. 
  -1, -2, -3, etc). 
   
  A winged creature who is paralyzed cannot flap its wings and 
  falls.  A swimmer can’t swim and may drown. 
   
  Arcane Focus: A small, straight piece of iron. 
   
  11: Spell Descriptions 
  
  Hold Person, Mass 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Wiz 7  
  Targets: One or more humanoid creatures, no two of which can be 
  more than 30 ft. apart 
  This spell functions like hold person, except as noted above. 
   
  Hold Portal 
  Abjuration 
  Level: Sor/Wiz 1 Component: V  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Target: One portal, up to 20 sq. ft./level  
  Duration: 1 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  This spell magically holds shut a door, gate, window, or shutter of 
  wood, metal, or stone.  The magic affects the portal just as if it were 
  securely closed and normally locked.  A knock spell or a successful 
  dispel magic spell can negate a hold portal spell. 
   
  For a portal affected by this spell, add 5 to the normal DC for 
  forcing open the portal. 
   
  Holy Aura 
  Abjuration [Good] 
  Level: Clr 8, Good 8  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: 20 ft.  
  Targets: One creature/level in a 20-ft.-radius burst centered on you  
  Duration: 1 round/level (D)  
  Saving Throw: See text  
  Spell Resistance: Yes (harmless) 
  A brilliant divine radiance surrounds the subjects, protecting them 
  from attacks, granting them resistance to spells cast by evil creatures, 
  and causing evil creatures to become blinded when they strike the 
  subjects.  This abjuration has four effects. 
   
  First, each warded creature gains a +4 deflection bonus to AC and 
  a +4 resistance bonus on saves.  Unlike protection from evil, this 
  benefit applies against all attacks, not just against attacks by evil 
  creatures. 
   
  Second, each warded creature gains spell resistance 25 against 
  evil spells and spells cast by evil creatures. 
   
  Third, the abjuration blocks possession and mental influence, just 
  as protection from evil does. 
   
  Finally, if an evil creature succeeds on a melee attack against a 
  warded creature, the offending attacker is blinded (Fortitude save 
  negates, as blindness/deafness, but against holy aura’s save DC). 
   
  Focus: A tiny reliquary containing some sacred relic.  The 
  reliquary costs at least 500 gp. 
   
  Holy Smite 
  Evocation [Good] 
  Level: Good 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: 20-ft.-radius burst  
  Duration: Instantaneous (1 round); see text  
  Saving Throw: Will partial; see text  
  Spell Resistance: Yes 
  You draw down holy power to smite your enemies.  Only evil and 
  neutral creatures are harmed by the spell; good creatures are 
  unaffected. 
   
  The spell deals 1d8 points of damage per two caster levels 
  (maximum 5d8) to each evil creature in the area (or 1d6 points of 
  damage per caster level, maximum 10d6, to an evil outsider) and 
  causes it to become blinded for 1 round.  A successful Will saving 
  throw reduces damage to half and negates the blinded effect. 
   
  The spell deals only half damage to creatures who are neither 
  good nor evil, and they are not blinded.  Such a creature can reduce 
  that damage by half (down to one-quarter of the roll) with a successful 
  Will save. 
   
  Holy Sword 
  Evocation [Good] 
  Level: Pal 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Melee weapon touched  
  Duration: 1 round/level  
  Saving Throw: None  
  Spell Resistance: No 
  This spell allows you to channel holy power into your sword, or any 
  other melee weapon you choose.  The weapon acts as a +5 holy 
  weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 
  damage against evil opponents).  It also emits a magic circle against 
  evil effect (as the spell).  If the magic circle ends, the sword creates a 
  new one on your turn as a free action.  The spell is automatically 
  canceled 1 round after the weapon leaves your hand.  You cannot have 
  more than one holy sword at a time. 
   
  If this spell is cast on a magic weapon, the powers of the spell 
  supersede any that the weapon normally has, rendering the normal 
  enhancement bonus and powers of the weapon inoperative for the 
  duration of the spell.  This spell is not cumulative with bless weapon or 
  any other spell that might modify the weapon in any way. 
   
  This spell does not work on artifacts. 
   
  Note: A masterwork weapon’s bonus to attack does not stack 
  with an enhancement bonus to attack. 
   
  Holy Word 
  Evocation [Good, Sonic] 
  Level: Clr 7, Good 7  
  Components: V  
  Casting Time: 1 standard action  
  Range: 40 ft.  
  Area: Nongood creatures in a 40-ft.-radius spread centered on you  
  Duration: Instantaneous  
  Saving Throw: None or Will negates; see text  
  Spell Resistance: Yes 
  Any nongood creature within the area that hears the holy word suffers 
  the following ill effects. 
  HD  
  Effect 
   
  Equal to caster level  
  Deafened 
  Up to caster level -1  
  Blinded, deafened 
   
  Up to caster level -5  
  Paralyzed, blinded, deafened 
  Up to caster level -10  
  Killed, paralyzed, blinded, deafened  
   
  The effects are cumulative and concurrent.  No saving throw is 
  allowed against these effects. 
   
  Deafened: The creature is deafened for 1d4 rounds. 
   
  Blinded: The creature is blinded for 2d4 rounds. 
   
  Paralyzed: The creature is paralyzed and helpless for 1d10 
  minutes. 
   
  Killed: Living creatures die.  Undead creatures are destroyed. 
   
  Furthermore, if you are on your home plane when you cast this 
  spell, nongood extraplanar creatures within the area are instantly 
  banished back to their home planes.  Creatures so banished cannot 
  return for at least 24 hours.  This effect takes place regardless of 
  whether the creatures hear the holy word.  The banishment effect 
  allows a Will save (at a –4 penalty) to negate. 
   
  Creatures whose HD exceed your caster level are unaffected by 
  holy word. 
   
  11: Spell Descriptions 
  
  Horrid Wilting 
  Necromancy 
  Level: Sor/Wiz 8, Water 8  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Targets: Living creatures, no two of which can be more than 60 ft. 
  apart  
  Duration: Instantaneous  
  Saving Throw: Fortitude half  
  Spell Resistance: Yes 
  This spell evaporates moisture from the body of each subject living 
  creature, dealing 1d6 points of damage per caster level (maximum 
  20d6).  This spell is especially devastating to water elementals and 
  plant creatures, which instead take 1d8 points of damage per caster 
  level (maximum 20d8). 
   
  Arcane Material Component: A bit of sponge. 
   
  Hypnotic Pattern 
  Illusion (Pattern) [Mind-Affecting] 
  Level: Brd 2, Sor/Wiz 2  
  Components: V (Brd only), S, M; see text  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Colorful lights in a 10-ft.-radius spread  
  Duration: Concentration + 2 rounds  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  A twisting pattern of subtle, shifting colors weaves through the air, 
  fascinating creatures within it.  Roll 2d4 and add your caster level 
  (maximum 10) to determine the total number of Hit Dice of creatures 
  affected.  Creatures with the fewest HD are affected first; and, among 
  creatures with equal HD, those who are closest to the spell’s point of 
  origin are affected first.  Hit Dice that are not sufficient to affect a 
  creature are wasted.  Affected creatures become fascinated by the 
  pattern of colors.  Sightless creatures are not affected. 
   
  A wizard or sorcerer need not utter a sound to cast this spell, but a 
  bard must sing, play music, or recite a rhyme as a verbal component. 
   
  Material Component: A glowing stick of incense or a crystal rod 
  filled with phosphorescent material. 
   
  Hypnotism 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 1, Sor/Wiz 1  
  Components: V, S  
  Casting Time: 1 round  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Area: Several living creatures, no two of which may be more than 30 
  ft. apart  
  Duration: 2d4 rounds (D)  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  Your gestures and droning incantation fascinate nearby creatures, 
  causing them to stop and stare blankly at you.  In addition, you can use 
  their rapt attention to make your suggestions and requests seem more 
  plausible.  Roll 2d4 to see how many total Hit Dice of creatures you 
  affect.  Creatures with fewer HD are affected before creatures with 
  more HD.  Only creatures that can see or hear you are affected, but 
  they do not need to understand you to be fascinated. 
   
  If you use this spell in combat, each target gains a +2 bonus on its 
  saving throw.  If the spell affects only a single creature not in combat 
  at the time, the saving throw has a penalty of –2. 
   
  While the subject is fascinated by this spell, it reacts as though it 
  were two steps more friendly in attitude.  This allows you to make a 
  single request of the affected creature (provided you can communicate 
  with it).  The request must be brief and reasonable.  Even after the 
  spell ends, the creature retains its new attitude toward you, but only 
  with respect to that particular request. 
   
  A creature that fails its saving throw does not remember that you 
  enspelled it. 
   
  Ice Storm 
  Evocation [Cold] 
  Level: Drd 4, Sor/Wiz 4, Water 5  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Area: Cylinder (20-ft. radius, 40 ft. high)  
  Duration: 1 full round  
  Saving Throw: None  
  Spell Resistance: Yes 
  Great magical hailstones pound down for 1 full round, dealing 3d6 
  points of bludgeoning damage and 2d6 points of cold damage to every 
  creature in the area.  A –4 penalty applies to each Listen check made 
  within the ice storm’s effect, and all land movement within its area is 
  at half speed.  At the end of the duration, the hail disappears, leaving 
  no aftereffects (other than the damage dealt). 
   
  Arcane Material Component: A pinch of dust and a few drops 
  of water. 
   
  Identify 
  Divination 
  Level: Brd 1, Magic 2, Sor/Wiz 1  
  Components: V, S, M/DF  
  Casting Time: 1 hour  
  Range: Touch  
  Targets: One touched object  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
  The spell determines all magic properties of a single magic item, 
  including how to activate those functions (if appropriate), and how 
  many charges are left (if any). 
   
  Identify does not function when used on an artifact. 
   
  Arcane Material Component: A pearl of at least 100 gp value, 
  crushed and stirred into wine with an owl feather; the infusion must be 
  drunk prior to spellcasting. 
   
  Illusory Script 
  Illusion (Phantasm) [Mind-Affecting] 
  Level: Brd 3, Sor/Wiz 3  
  Components: V, S, M  
  Casting Time: 1 minute or longer; see text  
  Range: Touch  
  Target: One touched object weighing no more than 10 lb.   
  Duration: One day/level (D)  
  Saving Throw: Will negates; see text  
  Spell Resistance: Yes 
  You write instructions or other information on parchment, paper, or 
  any suitable writing material.  The illusory script appears to be some 
  form of foreign or magical writing.  Only the person (or people) 
  designated by you at the time of the casting are able to read the 
  writing; it’s unintelligible to any other character, although an 
  illusionist recognizes it as illusory script. 
   
  Any unauthorized creature attempting to read the script triggers a 
  potent illusory effect and must make a saving throw.  A successful 
  saving throw means the creature can look away with only a mild sense 
  of disorientation.  Failure means the creature is subject to a suggestion 
  implanted in the script by you at the time the illusory script spell was 
  cast.  The suggestion lasts only 30 minutes.  Typical suggestions 
  include “Close the book and leave,” “Forget the existence of the 
  book,” and so forth.  If successfully dispelled by dispel magic, the 
  illusory script and its secret message disappear.  The hidden message 
  can be read by a combination of the true seeing spell with the read 
  magic or comprehend languages spell. 
   
  The casting time depends on how long a message you wish to 
  write, but it is always at least 1 minute. 
  11: Spell Descriptions 
  
   
  Material Component: A lead-based ink (cost of not less than 50 
  gp). 
   
  Illusory Wall 
  Illusion (Figment) 
  Level: Sor/Wiz 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: Image 1 ft. by 10 ft. by 10 ft.  
  Duration: Permanent  
  Saving Throw: Will disbelief (if interacted with)  
  Spell Resistance: No 
  This spell creates the illusion of a wall, floor, ceiling, or similar 
  surface.  It appears absolutely real when viewed, but physical objects 
  can pass through it without difficulty.  When the spell is used to hide 
  pits, traps, or normal doors, any detection abilities that do not require 
  sight work normally.  Touch or a probing search reveals the true nature 
  of the surface, though such measures do not cause the illusion to 
  disappear. 
   
  Imbue with Spell Ability 
  Evocation 
  Level: Clr 4, Magic 4  
  Components: V, S, DF  
  Casting Time: 10 minutes  
  Range: Touch  
  Target: Creature touched; see text  
  Duration: Permanent until discharged (D)  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  You transfer some of your currently prepared spells, and the ability to 
  cast them, to another creature.  Only a creature with an Intelligence 
  score of at least 5 and a Wisdom score of at least 9 can receive this 
  bestowal.  Only cleric spells from the schools of abjuration, divination, 
  and conjuration (healing) can be transferred.  The number and level of 
  spells that the subject can be granted depends on its Hit Dice; even 
  multiple castings of imbue with spell ability can’t exceed this limit. 
  HD of Recipient  Spells Imbued 
   
  2 or lower  
  One 1st-level spell 
  3–4  
  One or two 1st-level spells 
   
  5 or higher  
  One or two 1st-level spells & one 2nd-level spell   
   
  The transferred spell’s variable characteristics (range, duration, 
  area, and the like) function according to your level, not the level of the 
  recipient. 
   
  Once you cast imbue with spell ability, you cannot prepare a new 
  4th-level spell to replace it until the recipient uses the imbued spells or 
  is slain, or until you dismiss the imbue with spell ability spell.  In the 
  meantime, you remain responsible to your deity or your principles for 
  the use to which the spell is put.  If the number of 4th-level spells you 
  can cast decreases, and that number drops below your current number 
  of active imbue with spell ability spells, the more recently cast imbued 
  spells are dispelled. 
   
  To cast a spell with a verbal component, the subject must be able 
  to speak.  To cast a spell with a somatic component, it must have 
  humanlike hands.  To cast a spell with a material component or focus, 
  it must have the materials or focus. 
   
  Implosion 
  Evocation 
  Level: Clr 9, Destruction 9  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: One corporeal creature/round  
  Duration: Concentration (up to 4 rounds)  
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes 
  You create a destructive resonance in a corporeal creature’s body.  For 
  each round you concentrate, you cause one creature to collapse in on 
  itself, killing it.  (This effect, being instantaneous, cannot be dispelled.) 
   
  You can target a particular creature only once with each casting of 
  the spell. 
   
  Implosion has no effect on creatures in gaseous form or on 
  incorporeal creatures. 
   
  Imprisonment 
  Abjuration 
  Level: Sor/Wiz 9  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: Instantaneous  
  Saving Throw: Will negates; see text  
  Spell Resistance: Yes 
  When you cast imprisonment and touch a creature, it is entombed in a 
  state of suspended animation (see the temporal stasis spell) in a small 
  sphere far beneath the surface of the earth.  The subject remains there 
  unless a freedom spell is cast at the locale where the imprisonment 
  took place.  Magical search by a crystal ball, a locate object spell, or 
  some other similar divination does not reveal the fact that a creature is 
  imprisoned, but discern location does.  A wish or miracle spell will not 
  free the recipient, but will reveal where it is entombed.  If you know 
  the target’s name and some facts about its life, the target takes a –4 
  penalty on its save. 
   
   
  Incendiary Cloud 
  Conjuration (Creation) [Fire] 
  Level: Fire 8, Sor/Wiz 8  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Cloud spreads in 20-ft. radius, 20 ft. high  
  Duration: 1 round/level  
  Saving Throw: Reflex half; see text  
  Spell Resistance: No 
  An incendiary cloud spell creates a cloud of roiling smoke shot 
  through with white-hot embers.  The smoke obscures all sight as a fog 
  cloud does.  In addition, the white-hot embers within the cloud deal 
  4d6 points of fire damage to everything within the cloud on your turn 
  each round.  All targets can make Reflex saves each round to take half 
  damage. 
   
  As with a cloudkill spell, the smoke moves away from you at 10 
  feet per round.  Figure out the smoke’s new spread each round based 
  on its new point of origin, which is 10 feet farther away from where 
  you were when you cast the spell.  By concentrating, you can make the 
  cloud (actually its point of origin) move as much as 60 feet each round.  
  Any portion of the cloud that would extend beyond your maximum 
  range dissipates harmlessly, reducing the remainder’s spread 
  thereafter. 
   
  As with fog cloud, wind disperses the smoke, and the spell can’t 
  be cast underwater. 
   
  Inflict Critical Wounds 
  Necromancy 
  Level: Clr 4, Destruction 4 
  This spell functions like inflict light wounds, except that you deal 4d8 
  points of damage +1 point per caster level (maximum +20). 
   
  Inflict Critical Wounds, Mass 
  Necromancy 
  Level: Clr 8 
  This spell functions like mass inflict light wounds, except that it deals 
  4d8 points of damage +1 point per caster level (maximum +40). 
   
  11: Spell Descriptions 
  
  Inflict Light Wounds 
  Necromancy 
  Level: Clr 1, Destruction 1, Undead 1 
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: Instantaneous  
  Saving Throw: Will half  
  Spell Resistance: Yes 
  When laying your hand upon a creature, you channel negative energy 
  that deals 1d8 points of damage +1 point per caster level (maximum 
  +5). 
   
  Since undead are powered by negative energy, this spell cures 
  such a creature of a like amount of damage, rather than harming it. 
   
  Inflict Light Wounds, Mass 
  Necromancy 
  Level: Clr 5, Destruction 5  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature/level, no two of which can be more than 30 ft. 
  apart  
  Duration: Instantaneous  
  Saving Throw: Will half  
  Spell Resistance: Yes 
  Negative energy spreads out in all directions from the point of origin, 
  dealing 1d8 points of damage +1 point per caster level (maximum +25) 
  to nearby living enemies. 
   
  Like other inflict spells, mass inflict light wounds cures undead in 
  its area rather than damaging them.  A cleric capable of spontaneously 
  casting inflict spells can also spontaneously cast mass inflict spells. 
   
  Inflict Minor Wounds 
  Necromancy 
  Level: Clr 0  
  Saving Throw: Will negates 
  This spell functions like inflict light wounds, except that you deal 1 
  point of damage and a Will save negates the damage instead of halving 
  it. 
   
  Inflict Moderate Wounds 
  Necromancy 
  Level: Clr 2 
  This spell functions like inflict light wounds, except that you deal 2d8 
  points of damage +1 point per caster level (maximum +10). 
   
  Inflict Moderate Wounds, Mass 
  Necromancy 
  Level: Clr 6 
  This spell functions like mass inflict light wounds, except that it deals 
  2d8 points of damage +1 point per caster level (maximum +30). 
   
  Inflict Serious Wounds 
  Necromancy 
  Level: Clr 3 
  This spell functions like inflict light wounds, except that you deal 3d8 
  points of damage +1 point per caster level (maximum +15). 
   
  Inflict Serious Wounds, Mass 
  Necromancy 
  Level: Clr 7 
  This spell functions like mass inflict light wounds, except that it deals 
  3d8 points of damage +1 point per caster level (maximum +35). 
   
  Insanity 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Wiz 7  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Target: One living creature  
  Duration: Instantaneous  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  The affected creature suffers from a continuous confusion effect, as the 
  spell. 
   
  Remove curse does not remove insanity.  Greater restoration, 
  heal, limited wish, miracle, or wish can restore the creature. 
   
  Insect Plague 
  Conjuration (Summoning) 
  Level: Clr 5, Drd 5  
  Components: V, S, DF  
  Casting Time: 1 round  
  Range: Long (400 ft. + 40 ft./level)  
  Effect: One swarm of locusts per three levels, each of which must be 
  adjacent to at least one other swarm  
  Duration: 1 minutes/level  
  Saving Throw: None  
  Spell Resistance: No 
  You summon a number of swarms of locusts (one per three levels, to a 
  maximum of six swarms at 18th level).  The swarms must be 
  summoned so that each one is adjacent to at least one other swarm 
  (that is, the swarms must fill one contiguous area).  You may summon 
  the locust swarms so that they share the area of other creatures.  Each 
  swarm attacks any creatures occupying its area.  The swarms are 
  stationary after being summoned, and won’t pursue creatures that flee. 
   
  Instant Summons 
  Conjuration (Summoning) 
  Level: Sor/Wiz 7  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: See text  
  Target: One object weighing 10 lb.  or less whose longest dimension 
  is 6 ft. or less  
  Duration: Permanent until discharged  
  Saving Throw: None  
  Spell Resistance: No 
  You call some nonliving item from virtually any location directly to 
  your hand. 
   
  First, you must place your arcane mark on the item.  Then you 
  cast this spell, which magically and invisibly inscribes the name of the 
  item on a sapphire worth at least 1,000 gp.  Thereafter, you can 
  summon the item by speaking a special word (set by you when the 
  spell is cast) and crushing the gem.  The item appears instantly in your 
  hand.  Only you can use the gem in this way. 
   
  If the item is in the possession of another creature, the spell does 
  not work, but you know who the possessor is and roughly where that 
  creature is located when the summons occurs. 
   
  The inscription on the gem is invisible.  It is also unreadable, 
  except by means of a read magic spell, to anyone but you. 
   
  The item can be summoned from another plane, but only if no 
  other creature has claimed ownership of it. 
   
  Material Component: A sapphire worth at least 1,000 gp. 
   
  11: Spell Descriptions 
  
  Interposing Hand 
  Evocation [Force] 
  Level: Sor/Wiz 5  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: 10-ft. hand  
  Duration: 1 round/level (D)  
  Saving Throw: None  
  Spell Resistance: Yes 
  Interposing hand creates a Large-size magic hand that appears between 
  you and one opponent.  This floating, disembodied hand then moves to 
  remain between the two of you, regardless of where you move or how 
  the opponent tries to get around it, providing cover (+4 AC) for you 
  against that opponent.  Nothing can fool the hand - it sticks with the 
  selected opponent in spite of darkness, invisibility, polymorphing, or 
  any other attempt at hiding or disguise.  The hand does not pursue an 
  opponent, however. 
   
  An interposing hand is 10 feet long and about that wide with its 
  fingers outstretched.  It has as many hit points as you do when you’re 
  undamaged, and its AC is 20 (–1 size, +11 natural).  It takes damage as 
  a normal creature, but most magical effects that don’t cause damage do 
  not affect it. 
   
  The hand never provokes attacks of opportunity from opponents.  
  It cannot push through a wall of force or enter an antimagic field, but it 
  suffers the full effect of a prismatic wall or prismatic sphere.  The 
  hand makes saving throws as its caster. 
   
  Disintegrate or a successful dispel magic destroys it. 
   
  Any creature weighing 2,000 pounds or less that tries to push past 
  the hand is slowed to half its normal speed.  The hand cannot reduce 
  the speed of a creature weighing more than 2,000 pounds, but it still 
  affects the creature’s attacks. 
   
  Directing the spell to a new target is a move action. 
   
  Focus: A soft glove. 
   
  Invisibility 
  Illusion (Glamer) 
  Level: Brd 2, Sor/Wiz 2, Trickery 2  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Personal or touch  
  Target: You or a creature or object weighing no more than 100 
  lb./level  
  Duration: 1 minutes/level (D)  
  Saving Throw: Will negates (harmless) or Will negates (harmless, 
  object)  
  Spell Resistance: Yes (harmless) or Yes (harmless, object) 
  The creature or object touched becomes invisible, vanishing from 
  sight, even from darkvision.  If the recipient is a creature carrying gear, 
  that vanishes, too.  If you cast the spell on someone else, neither you 
  nor your allies can see the subject, unless you can normally see 
  invisible things or you employ magic to do so. 
   
  Items dropped or put down by an invisible creature become 
  visible; items picked up disappear if tucked into the clothing or 
  pouches worn by the creature.  Light, however, never becomes 
  invisible, although a source of light can become so (thus, the effect is 
  that of a light with no visible source).  Any part of an item that the 
  subject carries but that extends more than 10 feet from it becomes 
  visible. 
   
  Of course, the subject is not magically silenced, and certain other 
  conditions can render the recipient detectable (such as stepping in a 
  puddle).  The spell ends if the subject attacks any creature.  For 
  purposes of this spell, an attack includes any spell targeting a foe or 
  whose area or effect includes a foe.  (Exactly who is a foe depends on 
  the invisible character’s perceptions.) Actions directed at unattended 
  objects do not break the spell.  Causing harm indirectly is not an 
  attack.  Thus, an invisible being can open doors, talk, eat, climb stairs, 
  summon monsters and have them attack, cut the ropes holding a rope 
  bridge while enemies are on the bridge, remotely trigger traps, open a 
  portcullis to release attack dogs, and so forth.  If the subject attacks 
  directly, however, it immediately becomes visible along with all its 
  gear.  Spells such as bless that specifically affect allies but not foes are 
  not attacks for this purpose, even when they include foes in their area. 
   
  Invisibility can be made permanent (on objects only) with a 
  permanency spell. 
   
  Arcane Material Component: An eyelash encased in a bit of 
  gum arabic. 
   
  Invisibility, Greater 
  Illusion (Glamer) 
  Level: Brd 4, Sor/Wiz 4  
  Components: V, S  
  Target: You or creature touched  
  Duration: 1 round/level (D)  
  Saving Throw: Will negates (harmless) 
  This spell functions like invisibility, except that it doesn’t end if the 
  subject attacks. 
   
  Invisibility, Mass 
  Illusion (Glamer) 
  Level: Sor/Wiz 7  
  Components: V, S, M  
  Range: Long (400 ft. + 40 ft./level)  
  Targets: Any number of creatures, no two of which can be more than 
  180 ft. apart 
  This spell functions like invisibility, except that the effect is mobile 
  with the group and is broken when anyone in the group attacks.  
  Individuals in the group cannot see each other.  The spell is broken for 
  any individual who moves more than 180 feet from the nearest 
  member of the group.  (If only two individuals are affected, the one 
  moving away from the other one loses its invisibility.  If both are 
  moving away from each other, they both become visible when the 
  distance between them exceeds 180 feet.) 
   
  Material Component: An eyelash encased in a bit of gum arabic. 
   
  Invisibility Purge 
  Evocation 
  Level: Clr 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 minutes/level (D) 
  You surround yourself with a sphere of power with a radius of 5 feet 
  per caster level that negates all forms of invisibility. 
   
  Anything invisible becomes visible while in the area. 
   
  Invisibility Sphere 
  Illusion (Glamer) 
  Level: Brd 3, Sor/Wiz 3  
  Components: V, S, M  
  Area: 10-ft.-radius emanation around the creature or object touched 
  This spell functions like invisibility, except that this spell confers 
  invisibility upon all creatures within 10 feet of the recipient.  The 
  center of the effect is mobile with the recipient. 
   
  Those affected by this spell can see each other and themselves as 
  if unaffected by the spell.  Any affected creature moving out of the 
  area becomes visible, but creatures moving into the area after the spell 
  is cast do not become invisible.  Affected creatures (other than the 
  recipient) who attack negate the invisibility only for themselves.  If the 
  spell recipient attacks, the invisibility sphere ends. 
   
  11: Spell Descriptions 
  
  Iron Body 
  Transmutation 
  Level: Earth 8, Sor/Wiz 8  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 minutes/level (D) 
  This spell transforms your body into living iron, which grants you 
  several powerful resistances and abilities. 
   
  You gain damage reduction 15/adamantine.  You are immune to 
  blindness, critical hits, ability score damage, deafness, disease, 
  drowning, electricity, poison, stunning, and all spells or attacks that 
  affect your physiology or respiration, because you have no physiology 
  or respiration while this spell is in effect.  You take only half damage 
  from acid and fire of all kinds.  However, you also become vulnerable 
  to all special attacks that affect iron golems. 
   
  You gain a +6 enhancement bonus to your Strength score, but you 
  take a –6 penalty to Dexterity as well (to a minimum Dexterity score of 
  1), and your speed is reduced to half normal.  You have an arcane spell 
  failure chance of 50% and a –8 armor check penalty, just as if you 
  were clad in full plate armor.  You cannot drink (and thus can’t use 
  potions) or play wind instruments. 
   
  Your unarmed attacks deal damage equal to a club sized for you 
  (1d4 for Small characters or 1d6 for Medium characters), and you are 
  considered armed when making unarmed attacks. 
   
  Your weight increases by a factor of ten, causing you to sink in 
  water like a stone.  However, you could survive the crushing pressure 
  and lack of air at the bottom of the ocean - at least until the spell 
  duration expires. 
   
  Arcane Material Component: A small piece of iron that was 
  once part of either an iron golem, a hero’s armor, or a war machine. 
   
  Ironwood 
  Transmutation 
  Level: Drd 6  
  Components: V, S, M  
  Casting Time: 1 minute/lb.  created  
  Range: 0 ft.  
  Effect: An ironwood object weighing up to 5 lb./level  
  Duration: One day/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  Ironwood is a magical substance created by druids from normal wood.  
  While remaining natural wood in almost every way, ironwood is as 
  strong, heavy, and resistant to fire as steel.  Spells that affect metal or 
  iron do not function on ironwood.  Spells that affect wood do affect 
  ironwood, although ironwood does not burn.  Using this spell with 
  wood shape or a wood-related Craft check, you can fashion wooden 
  items that function as steel items.  Thus, wooden plate armor and 
  wooden swords can be created that are as durable as their normal steel 
  counterparts.  These items are freely usable by druids. 
   
  Further, if you make only half as much ironwood as the spell 
  would normally allow, any weapon, shield, or suit of armor so created 
  is treated as a magic item with a +1 enhancement bonus. 
   
  Material Component: Wood shaped into the form of the 
  intended ironwood object. 
   
  Irresistible Dance 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 6, Sor/Wiz 8  
  Components: V  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Living creature touched  
  Duration: 1d4+1 rounds  
  Saving Throw: None  
  Spell Resistance: Yes 
  The subject feels an undeniable urge to dance and begins doing so, 
  complete with foot shuffling and tapping.  The spell effect makes it 
  impossible for the subject to do anything other than caper and prance 
  in place.  The effect imposes a –4 penalty to Armor Class and a –10 
  penalty on Reflex saves, and it negates any AC bonus granted by a 
  shield the target holds.  The dancing subject provokes attacks of 
  opportunity each round on its turn. 
   
  Jump 
  Transmutation 
  Level: Drd 1, Rgr 1, Sor/Wiz 1  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 1 minutes/level (D)  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes 
  The subject gets a +10 enhancement bonus on Jump checks.  The 
  enhancement bonus increases to +20 at caster level 5th, and to +30 (the 
  maximum) at caster level 9th. 
   
  Material Component: A grasshopper’s hind leg, which you 
  break when the spell is cast. 
   
  Keen Edge 
  Transmutation 
  Level: Sor/Wiz 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: One weapon or fifty projectiles, all of which must be in 
  contact with each other at the time of casting  
  Duration: 10 minutes/level  
  Saving Throw: Will negates (harmless, object)  
  Spell Resistance: Yes (harmless, object) 
  This spell makes a weapon magically keen, improving its ability to 
  deal telling blows.  This transmutation doubles the threat range of the 
  weapon.  A threat range of 20 becomes 19–20, a threat range of 19–20 
  becomes 17–20, and a threat range of 18–20 becomes 15–20.  The 
  spell can be cast only on piercing or slashing weapons.  If cast on 
  arrows or crossbow bolts, the keen edge on a particular projectile ends 
  after one use, whether or not the missile strikes its intended target.  
  (Treat shuriken as arrows, rather than as thrown weapons, for the 
  purpose of this spell.) 
   
  Multiple effects that increase a weapon’s threat range (such as the 
  keen edge spell and the Improved Critical feat) don’t stack.  You can’t 
  cast this spell on a natural weapon, such as a claw. 
   
  Knock 
  Transmutation 
  Level: Sor/Wiz 2  
  Components: V  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Target: One door, box, or chest with an area of up to 10 sq. ft./level  
  Duration: Instantaneous; see text  
  Saving Throw: None  
  Spell Resistance: No 
  The knock spell opens stuck, barred, locked, held, or arcane locked 
  doors.  It opens secret doors, as well as locked or trick-opening boxes 
  or chests.  It also loosens welds, shackles, or chains (provided they 
  serve to hold closures shut).  If used to open a arcane locked door, the 
  spell does not remove the arcane lock but simply suspends its 
  functioning for 10 minutes.  In all other cases, the door does not relock 
  itself or become stuck again on its own.  Knock does not raise barred 
  gates or similar impediments (such as a portcullis), nor does it affect 
  ropes, vines, and the like.  The effect is limited by the area.  Each spell 
  can undo as many as two means of preventing egress. 
   
  11: Spell Descriptions 
  
  Know Direction 
  Divination 
  Level: Brd 0, Drd 0  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: Instantaneous 
  You instantly know the direction of north from your current position.  
  The spell is effective in any environment in which “north” exists, but it 
  may not work in extraplanar settings.  Your knowledge of north is 
  correct at the moment of casting, but you can get lost again within 
  moments if you don’t find some external reference point to help you 
  keep track of direction. 
   
  Legend Lore 
  Divination 
  Level: Brd 4, Knowledge 7, Sor/Wiz 6  
  Components: V, S, M, F  
  Casting Time: See text  
  Range: Personal  
  Target: You  
  Duration: See text 
  Legend lore brings to your mind legends about an important person, 
  place, or thing.  If the person or thing is at hand, or if you are in the 
  place in question, the casting time is only 1d4x10 minutes.  If you have 
  only detailed information on the person, place, or thing, the casting 
  time is 1d10 days, and the resulting lore is less complete and specific 
  (though it often provides enough information to help you find the 
  person, place, or thing, thus allowing a better legend lore result next 
  time).  If you know only rumors, the casting time is 2d6 weeks, and the 
  resulting lore is vague and incomplete (though it often directs you to 
  more detailed information, thus allowing a better legend lore result 
  next time). 
   
  During the casting, you cannot engage in other than routine 
  activities: eating, sleeping, and so forth.  When completed, the 
  divination brings legends (if any) about the person, place, or things to 
  your mind.  These may be legends that are still current, legends that 
  have been forgotten, or even information that has never been generally 
  known.  If the person, place, or thing is not of legendary importance, 
  you gain no information.  As a rule of thumb, characters who are 11th 
  level and higher are “legendary,” as are the sorts of creatures they 
  contend with, the major magic items they wield, and the places where 
  they perform their key deeds. 
   
  Material Component: Incense worth at least 250 gp. 
   
  Focus: Four strips of ivory (worth 50 gp each) formed into a 
  rectangle. 
   
  Lesser (Spell Name) 
  Any spell whose name begins with lesser is alphabetized in this 
  chapter according to the second word of the spell name.  Thus, the 
  description of a lesser spell appears near the description of the spell on 
  which it is based.  Spell chains that have lesser spells in them include 
  those based on the spells confusion, geas, globe of invulnerability, 
  planar ally, planar binding, and restoration. 
   
  Levitate 
  Transmutation 
  Level: Sor/Wiz 2  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Personal or close (25 ft. + 5 ft./2 levels)  
  Target: You or one willing creature or one object (total weight up to 
  100 lb./level)  
  Duration: 1 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  Levitate allows you to move yourself, another creature, or an object up 
  and down as you wish.  A creature must be willing to be levitated, and 
  an object must be unattended or possessed by a willing creature.  You 
  can mentally direct the recipient to move up or down as much as 20 
  feet each round; doing so is a move action.  You cannot move the 
  recipient horizontally, but the recipient could clamber along the face of 
  a cliff, for example, or push against a ceiling to move laterally 
  (generally at half its base land speed). 
   
  A levitating creature that attacks with a melee or ranged weapon 
  finds itself increasingly unstable; the first attack has a –1 penalty on 
  attack rolls, the second –2, and so on, to a maximum penalty of –5.  A 
  full round spent stabilizing allows the creature to begin again at –1. 
   
  Focus: Either a small leather loop or a piece of golden wire bent 
  into a cup shape with a long shank on one end. 
   
  Light 
  Evocation [Light] 
  Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0  
  Components: V, M/DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Object touched  
  Duration: 10 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  This spell causes an object to glow like a torch, shedding bright light in 
  a 20-foot radius (and dim light for an additional 20 feet) from the point 
  you touch.  The effect is immobile, but it can be cast on a movable 
  object.  Light taken into an area of magical darkness does not function. 
   
  A light spell (one with the light descriptor) counters and dispels a 
  darkness spell (one with the darkness descriptor) of an equal or lower 
  level. 
   
  Arcane Material Component: A firefly or a piece of 
  phosphorescent moss. 
   
  Lightning Bolt 
  Evocation [Electricity] 
  Level: Sor/Wiz 3  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: 120 ft.  
  Area: 120-ft. line  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: Yes 
  You release a powerful stroke of electrical energy that deals 1d6 points 
  of electricity damage per caster level (maximum 10d6) to each creature 
  within its area.  The bolt begins at your fingertips. 
   
  The lightning bolt sets fire to combustibles and damages objects 
  in its path.  It can melt metals with a low melting point, such as lead, 
  gold, copper, silver, or bronze.  If the damage caused to an interposing 
  barrier shatters or breaks through it, the bolt may continue beyond the 
  barrier if the spell’s range permits; otherwise, it stops at the barrier just 
  as any other spell effect does. 
   
  Material Component: A bit of fur and an amber, crystal, or glass 
  rod. 
   
  Limited Wish 
  Universal 
  Level: Sor/Wiz 7  
  Components: V, S, XP  
  Casting Time: 1 standard action  
  Range: See text Target, Effect, or  
  Area: See text 
  Duration: See text 
  Saving Throw: None; see text 
  Spell Resistance: Yes 
  A limited wish lets you create nearly any type of effect.  For example, 
  a limited wish can do any of the following things. 
  * Duplicate any sorcerer/wizard spell of 6th level or lower, provided 
  the spell is not of a school prohibited to you. 
  11: Spell Descriptions 
  
  * Duplicate any other spell of 5th level or lower, provided the spell is 
  not of a school prohibited to you. 
  * Duplicate any sorcerer/wizard spell of 5th level or lower, even if it’s 
  of a prohibited school. 
  * Duplicate any other spell of 4th level or lower, even if it’s of a 
  prohibited school. 
  * Undo the harmful effects of many spells, such as geas/quest or 
  insanity. 
  * Produce any other effect whose power level is in line with the above 
  effects, such as a single creature automatically hitting on its next attack 
  or taking a –7 penalty on its next saving throw. 
   
  A duplicated spell allows saving throws and spell resistance as 
  normal (but the save DC is for a 7th-level spell).  When a limited wish 
  duplicates a spell that has an XP cost, you must pay that cost or 300 
  XP, whichever is more.  When a limited wish spell duplicates a spell 
  with a material component that costs more than 1,000 gp, you must 
  provide that component. 
   
  XP Cost: 300 XP or more (see above). 
   
  Liveoak 
  Transmutation 
  Level: Drd 6  
  Components: V, S  
  Casting Time: 10 minutes  
  Range: Touch  
  Target: Tree touched  
  Duration: One day/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  This spell turns an oak tree into a protector or guardian.  The spell can 
  be cast on only a single tree at a time; while liveoak is in effect, you 
  can’t cast it again on another tree.  The tree on which the spell is cast 
  must be within 10 feet of your dwelling place, within a place sacred to 
  you, or within 300 feet of something that you wish to guard or protect. 
   
  Liveoak must be cast on a healthy, Huge oak.  A triggering phrase 
  of up to one word per caster level is placed on the targeted oak.  The 
  liveoak spell triggers the tree into animating as a treant. 
   
  If liveoak is dispelled, the tree takes root immediately, wherever it 
  happens to be.  If released by you, the tree tries to return to its original 
  location before taking root. 
   
  Locate Creature 
  Divination 
  Level: Brd 4, Sor/Wiz 4  
  Components: V, S, M  
  Duration: 10 minutes/level 
  This spell functions like locate object, except this spell locates a 
  known or familiar creature. 
   
  You slowly turn and sense when you are facing in the direction of 
  the creature to be located, provided it is within range.  You also know 
  in which direction the creature is moving, if any. 
   
  The spell can locate a creature of a specific kind or a specific 
  creature known to you.  It cannot find a creature of a certain type.  To 
  find a kind of creature, you must have seen such a creature up close 
  (within 30 feet) at least once. 
   
  Running water blocks the spell.  It cannot detect objects.  It can be 
  fooled by mislead, nondetection, and polymorph spells. 
   
  Material Component: A bit of fur from a bloodhound. 
   
  Locate Object 
  Divination 
  Level: Brd 2, Clr 3, Sor/Wiz 2, Travel 2  
  Components: V, S, F/DF  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level  
  Duration: 1 minutes/level  
  Saving Throw: None  
  Spell Resistance: No 
  You sense the direction of a well-known or clearly visualized object.  
  You can search for general items, in which case you locate the nearest 
  one of its kind if more than one is within range.  Attempting to find a 
  certain item requires a specific and accurate mental image; if the image 
  is not close enough to the actual object, the spell fails.  You cannot 
  specify a unique item unless you have observed that particular item 
  firsthand (not through divination). 
   
  The spell is blocked by even a thin sheet of lead.  Creatures 
  cannot be found by this spell.  Polymorph any object fools it. 
   
  Arcane Focus: A forked twig. 
   
  Longstrider 
  Transmutation 
  Level: Drd 1, Rgr 1, Travel 1  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 hour/level (D) 
  This spell increases your base land speed by 10 feet.  (This adjustment 
  counts as an enhancement bonus.) It has no effect on other modes of 
  movement, such as burrow, climb, fly, or swim. 
   
  Material Component: A pinch of dirt. 
   
  Lullaby 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 0  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: Living creatures within a 10-ft.-radius burst  
  Duration: Concentration + 1 round/level (D)  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  Any creature within the area that fails a Will save becomes drowsy and 
  inattentive, taking a –5 penalty on Listen and Spot checks and a –2 
  penalty on Will saves against sleep effects while the lullaby is in 
  effect.  Lullaby lasts for as long as the caster concentrates, plus up to 1 
  round per caster level thereafter. 
   
  Mage Armor 
  Conjuration (Creation) [Force] 
  Level: Sor/Wiz 1  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 1 hour/level (D)  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: No 
  An invisible but tangible field of force surrounds the subject of a mage 
  armor spell, providing a +4 armor bonus to AC. 
   
  Unlike mundane armor, mage armor entails no armor check 
  penalty, arcane spell failure chance, or speed reduction.  Since mage 
  armor is made of force, incorporeal creatures can’t bypass it the way 
  they do normal armor. 
   
  Focus: A piece of cured leather. 
   
  Mage Hand 
  Transmutation 
  Level: Brd 0, Sor/Wiz 0  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One nonmagical, unattended object weighing up to 5 lb.   
  Duration: Concentration  
  Saving Throw: None  
  Spell Resistance: No 
  11: Spell Descriptions 
  
  You point your finger at an object and can lift it and move it at will 
  from a distance.  As a move action, you can propel the object as far as 
  15 feet in any direction, though the spell ends if the distance between 
  you and the object ever exceeds the spell’s range. 
   
  Mage’s Disjunction 
  Abjuration 
  Level: Magic 9, Sor/Wiz 9  
  Components: V  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Area: All magical effects and magic items within a 40-ft.-radius burst  
  Duration: Instantaneous  
  Saving Throw: Will negates (object)  
  Spell Resistance: No 
  All magical effects and magic items within the radius of the spell, 
  except for those that you carry or touch, are disjoined.  That is, spells 
  and spell-like effects are separated into their individual components 
  (ending the effect as a dispel magic spell does), and each permanent 
  magic item must make a successful Will save or be turned into a 
  normal item.  An item in a creature’s possession uses its own Will save 
  bonus or its possessor’s Will save bonus, whichever is higher. 
   
  You also have a 1% chance per caster level of destroying an 
  antimagic field.  If the antimagic field survives the disjunction, no 
  items within it are disjoined. 
   
  Even artifacts are subject to disjunction, though there is only a 1% 
  chance per caster level of actually affecting such powerful items.  
  Additionally, if an artifact is destroyed, you must make a DC 25 Will 
  save or permanently lose all spellcasting abilities.  (These abilities 
  cannot be recovered by mortal magic, not even miracle or wish.) 
   
  Note: Destroying artifacts is a dangerous business, and it is 95% 
  likely to attract the attention of some powerful being who has an 
  interest in or connection with the device. 
   
  Mage’s Faithful Hound 
  Conjuration (Creation) 
  Level: Sor/Wiz 5  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: Phantom watchdog  
  Duration: 1 hour/caster level or until discharged, then 1 round/caster 
  level; see text  
  Saving Throw: None  
  Spell Resistance: No 
  You conjure up a phantom watchdog that is invisible to everyone but 
  yourself.  It then guards the area where it was conjured (it does not 
  move).  The hound immediately starts barking loudly if any Small or 
  larger creature approaches within 30 feet of it.  (Those within 30 feet 
  of the hound when it is conjured may move about in the area, but if 
  they leave and return, they activate the barking.) The hound sees 
  invisible and ethereal creatures.  It does not react to figments, but it 
  does react to shadow illusions. 
   
  If an intruder approaches to within 5 feet of the hound, the dog 
  stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 
  points of piercing damage) once per round.  The dog also gets the 
  bonuses appropriate to an invisible creature. 
   
  The dog is considered ready to bite intruders, so it delivers its first 
  bite on the intruder’s turn.  Its bite is the equivalent of a magic weapon 
  for the purpose of damage reduction.  The hound cannot be attacked, 
  but it can be dispelled. 
   
  The spell lasts for 1 hour per caster level, but once the hound 
  begins barking, it lasts only 1 round per caster level.  If you are ever 
  more than 100 feet distant from the hound, the spell ends. 
   
  Material Component: A tiny silver whistle, a piece of bone, and 
  a thread. 
   
  Mage’s Lucubration 
  Transmutation 
  Level: Wiz 6  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: Instantaneous 
  You instantly recall any one spell of 5th level or lower that you have 
  used during the past 24 hours.  The spell must have been actually cast 
  during that period.  The recalled spell is stored in your mind as through 
  prepared in the normal fashion. 
   
  If the recalled spell requires material components, you must 
  provide them.  The recovered spell is not usable until the material 
  components are available. 
   
  Mage’s Magnificent Mansion 
  Conjuration (Creation) 
  Level: Sor/Wiz 7  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: Extradimensional mansion, up to three 10-ft. cubes/level (S)  
  Duration: 2 hours/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  You conjure up an extradimensional dwelling that has a single 
  entrance on the plane from which the spell was cast.  The entry point 
  looks like a faint shimmering in the air that is 4 feet wide and 8 feet 
  high.  Only those you designate may enter the mansion, and the portal 
  is shut and made invisible behind you when you enter.  You may open 
  it again from your own side at will.  Once observers have passed 
  beyond the entrance, they are in a magnificent foyer with numerous 
  chambers beyond.  The atmosphere is clean, fresh, and warm. 
   
  You can create any floor plan you desire to the limit of the spell’s 
  effect.  The place is furnished and contains sufficient foodstuffs to 
  serve a nine-course banquet to a dozen people per caster level.  A staff 
  of near-transparent servants (as many as two per caster level), liveried 
  and obedient, wait upon all who enter.  The servants function as 
  unseen servant spells except that they are visible and can go anywhere 
  in the mansion. 
   
  Since the place can be entered only through its special portal, 
  outside conditions do not affect the mansion, nor do conditions inside 
  it pass to the plane beyond. 
   
  Focus: A miniature portal carved from ivory, a small piece of 
  polished marble, and a tiny silver spoon (each item worth 5 gp). 
   
  Mage’s Private Sanctum 
  Abjuration 
  Level: Sor/Wiz 5  
  Components: V, S, M  
  Casting Time: 10 minutes  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Area: 30-ft. cube/level (S)  
  Duration: 24 hours (D)  
  Saving Throw: None  
  Spell Resistance: No 
  This spell ensures privacy.  Anyone looking into the area from outside 
  sees only a dark, foggy mass.  Darkvision cannot penetrate it.  No 
  sounds, no matter how loud, can escape the area, so nobody can 
  eavesdrop from outside.  Those inside can see out normally. 
   
  Divination (scrying) spells cannot perceive anything within the 
  area, and those within are immune to detect thoughts.  The ward 
  prevents speech between those inside and those outside (because it 
  blocks sound), but it does not prevent other communication, such as a 
  sending or message spell, or telepathic communication, such as that 
  between a wizard and her familiar. 
   
  The spell does not prevent creatures or objects from moving into 
  and out of the area. 
  11: Spell Descriptions 
  
   
  Mage’s private sanctum can be made permanent with a 
  permanency spell. 
   
  Material Component: A thin sheet of lead, a piece of opaque 
  glass, a wad of cotton or cloth, and powdered chrysolite. 
   
  Mage’s Sword 
  Evocation [Force] 
  Level: Sor/Wiz 7  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One sword  
  Duration: 1 round/level (D)  
  Saving Throw: None  
  Spell Resistance: Yes 
  This spell brings into being a shimmering, swordlike plane of force.  
  The sword strikes at any opponent within its range, as you desire, 
  starting in the round that you cast the spell.  The sword attacks its 
  designated target once each round on your turn.  Its attack bonus is 
  equal to your caster level + your Int bonus or your Cha bonus (for 
  wizards or sorcerers, respectively) with an additional +3 enhancement 
  bonus.  As a force effect, it can strike ethereal and incorporeal 
  creatures.  It deals 4d6+3 points of force damage, with a threat range of 
  19–20 and a critical multiplier of x2. 
   
  The sword always strikes from your direction.  It does not get a 
  bonus for flanking or help a combatant get one.  If the sword goes 
  beyond the spell range from you, if it goes out of your sight, or if you 
  are not directing it, the sword returns to you and hovers. 
   
  Each round after the first, you can use a standard action to switch 
  the sword to a new target.  If you do not, the sword continues to attack 
  the previous round’s target. 
   
  The sword cannot be attacked or harmed by physical attacks, but 
  dispel magic, disintegrate, a sphere of annihilation, or a rod of 
  cancellation affects it.  The sword’s AC is 13 (10, +0 size bonus for 
  Medium object, +3 deflection bonus). 
   
  If an attacked creature has spell resistance, the resistance is 
  checked the first time Mage’s sword strikes it.  If the sword is 
  successfully resisted, the spell is dispelled.  If not, the sword has its 
  normal full effect on that creature for the duration of the spell. 
   
  Focus: A miniature platinum sword with a grip and pommel of 
  copper and zinc.  It costs 250 gp to construct. 
   
  Magic Aura 
  Illusion (Glamer) 
  Level: Brd 1, Magic 1, Sor/Wiz 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One touched object weighing up  to 5 lb./level 
  Duration: One day/level (D) 
  Saving Throw: None; see text 
  Spell Resistance: No 
  You alter an item’s aura so that it registers to detect spells (and spells 
  with similar capabilities) as though it were nonmagical, or a magic 
  item of a kind you specify, or the subject of a spell you specify. 
   
  If the object bearing magic aura has identify cast on it or is 
  similarly examined, the examiner recognizes that the aura is false and 
  detects the object’s actual qualities if he succeeds on a Will save.  
  Otherwise, he believes the aura and no amount of testing reveals what 
  the true magic is. 
   
  If the targeted item’s own aura is exceptionally powerful (if it is 
  an artifact, for instance), magic aura doesn’t work. 
   
  Note: A magic weapon, shield, or suit of armor must be a 
  masterwork item, so a sword of average make, for example, looks 
  suspicious if it has a magical aura. 
   
  Focus: A small square of silk that must be passed over the object 
  that receives the aura. 
   
  Magic Circle against Chaos 
  Abjuration [Lawful] 
  Level: Clr 3, Law 3, Pal 3, Sor/Wiz 3 
  This spell functions like magic circle against evil, except that it is 
  similar to protection from chaos instead of protection from evil, and it 
  can imprison a nonlawful called creature. 
   
  Magic Circle against Evil 
  Abjuration [Good] 
  Level: Clr 3, Good 3, Pal 3, Sor/Wiz 3  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Area: 10-ft.-radius emanation from touched creature  
  Duration: 10 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: No; see text 
  All creatures within the area gain the effects of a protection from evil 
  spell, and no nongood summoned creatures can enter the area either.  
  You must overcome a creature’s spell resistance in order to keep it at 
  bay (as in the third function of protection from evil), but the deflection 
  and resistance bonuses and the protection from mental control apply 
  regardless of enemies’ spell resistance. 
   
  This spell has an alternative version that you may choose when 
  casting it.  A magic circle against evil can be focused inward rather 
  than outward.  When focused inward, the spell binds a nongood called 
  creature (such as those called by the lesser planar binding, planar 
  binding, and greater planar binding spells) for a maximum of 24 hours 
  per caster level, provided that you cast the spell that calls the creature 
  within 1 round of casting the magic circle.  The creature cannot cross 
  the circle’s boundaries.  If a creature too large to fit into the spell’s 
  area is the subject of the spell, the spell acts as a normal protection 
  from evil spell for that creature only. 
   
  A magic circle leaves much to be desired as a trap.  If the circle of 
  powdered silver laid down in the process of spellcasting is broken, the 
  effect immediately ends.  The trapped creature can do nothing that 
  disturbs the circle, directly or indirectly, but other creatures can.  If the 
  called creature has spell resistance, it can test the trap once a day.  If 
  you fail to overcome its spell resistance, the creature breaks free, 
  destroying the circle.  A creature capable of any form of dimensional 
  travel (astral projection, blink, dimension door, etherealness, gate, 
  plane shift, shadow walk, teleport, and similar abilities) can simply 
  leave the circle through that means.  You can prevent the creature’s 
  extradimensional escape by casting a dimensional anchor spell on it, 
  but you must cast the spell before the creature acts.  If you are 
  successful, the anchor effect lasts as long as the magic circle does.  The 
  creature cannot reach across the magic circle, but its ranged attacks 
  (ranged weapons, spells, magical abilities, and the like) can.  The 
  creature can attack any target it can reach with its ranged attacks 
  except for the circle itself. 
   
  You can add a special diagram (a two-dimensional bounded 
  figure with no gaps along its circumference, augmented with various 
  magical sigils) to make the magic circle more secure.  Drawing the 
  diagram by hand takes 10 minutes and requires a DC 20 Spellcraft 
  check.  You do not know the result of this check.  If the check fails, the 
  diagram is ineffective.  You can take 10 when drawing the diagram if 
  you are under no particular time pressure to complete the task.  This 
  task also takes 10 full minutes.  If time is no factor at all, and you 
  devote 3 hours and 20 minutes to the task, you can take 20. 
   
  A successful diagram allows you to cast a dimensional anchor 
  spell on the magic circle during the round before casting any 
  summoning spell.  The anchor holds any called creatures in the magic 
  circle for 24 hours per caster level.  A creature cannot use its spell 
  resistance against a magic circle prepared with a diagram, and none of 
  its abilities or attacks can cross the diagram.  If the creature tries a 
  Charisma check to break free of the trap (see the lesser planar binding 
  spell), the DC increases by 5.  The creature is immediately released if 
  anything disturbs the diagram - even a straw laid across it.  However, 
  11: Spell Descriptions 
  
  the creature itself cannot disturb the diagram either directly or 
  indirectly, as noted above. 
   
  This spell is not cumulative with protection from evil and vice 
  versa. 
   
  Arcane Material Component: A little powdered silver with 
  which you trace a 3-footdiameter circle on the floor (or ground) around 
  the creature to be warded. 
   
  Magic Circle against Good 
  Abjuration [Evil] 
  Level: Clr 3, Evil 3, Sor/Wiz 3 
  This spell functions like magic circle against evil, except that it is 
  similar to protection from good instead of protection from evil, and it 
  can imprison a nonevil called creature. 
   
  Magic Circle against Law 
  Abjuration [Chaotic] 
  Level: Chaos 3, Clr 3, Sor/Wiz 3 
  This spell functions like magic circle against evil, except that it is 
  similar to protection from law instead of protection from evil, and it 
  can imprison a nonchaotic called creature. 
   
  Magic Fang 
  Transmutation 
  Level: Drd 1, Rgr 1  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Living creature touched  
  Duration: 1 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  Magic fang gives one natural weapon of the subject a +1 enhancement 
  bonus on attack and damage rolls.  The spell can affect a slam attack, 
  fist, bite, or other natural weapon.  (The spell does not change an 
  unarmed strike’s damage from nonlethal damage to lethal damage.) 
   
  Magic fang can be made permanent with a permanency spell. 
   
  Magic Fang, Greater 
  Transmutation 
  Level: Drd 3, Rgr 3  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One living creature  
  Duration: 1 hour/level 
  This spell functions like magic fang, except that the enhancement 
  bonus on attack and damage rolls is +1 per four caster levels 
  (maximum +5). 
   
  Alternatively, you may imbue all of the creature’s natural 
  weapons with a +1 enhancement bonus (regardless of your caster 
  level). 
   
  Greater magic fang can be made permanent with a permanency 
  spell. 
   
  Magic Jar 
  Necromancy 
  Level: Sor/Wiz 5, Undead 
  Components: V, S, F 
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Target: One creature  
  Duration: 1 hour/level or until you return to your body  
  Saving Throw: Will negates; see text  
  Spell Resistance: Yes 
  By casting magic jar, you place your soul in a gem or large crystal 
  (known as the magic jar), leaving your body lifeless.  Then you can 
  attempt to take control of a nearby body, forcing its soul into the magic 
  jar.  You may move back to the jar (thereby returning the trapped soul 
  to its body) and attempt to possess another body.  The spell ends when 
  you send your soul back to your own body, leaving the receptacle 
  empty. 
   
  To cast the spell, the magic jar must be within spell range and 
  you must know where it is, though you do not need line of sight or line 
  of effect to it.  When you transfer your soul upon casting, your body is, 
  as near as anyone can tell, dead. 
   
  While in the magic jar, you can sense and attack any life force 
  within 10 feet per caster level (and on the same plane of existence).  
  You do need line of effect from the jar to the creatures.  You cannot 
  determine the exact creature types or positions of these creatures.  In a 
  group of life forces, you can sense a difference of 4 or more Hit Dice 
  between one creature and another and can determine whether a life 
  force is powered by positive or negative energy.  (Undead creatures are 
  powered by negative energy.  Only sentient undead creatures have, or 
  are, souls.) 
   
  You could choose to take over either a stronger or a weaker 
  creature, but which particular stronger or weaker creature you attempt 
  to possess is determined randomly. 
   
  Attempting to possess a body is a full-round action.  It is blocked 
  by protection from evil or a similar ward.  You possess the body and 
  force the creature’s soul into the magic jar unless the subject succeeds 
  on a Will save.  Failure to take over the host leaves your life force in 
  the magic jar, and the target automatically succeeds on further saving 
  throws if you attempt to possess its body again. 
   
  If you are successful, your life force occupies the host body, and 
  the host’s life force is imprisoned in the magic jar.  You keep your 
  Intelligence, Wisdom, Charisma, level, class, base attack bonus, base 
  save bonuses, alignment, and mental abilities.  The body retains its 
  Strength, Dexterity, Constitution, hit points, natural abilities, and 
  automatic abilities.  A body with extra limbs does not allow you to 
  make more attacks (or more advantageous two-weapon attacks) than 
  normal.  You can’t choose to activate the body’s extraordinary or 
  supernatural abilities.  The creature’s spells and spell-like abilities do 
  not stay with the body. 
   
  As a standard action, you can shift freely from a host to the magic 
  jar if within range, sending the trapped soul back to its body.  The 
  spell ends when you shift from the jar to your own body. 
   
  If the host body is slain, you return to the magic jar, if within 
  range, and the life force of the host departs (it is dead).  If the host 
  body is slain beyond the range of the spell, both you and the host die.  
  Any life force with nowhere to go is treated as slain. 
   
  If the spell ends while you are in the magic jar, you return to your 
  body (or die if your body is out of range or destroyed).  If the spell 
  ends while you are in a host, you return to your body (or die, if it is out 
  of range of your current position), and the soul in the magic jar returns 
  to its body (or dies if it is out of range).  Destroying the receptacle ends 
  the spell, and the spell can be dispelled at either the magic jar or at the 
  host’s location. 
   
  Focus: A gem or crystal worth at least 100 gp. 
   
  Magic Missile 
  Evocation [Force] 
  Level: Sor/Wiz 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Targets: Up to five creatures, no two of which can be more than 15 ft. 
  apart  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: Yes 
  A missile of magical energy darts forth from your fingertip and strikes 
  its target, dealing 1d4+1 points of force damage. 
   
  The missile strikes unerringly, even if the target is in melee 
  combat or has less than total cover or total concealment.  Specific parts 
  of a creature can’t be singled out.  Inanimate objects are not damaged 
  by the spell. 
   
  For every two caster levels beyond 1st, you gain an additional 
  missile - two at 3rd level, three at 5th, four at 7th, and the maximum of 
  11: Spell Descriptions 
  
  five missiles at 9th level or higher.  If you shoot multiple missiles, you 
  can have them strike a single creature or several creatures.  A single 
  missile can strike only one creature.  You must designate targets before 
  you check for spell resistance or roll damage. 
   
  Magic Mouth 
  Illusion (Glamer) 
  Level: Brd 1, Sor/Wiz 2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature or object  
  Duration: Permanent until discharged  
  Saving Throw: Will negates (object)  
  Spell Resistance: Yes (object) 
  This spell imbues the chosen object or creature with an enchanted 
  mouth that suddenly appears and speaks its message the next time a 
  specified event occurs.  The message, which must be twenty-five or 
  fewer words long, can be in any language known by you and can be 
  delivered over a period of 10 minutes.  The mouth cannot utter verbal 
  components, use command words, or activate magical effects.  It does, 
  however, move according to the words articulated; if it were placed 
  upon a statue, the mouth of the statue would move and appear to speak.  
  Of course, magic mouth can be placed upon a tree, rock, or any other 
  object or creature. 
   
  The spell functions when specific conditions are fulfilled 
  according to your command as set in the spell.  Commands can be as 
  general or as detailed as desired, although only visual and audible 
  triggers can be used.  Triggers react to what appears to be the case.  
  Disguises and illusions can fool them.  Normal darkness does not 
  defeat a visual trigger, but magical darkness or invisibility does.  Silent 
  movement or magical silence defeats audible triggers.  Audible 
  triggers can be keyed to general types of noises or to a specific noise or 
  spoken word.  Actions can serve as triggers if they are visible or 
  audible.  A magic mouth cannot distinguish alignment, level, Hit Dice, 
  or class except by external garb. 
   
  The range limit of a trigger is 15 feet per caster level, so a 6th-
  level caster can command a magic mouth to respond to triggers as far 
  as 90 feet away.  Regardless of range, the mouth can respond only to 
  visible or audible triggers and actions in line of sight or within hearing 
  distance. 
   
  Magic mouth can be made permanent with a permanency spell. 
   
  Material Component: A small bit of honeycomb and jade dust 
  worth 10 gp. 
   
  Magic Stone 
  Transmutation 
  Level: Clr 1, Drd 1, Earth 1  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: Up to three pebbles touched  
  Duration: 30 minutes or until discharged  
  Saving Throw: Will negates (harmless, object)  
  Spell Resistance: Yes (harmless, object) 
  You transmute as many as three pebbles, which can be no larger than 
  sling bullets, so that they strike with great force when thrown or slung.  
  If hurled, they have a range increment of 20 feet.  If slung, treat them 
  as sling bullets (range increment 50 feet).  The spell gives them a +1 
  enhancement bonus on attack and damage rolls.  The user of the stones 
  makes a normal ranged attack.  Each stone that hits deals 1d6+1 points 
  of damage (including the spell’s enhancement bonus), or 2d6+2 points 
  against undead. 
   
  Magic Vestment 
  Transmutation 
  Level: Clr 3, Strength 3, War 3  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Armor or shield touched  
  Duration: 1 hour/level  
  Saving Throw: Will negates (harmless, object)  
  Spell Resistance: Yes (harmless, object) 
  You imbue a suit of armor or a shield with an enhancement bonus of 
  +1 per four caster levels (maximum +5 at 20th level). 
   
  An outfit of regular clothing counts as armor that grants no AC 
  bonus for the purpose of this spell. 
   
  Magic Weapon 
  Transmutation 
  Level: Clr 1, Pal 1, Sor/Wiz 1, War 1  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Weapon touched  
  Duration: 1 minutes/level  
  Saving Throw: Will negates (harmless, object)  
  Spell Resistance: Yes (harmless, object) 
  Magic weapon gives a weapon a +1 enhancement bonus on attack and 
  damage rolls.  (An enhancement bonus does not stack with a 
  masterwork weapon’s +1 bonus on attack rolls.) 
   
  You can’t cast this spell on a natural weapon, such as an unarmed 
  strike (instead, see magic fang).  A monk’s unarmed strike is 
  considered a weapon, and thus it can be enhanced by this spell. 
   
  Magic Weapon, Greater 
  Transmutation 
  Level: Clr 4, Pal 3, Sor/Wiz 3  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One weapon 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) 
  This spell functions like magic weapon, except that it gives a weapon 
  an enhancement bonus on attack and damage rolls of +1 per four caster 
  levels (maximum +5). 
   
  Alternatively, you can affect as many as fifty arrows, bolts, or 
  bullets.  The projectiles must be of the same kind, and they have to be 
  together (in the same quiver or other container).  Projectiles, but not 
  thrown weapons, lose their transmutation when used.  (Treat shuriken 
  as projectiles, rather than as thrown weapons, for the purpose of this 
  spell.) 
   
  Arcane Material Component: Powdered lime and carbon. 
   
  Major Creation 
  Conjuration (Creation) 
  Level: Sor/Wiz 5  
  Casting Time: 10 minutes  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Duration: See text 
  This spell functions like minor creation, except that you can also 
  create an object of mineral nature: stone, crystal, metal, or the like.  
  The duration of the created item varies with its relative hardness and 
  rarity, as indicated on the following table. 
  11: Spell Descriptions 
  
  Hardness and Rarity Examples  Duration 
   
  Vegetable matter  
  2 hr./level 
  Stone, crystal, base metals  
  1 hr./level 
   
  Precious metals  
  20 minutes/level 
  Gems  
  10 minutes/level 
   
  Rare metal1  
  1 round/level 
  1 Includes adamantine, alchemical silver, and mithral.  You can’t use 
  major creation to create a cold iron item. 
   
  Major Image 
  Illusion (Figment) 
  Level: Brd 3, Sor/Wiz 3  
  Duration: Concentration + 3 rounds 
  This spell functions like silent image, except that sound, smell, and 
  thermal illusions are included in the spell effect.  While concentrating, 
  you can move the image within the range. 
   
  The image disappears when struck by an opponent unless you 
  cause the illusion to react appropriately. 
   
  Make Whole 
  Transmutation 
  Level: Clr 2  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One object of up to 10 cu. ft./level 
  This spell functions like mending, except that make whole completely 
  repairs an object made of any substance, even one with multiple 
  breaks, to be as strong as new.  The spell does not restore the magical 
  abilities of a broken magic item made whole, and it cannot mend 
  broken magic rods, staffs, or wands.  The spell does not repair items 
  that have been warped, burned, disintegrated, ground to powder, 
  melted, or vaporized, nor does it affect creatures (including 
  constructs). 
   
  Mark of Justice 
  Necromancy 
  Level: Clr 5, Pal 4  
  Components: V, S, DF  
  Casting Time: 10 minutes  
  Range: Touch  
  Target: Creature touched  
  Duration: Permanent; see text  
  Saving Throw: None  
  Spell Resistance: Yes 
  You draw an indelible mark on the subject and state some behavior on 
  the part of the subject that will activate the mark.  When activated, the 
  mark curses the subject.  Typically, you designate some sort of 
  criminal behavior that activates the mark, but you can pick any act you 
  please.  The effect of the mark is identical with the effect of bestow 
  curse. 
   
  Since this spell takes 10 minutes to cast and involves writing on 
  the target, you can cast it only on a creature that is willing or 
  restrained. 
   
  Like the effect of bestow curse, a mark of justice cannot be 
  dispelled, but it can be removed with a break enchantment, limited 
  wish, miracle, remove curse, or wish spell.  Remove curse works only 
  if its caster level is equal to or higher than your mark of justice caster 
  level.  These restrictions apply regardless of whether the mark has 
  activated. 
  Mass (Spell Name) 
   
  Mass (Spell Name) 
  Any spell whose name begins with mass is alphabetized in this chapter 
  according to the second word of the spell name.  Thus, the description 
  of a mass spell appears near the description of the spell on which it is 
  based.  Spell chains that have mass spells in them include those based 
  on the spells bear’s endurance, bull’s strength, cat’s grace, charm 
  monster, cure critical wounds, cure light wounds, cure moderate 
  wounds, cure serious wounds, eagle’s splendor, enlarge person, fox’s 
  cunning, heal, hold monster, hold person, inflict critical wounds, inflict 
  light wounds, inflict moderate wounds, inflict serious wounds, 
  invisibility, owl’s wisdom, reduce person, and suggestion. 
   
  Maze 
  Conjuration (Teleportation) 
  Level: Sor/Wiz 8  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature  
  Duration: See text  
  Saving Throw: None  
  Spell Resistance: Yes 
  You banish the subject into an extradimensional labyrinth of force 
  planes.  Each round on its turn, it may attempt a DC 20 Intelligence 
  check to escape the labyrinth as a full-round action.  If the subject 
  doesn’t escape, the maze disappears after 10 minutes, forcing the 
  subject to leave. 
   
  On escaping or leaving the maze, the subject reappears where it 
  had been when the maze spell was cast.  If this location is filled with a 
  solid object, the subject appears in the nearest open space.  Spells and 
  abilities that move a creature within a plane, such as teleport and 
  dimension door, do not help a creature escape a maze spell, although a 
  plane shift spell allows it to exit to whatever plane is designated in that 
  spell.  Minotaurs are not affected by this spell. 
   
  Meld into Stone 
  Transmutation [Earth] 
  Level: Clr 3, Drd 3  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 10 minutes/level 
  Meld into stone enables you to meld your body and possessions into a 
  single block of stone.  The stone must be large enough to 
  accommodate your body in all three dimensions.  When the casting is 
  complete, you and not more than 100 pounds of nonliving gear merge 
  with the stone.  If either condition is violated, the spell fails and is 
  wasted. 
   
  While in the stone, you remain in contact, however tenuous, with 
  the face of the stone through which you melded.  You remain aware of 
  the passage of time and can cast spells on yourself while hiding in the 
  stone.  Nothing that goes on outside the stone can be seen, but you can 
  still hear what happens around you.  Minor physical damage to the 
  stone does not harm you, but its partial destruction (to the extent that 
  you no longer fit within it) expels you and deals you 5d6 points of 
  damage.  The stone’s complete destruction expels you and slays you 
  instantly unless you make a DC 18 Fortitude save. 
   
  Any time before the duration expires, you can step out of the 
  stone through the surface that you entered.  If the spell’s duration 
  expires or the effect is dispelled before you voluntarily exit the stone, 
  you are violently expelled and take 5d6 points of damage. 
   
  The following spells harm you if cast upon the stone that you are 
  occupying: Stone to flesh expels you and deals you 5d6 points of 
  damage.  Stone shape deals you 3d6 points of damage but does not 
  expel you.  Transmute rock to mud expels you and then slays you 
  instantly unless you make a DC 18 Fortitude save, in which case you 
  are merely expelled.  Finally, passwall expels you without damage. 
   
  11: Spell Descriptions 
  
  Mending 
  Transmutation 
  Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 10 ft.  
  Target: One object of up to 1 lb.   
  Duration: Instantaneous  
  Saving Throw: Will negates (harmless, object)  
  Spell Resistance: Yes (harmless, object) 
  Mending repairs small breaks or tears in objects (but not warps, such as 
  might be caused by a warp wood spell).  It will weld broken metallic 
  objects such as a ring, a chain link, a medallion, or a slender dagger, 
  providing but one break exists. 
   
  Ceramic or wooden objects with multiple breaks can be invisibly 
  rejoined to be as strong as new.  A hole in a leather sack or a wineskin 
  is completely healed over by mending.  The spell can repair a magic 
  item, but the item’s magical abilities are not restored.  The spell cannot 
  mend broken magic rods, staffs, or wands, nor does it affect creatures 
  (except constructs). 
   
  A mending spell effectively restores 1 hit point to the affected 
  object.  If it is used on a construct, then it heals the construct for 1 
  point of damage. 
   
  Message 
  Transmutation [Language-Dependent] 
  Level: Brd 0, Sor/Wiz 0  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Targets: One creature/level  
  Duration: 10 minutes/level  
  Saving Throw: None  
  Spell Resistance: No 
  You can whisper messages and receive whispered replies with little 
  chance of being overheard.  You point your finger at each creature you 
  want to receive the message.  When you whisper, the whispered 
  message is audible to all targeted creatures within range.  Magical 
  silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of 
  lead), or 3 feet of wood or dirt blocks the spell.  The message does not 
  have to travel in a straight line.  It can circumvent a barrier if there is 
  an open path between you and the subject, and the path’s entire length 
  lies within the spell’s range.  The creatures that receive the message 
  can whisper a reply that you hear.  The spell transmits sound, not 
  meaning.  It doesn’t transcend language barriers. 
   
  Note: To speak a message, you must mouth the words and 
  whisper, possibly allowing observers the opportunity to read your lips. 
   
  Focus: A short piece of copper wire. 
   
  Meteor Swarm 
  Evocation [Fire] 
  Level: Sor/Wiz 9  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Area: Four 40-ft.-radius spreads; see text  
  Duration: Instantaneous  
  Saving Throw: None or Reflex half; see text  
  Spell Resistance: Yes 
  Meteor swarm is a very powerful and spectacular spell that is similar 
  to fireball in many aspects.  When you cast it, four 2- foot-diameter 
  spheres spring from your outstretched hand and streak in straight lines 
  to the spots you select.  The meteor spheres leave a fiery trail of 
  sparks. 
   
  If you aim a sphere at a specific creature, you may make a ranged 
  touch attack to strike the target with the meteor.  Any creature struck 
  by one of these spheres takes 2d6 points of bludgeoning damage (no 
  save) and receives no saving throw against the sphere’s fire damage 
  (see below).  If a targeted sphere misses its target, it simply explodes at 
  the nearest corner of the target’s space.  You may aim more than one 
  meteor at the same target. 
   
  Once a sphere reaches its destination, it explodes in a 40-foot-
  radius spread, dealing 6d6 points of fire damage to each creature in the 
  area.  If a creature is within the area of more than one sphere, it must 
  save separately against each.  (Fire resistance applies to each sphere’s 
  damage individually.) 
   
  Mind Blank 
  Abjuration 
  Level: Protection 8, Sor/Wiz 8  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature  
  Duration: 24 hours  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  The subject is protected from all devices and spells that detect, 
  influence, or read emotions or thoughts.  This spell protects against all 
  mind-affecting spells and effects as well as information gathering by 
  divination spells or effects.  Mind blank even foils limited wish, 
  miracle, and wish spells when they are used in such a way as to affect 
  the subject’s mind or to gain information about it.  In the case of 
  scrying that scans an area the creature is in, such as arcane eye, the 
  spell works but the creature simply isn’t detected.  Scrying attempts 
  that are targeted specifically at the subject do not work at all. 
   
  Mind Fog 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 5, Sor/Wiz 5  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Fog spreads in 20-ft. radius, 20 ft. high  
  Duration: 30 minutes and 2d6 rounds; see text  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  Mind fog produces a bank of thin mist that weakens the mental 
  resistance of those caught in it.  Creatures in the mind fog take a –10 
  competence penalty on Wisdom checks and Will saves.  (A creature 
  that successfully saves against the fog is not affected and need not 
  make further saves even if it remains in the fog.) Affected creatures 
  take the penalty as long as they remain in the fog and for 2d6 rounds 
  thereafter.  The fog is stationary and lasts for 30 minutes (or until 
  dispersed by wind). 
   
  A moderate wind (11+ mph) disperses the fog in four rounds; a 
  strong wind (21+ mph) disperses the fog in 1 round. 
   
  The fog is thin and does not significantly hamper vision. 
   
  Minor Creation 
  Conjuration (Creation) 
  Level: Sor/Wiz 4  
  Components: V, S, M  
  Casting Time: 1 minute  
  Range: 0 ft. 
  Effect: Unattended, nonmagical object of nonliving plant matter, up to 
  1 cu. ft./level  
  Duration: 1 hour/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  You create a nonmagical, unattended object of nonliving, vegetable 
  matter.  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. 
   
  Attempting to use any created object as a material component 
  causes the spell to fail. 
   
  Material Component: A tiny piece of matter of the same sort of 
  item you plan to create with minor creation. 
  11: Spell Descriptions 
  
   
  Minor Image 
  Illusion (Figment) 
  Level: Brd 2, Sor/Wiz 2  
  Duration: Concentration +2 rounds 
  This spell functions like silent image, except that minor image includes 
  some minor sounds but not understandable speech. 
   
  Miracle 
  Evocation 
  Level: Clr 9, Luck 9  
  Components: V, S, XP; see text  
  Casting Time: 1 standard action  
  Range: See text Target, Effect, or  
  Area: See text 
  Duration: See text 
  Saving Throw: See text 
  Spell Resistance: Yes 
  You don’t so much cast a miracle as request one.  You state what you 
  would like to have happen and request that your deity (or the power 
  you pray to for spells) intercede. 
   
  A miracle can do any of the following things. 
  * Duplicate any cleric spell of 8th level or lower (including spells to 
  which you have access because of your domains). 
  * Duplicate any other spell of 7th level or lower. 
  * Undo the harmful effects of certain spells, such as feeblemind or 
  insanity. 
  * Have any effect whose power level is in line with the above effects. 
   
  If the miracle has any of the above effects, casting it has no 
  experience point cost. 
   
  Alternatively, a cleric can make a very powerful request.  Casting 
  such a miracle costs the cleric 5,000 XP because of the powerful 
  divine energies involved.  Examples of especially powerful miracles of 
  this sort could include the following. 
  * Swinging the tide of a battle in your favor by raising fallen allies to 
  continue fighting. 
  * Moving you and your allies, with all your and their gear, from one 
  plane to another through planar barriers to a specific locale with no 
  chance of error. 
  * Protecting a city from an earthquake, volcanic eruption, flood, or 
  other major natural disaster. 
   
  In any event, a request that is out of line with the deity’s (or 
  alignment’s) nature is refused. 
   
  A duplicated spell allows saving throws and spell resistance as 
  normal, but the save DCs are as for a 9th-level spell.  When a miracle 
  duplicates a spell that has an XP cost, you must pay that cost.  When a 
  miracle spell duplicates a spell with a material component that costs 
  more than 100 gp, you must provide that component. 
   
  XP Cost: 5,000 XP (for some uses of the miracle spell; see 
  above). 
   
  Mirage Arcana 
  Illusion (Glamer) 
  Level: Brd 5, Sor/Wiz 5  
  Components: V, S  
  Casting Time: 1 standard action  
  Area: One 20-ft. cube/level (S)  
  Duration: Concentration +1 hour/level (D) 
  This spell functions like hallucinatory terrain, except that it enables 
  you to make any area appear to be something other than it is.  The 
  illusion includes audible, visual, tactile, and olfactory elements.  
  Unlike hallucinatory terrain, the spell can alter the appearance of 
  structures (or add them where none are present).  Still, it can’t disguise, 
  conceal, or add creatures (though creatures within the area might hide 
  themselves within the illusion just as they can hide themselves within a 
  real location). 
   
  Mirror Image 
  Illusion (Figment) 
  Level: Brd 2, Sor/Wiz 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Personal; see text  
  Target: You  
  Duration: 1 minutes/level (D) 
  Several illusory duplicates of you pop into being, making it difficult 
  for enemies to know which target to attack.  The figments stay near 
  you and disappear when struck. 
   
  Mirror image creates 1d4 images plus one image per three caster 
  levels (maximum eight images total).  These figments separate from 
  you and remain in a cluster, each within 5 feet of at least one other 
  figment or you.  You can move into and through a mirror image.  
  When you and the mirror image separate, observers can’t use vision or 
  hearing to tell which one is you and which the image.  The figments 
  may also move through each other.  The figments mimic your actions, 
  pretending to cast spells when you cast a spell, drink potions when you 
  drink a potion, levitate when you levitate, and so on. 
   
  Enemies attempting to attack you or cast spells at you must select 
  from among indistinguishable targets.  Generally, roll randomly to see 
  whether the selected target is real or a figment.  Any successful attack 
  against an image destroys it.  An image’s AC is 10 + your size 
  modifier + your Dex modifier.  Figments seem to react normally to 
  area spells (such as looking like they’re burned or dead after being hit 
  by a fireball). 
   
  While moving, you can merge with and split off from figments so 
  that enemies who have learned which image is real are again 
  confounded. 
   
  An attacker must be able to see the images to be fooled.  If you 
  are invisible or an attacker shuts his or her eyes, the spell has no effect.  
  (Being unable to see carries the same penalties as being blinded.) 
   
  Misdirection 
  Illusion (Glamer) 
  Level: Brd 2, Sor/Wiz 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature or object, up to a 10-ft. cube in size  
  Duration: 1 hour/level  
  Saving Throw: None or Will negates; see text  
  Spell Resistance: No 
  By means of this spell, you misdirect the information from divination 
  spells that reveal auras (detect evil, detect magic, discern lies, and the 
  like).  On casting the spell, you choose another object within range.  
  For the duration of the spell, the subject of misdirection is detected as 
  if it were the other object.  (Neither the subject nor the other object 
  gets a saving throw against this effect.) Detection spells provide 
  information based on the second object rather than on the actual target 
  of the detection unless the caster of the detection succeeds on a Will 
  save.  For instance, you could make yourself detect as a tree if one 
  were within range at casting: not evil, not lying, not magical, neutral in 
  alignment, and so forth.  This spell does not affect other types of 
  divination magic (augury, detect thoughts, clairaudience/clairvoyance, 
  and the like). 
   
  Mislead 
  Illusion (Figment, Glamer) 
  Level: Brd 5, Luck 6, Sor/Wiz 6, Trickery 6  
  Components: S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target/Effect: You/one illusory double 
  Duration: 1 round/level (D) and concentration + 3 rounds; see text 
  Saving Throw: None or Will disbelief (if interacted with); see text 
  Spell Resistance: No 
  11: Spell Descriptions 
  
  You become invisible (as greater invisibility, a glamer), and at the 
  same time, an illusory double of you (as major image, a figment) 
  appears.  You are then free to go elsewhere while your double moves 
  away.  The double appears within range but thereafter moves as you 
  direct it (which requires concentration beginning on the first round 
  after the casting).  You can make the figment appear superimposed 
  perfectly over your own body so that observers don’t notice an image 
  appearing and you turning invisible.  You and the figment can then 
  move in different directions.  The double moves at your speed and can 
  talk and gesture as if it were real, but it cannot attack or cast spells, 
  though it can pretend to do so. 
   
  The illusory double lasts as long as you concentrate upon it, plus 
  3 additional rounds.  After you cease concentration, the illusory double 
  continues to carry out the same activity until the duration expires.  The 
  greater invisibility lasts for 1 round per level, regardless of 
  concentration. 
   
  Mnemonic Enhancer 
  Transmutation 
  Level: Wiz 4  
  Components: V, S, M, F  
  Casting Time: 10 minutes  
  Range: Personal  
  Target: You  
  Duration: Instantaneous 
  Casting this spell allows you to prepare additional spells or retain 
  spells recently cast.  Pick one of these two versions when the spell is 
  cast. 
   
  Prepare: You prepare up to three additional levels of spells.  A 
  cantrip counts as 1/2 level for this purpose.  You prepare and cast these 
  spells normally. 
   
  Retain: You retain any spell of 3rd level or lower that you had 
  cast up to 1 round before you started casting the mnemonic enhancer.  
  This restores the previously cast spell to your mind. 
   
  In either event, the spell or spells prepared or retained fade after 
  24 hours (if not cast). 
   
  Material Component: A piece of string, and ink consisting of 
  squid secretion with black dragon’s blood. 
   
  Focus: An ivory plaque of at least 50 gp value. 
   
  Modify Memory 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 4  
  Components: V, S  
  Casting Time: 1 round; see text  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One living creature  
  Duration: Permanent  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  You reach into the subject’s mind and modify as many as 5 minutes of 
  its memories in one of the following ways. 
  * Eliminate all memory of an event the subject actually experienced.  
  This spell cannot negate charm, geas/quest, suggestion, or similar 
  spells. 
  * Allow the subject to recall with perfect clarity an event it actually 
  experienced. 
  * Change the details of an event the subject actually experienced. 
  * Implant a memory of an event the subject never experienced. 
   
  Casting the spell takes 1 round.  If the subject fails to save, you 
  proceed with the spell by spending as much as 5 minutes (a period of 
  time equal to the amount of memory time you want to modify) 
  visualizing the memory you wish to modify in the subject.  If your 
  concentration is disturbed before the visualization is complete, or if the 
  subject is ever beyond the spell’s range during this time, the spell is 
  lost. 
   
  A modified memory does not necessarily affect the subject’s 
  actions, particularly if it contradicts the creature’s natural inclinations.  
  An illogical modified memory is dismissed by the creature as a bad 
  dream or a memory muddied by too much wine. 
   
  Moment of Prescience 
  Divination 
  Level: Luck 8, Sor/Wiz 8  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 hour/level or until discharged 
  This spell grants you a powerful sixth sense in relation to yourself.  
  Once during the spell’s duration, you may choose to use its effect.  
  This spell grants you an insight bonus equal to your caster level 
  (maximum +25) on any single attack roll, opposed ability or skill 
  check, or saving throw.  Alternatively, you can apply the insight bonus 
  to your AC against a single attack (even if flatfooted).  Activating the 
  effect doesn’t take an action; you can even activate it on another 
  character’s turn if needed.  You must choose to use the moment of 
  prescience before you make the roll it is to modify.  Once used, the 
  spell ends. 
   
  You can’t have more than one moment of prescience active on 
  you at the same time. 
   
  Mount 
  Conjuration (Summoning) 
  Level: Sor/Wiz 1  
  Components: V, S, M  
  Casting Time: 1 round  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One mount  
  Duration: 2 hours/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  You summon a light horse or a pony (your choice) to serve you as a 
  mount.  The steed serves willingly and well.  The mount comes with a 
  bit and bridle and a riding saddle. 
   
  Material Component: A bit of horse hair. 
   
  Move Earth 
  Transmutation [Earth] 
  Level: Drd 6, Sor/Wiz 6  
  Components: V, S, M  
  Casting Time: See text  
  Range: Long (400 ft. + 40 ft./level)  
  Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S) 
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
  Move earth moves dirt (clay, loam, sand), possibly collapsing 
  embankments, moving hillocks, shifting dunes, and so forth. 
   
  However, in no event can rock formations be collapsed or moved.  
  The area to be affected determines the casting time.  For every 150-
  foot square (up to 10 feet deep), casting takes 10 minutes.  The 
  maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to 
  move. 
   
  This spell does not violently break the surface of the ground.  
  Instead, it creates wavelike crests and troughs, with the earth reacting 
  with glacierlike fluidity until the desired result is achieved.  Trees, 
  structures, rock formations, and such are mostly unaffected except for 
  changes in elevation and relative topography. 
   
  The spell cannot be used for tunneling and is generally too slow 
  to trap or bury creatures.  Its primary use is for digging or filling moats 
  or for adjusting terrain contours before a battle. 
   
  This spell has no effect on earth creatures. 
   
  Material Component: A mixture of soils (clay, loam, and sand) 
  in a small bag, and an iron blade. 
   
  11: Spell Descriptions 
  
  Neutralize Poison 
  Conjuration (Healing) 
  Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature or object of up to 1 cu. ft./level touched  
  Duration: 10 minutes/level  
  Saving Throw: Will negates (harmless, object)  
  Spell Resistance: Yes (harmless, object) 
  You detoxify any sort of venom in the creature or object touched.  A 
  poisoned creature suffers no additional effects from the poison, and 
  any temporary effects are ended, but the spell does not reverse 
  instantaneous effects, such as hit point damage, temporary ability 
  damage, or effects that don’t go away on their own. 
   
  The creature is immune to any poison it is exposed to during the 
  duration of the spell.  Unlike with delay poison, such effects aren’t 
  postponed until after the duration - the creature need not make any 
  saves against poison effects applied to it during the length of the spell. 
   
  This spell can instead neutralize the poison in a poisonous 
  creature or object for the duration of the spell, at the caster’s option. 
   
  Arcane Material Component: A bit of charcoal. 
   
  Nightmare 
  Illusion (Phantasm) [Mind-Affecting, Evil] 
  Level: Brd 5, Sor/Wiz 5  
  Components: V, S  
  Casting Time: 10 minutes  
  Range: Unlimited  
  Target: One living creature  
  Duration: Instantaneous  
  Saving Throw: Will negates; see text  
  Spell Resistance: Yes 
  You send a hideous and unsettling phantasmal vision to a specific 
  creature that you name or otherwise specifically designate. 
   
  The nightmare prevents restful sleep and causes 1d10 points of 
  damage.  The nightmare leaves the subject fatigued and unable to 
  regain arcane spells for the next 24 hours. 
   
  The difficulty of the save depends on how well you know the 
  subject and what sort of physical connection (if any) you have to that 
  creature. 
  Knowledge  
  Will Save Modifier  
  None1  
  +10 
  Secondhand (you have heard of the subject)  
  +5 
   
  Firsthand (you have met the subject)  
  +0 
  Familiar (you know the subject well)  
  –5 
   
  1 You must have some sort of connection to a creature you have no 
  knowledge of. 
  Connection  
  Will Save Modifier  
  Likeness or picture  
  –2 
  Possession or garment  
  –4 
   
  Body part, lock of hair, bit of nail, etc.   
  –10 
   
  Dispel evil cast on the subject while you are casting the spell 
  dispels the nightmare and causes you to be stunned for 10 minutes per 
  caster level of the dispel evil. 
   
  If the recipient is awake when the spell begins, you can choose to 
  cease casting (ending the spell) or to enter a trance until the recipient 
  goes to sleep, whereupon you become alert again and complete the 
  casting.  If you are disturbed during the trance, you must succeed on a 
  Concentration check as if you were in the midst of casting a spell or 
  the spell ends. 
   
  If you choose to enter a trance, you are not aware of your 
  surroundings or the activities around you while in the trance. 
   
  You are defenseless, both physically and mentally, while in the 
  trance.  (You always fail any saving throw, for example.) 
   
  Creatures who don’t sleep (such as elves, but not half-elves) or 
  dream are immune to this spell. 
   
  Nondetection 
  Abjuration 
  Level: Rgr 4, Sor/Wiz 3, Trickery 3  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature or object touched  
  Duration: 1 hour/level  
  Saving Throw: Will negates (harmless, object)  
  Spell Resistance: Yes (harmless, object) 
  The warded creature or object becomes difficult to detect by divination 
  spells such as clairaudience/clairvoyance, locate object, and detect 
  spells.  Nondetection also prevents location by such magic items as 
  crystal balls.  If a divination is attempted against the warded creature 
  or item, the caster of the divination must succeed on a caster level 
  check (1d20 + caster level) against a DC of 11 + the caster level of the 
  spellcaster who cast nondetection.  If you cast nondetection on yourself 
  or on an item currently in your possession, the DC is 15 + your caster 
  level. 
   
  If cast on a creature, nondetection wards the creature’s gear as 
  well as the creature itself. 
   
  Material Component: A pinch of diamond dust worth 50 gp. 
   
  Obscure Object 
  Abjuration 
  Level: Brd 1, Clr 3, Sor/Wiz 2  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: One object touched of up to 100 lb./level  
  Duration: 8 hours (D)  
  Saving Throw: Will negates (object)  
  Spell Resistance: Yes (object) 
  This spell hides an object from location by divination (scrying) effects, 
  such as the scrying spell or a crystal ball.  Such an attempt 
  automatically fails (if the divination is targeted on the object) or fails 
  to perceive the object (if the divination is targeted on a nearby location, 
  object, or person). 
   
  Arcane Material Component: A piece of chameleon skin. 
   
  Obscuring Mist 
  Conjuration (Creation) 
  Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 20 ft. 
  Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high  
  Duration: 1 minutes/level  
  Saving Throw: None  
  Spell Resistance: No 
  A misty vapor arises around you.  It is stationary once created.  The 
  vapor obscures all sight, including darkvision, beyond 5 feet.  A 
  creature 5 feet away has concealment (attacks have a 20% miss 
  chance).  Creatures farther away have total concealment (50% miss 
  chance, and the attacker cannot use sight to locate the target). 
   
  A moderate wind (11+ mph), such as from a gust of wind spell, 
  disperses the fog in 4 rounds.  A strong wind (21+ mph) disperses the 
  fog in 1 round.  A fireball, flame strike, or similar spell burns away the 
  fog in the explosive or fiery spell’s area.  A wall of fire burns away the 
  fog in the area into which it deals damage. 
   
  This spell does not function underwater. 
   
  11: Spell Descriptions 
  
  Open/Close 
  Transmutation 
  Level: Brd 0, Sor/Wiz 0  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: Object weighing up to 30 lb.  or portal that can be opened or 
  closed  
  Duration: Instantaneous  
  Saving Throw: Will negates (object)  
  Spell Resistance: Yes (object) 
  You can open or close (your choice) a door, chest, box, window, bag, 
  pouch, bottle, barrel, or other container.  If anything resists this activity 
  (such as a bar on a door or a lock on a chest), the spell fails.  In 
  addition, the spell can only open and close things weighing 30 pounds 
  or less.  Thus, doors, chests, and similar objects sized for enormous 
  creatures may be beyond this spell’s ability to affect. 
   
  Focus: A brass key. 
   
  Order’s Wrath 
  Evocation [Lawful] 
  Level: Law 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: Nonlawful creatures within a burst that fills a 30-ft. cube  
  Duration: Instantaneous (1 round); see text  
  Saving Throw: Will partial; see text  
  Spell Resistance: Yes 
  You channel lawful power to smite enemies.  The power takes the 
  form of a three-dimensional grid of energy.  Only chaotic and neutral 
  (not lawful) creatures are harmed by the spell. 
   
  The spell deals 1d8 points of damage per two caster levels 
  (maximum 5d8) to chaotic creatures (or 1d6 points of damage per 
  caster level, maximum 10d6, to chaotic outsiders) and causes them to 
  be dazed for 1 round.  A successful Will save reduces the damage to 
  half and negates the daze effect. 
   
  The spell deals only half damage to creatures who are neither 
  chaotic nor lawful, and they are not dazed.  They can reduce the 
  damage in half again (down to one-quarter of the roll) with a 
  successful Will save. 
   
  Overland Flight 
  Transmutation 
  Level: Sor/Wiz 5  
  Components: V, S  
  Range: Personal  
  Target: You  
  Duration: 1 hour/level 
  This spell functions like a fly spell, except you can fly at a speed of 40 
  feet (30 feet if wearing medium or heavy armor, or if carrying a 
  medium or heavy load) with average maneuverability.  When using 
  this spell for long-distance movement, you can hustle without taking 
  nonlethal damage (a forced march still requires Constitution checks).  
  This means you can cover 64 miles in an eight-hour period of flight (or 
  48 miles at a speed of 30 feet). 
   
  Owl’s Wisdom 
  Transmutation 
  Level: Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 10 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes 
  The transmuted creature becomes wiser.  The spell grants a +4 
  enhancement bonus to Wisdom, adding the usual benefit to Wisdom-
  related skills.  Clerics, druids, paladins, and rangers (and other 
  Wisdom-based spellcasters) who receive owl’s wisdom do not gain any 
  additional bonus spells for the increased Wisdom, but the save DCs for 
  their spells increase. 
   
  Arcane Material Component: A few feathers, or a pinch of 
  droppings, from an owl. 
   
  Owl’s Wisdom, Mass 
  Transmutation 
  Level: Clr 6, Drd 6, Sor/Wiz 6  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature/level, no two of which can be more than 30 ft. 
  apart 
  This spell functions like owl’s wisdom, except that it affects multiple 
  creatures. 
   
  Passwall 
  Transmutation 
  Level: Sor/Wiz 5  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch 
  Effect: 5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three 
  additional levels  
  Duration: 1 hour/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  You create a passage through wooden, plaster, or stone walls, but not 
  through metal or other harder materials.  The passage is 10 feet deep 
  plus an additional 5 feet deep per three caster levels above 9th (15 feet 
  at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level).  
  If the wall’s thickness is more than the depth of the passage created, 
  then a single passwall simply makes a niche or short tunnel.  Several 
  passwall spells can then form a continuing passage to breach very 
  thick walls.  When passwall ends, creatures within the passage are 
  ejected out the nearest exit.  If someone dispels the passwall or you 
  dismiss it, creatures in the passage are ejected out the far exit, if there 
  is one, or out the sole exit if there is only one. 
   
  Material Component: A pinch of sesame seeds. 
   
  Pass without Trace 
  Transmutation 
  Level: Drd 1, Rgr 1  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: One creature/level touched  
  Duration: 1 hour/level (D)  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  The subject or subjects can move through any type of terrain and leave 
  neither footprints nor scent.  Tracking the subjects is impossible by 
  nonmagical means. 
   
  Permanency 
  Universal 
  Level: Sor/Wiz 5  
  Components: V, S, XP  
  Casting Time: 2 rounds  
  Range: See text Target, Effect, or  
  Area: See text 
  Duration: Permanent; see text 
  Saving Throw: None 
  Spell Resistance: No 
  This spell makes certain other spells permanent. 
   
  Depending on the spell, you must be of a minimum caster level 
  and must expend a number of XP. 
   
  You can make the following spells permanent in regard to 
  yourself. 
  11: Spell Descriptions 
  
   
  Minimum 
  Spell 
  Caster Level  XP Cost  
  Arcane sight  
  11th  
  1,500 XP 
  Comprehend languages   9th  
     500 XP  
  Darkvision  
  10th  
  1,000 XP 
  Detect magic  
   9th  
     500 XP  
  Read magic  
   9th  
     500 XP 
  See invisibility  
  10th  
  1,000 XP 
  Tongues  
  11th  
  1,500 XP 
   
  You cast the desired spell and then follow it with the permanency 
  spell.  You cannot cast these spells on other creatures.  This application 
  of permanency can be dispelled only by a caster of higher level than 
  you were when you cast the spell. 
   
  In addition to personal use, permanency can be used to make the 
  following spells permanent on yourself, another creature, or an object 
  (as appropriate). 
   
  Minimum 
  Spell 
  Caster Level  XP Cost  
  Enlarge person  
   9th  
     500 XP 
  Magic fang  
   9th  
     500 XP  
  Magic fang, greater  11th  
  1,500 XP 
  Reduce person  
   9th  
     500 XP  
  Resistance  
   9th  
     500 XP 
  Telepathic bond1  
  13th  
  2,500 XP  
  1 Only bonds two creatures per casting of permanency. 
   
  Additionally, the following spells can be cast upon objects or 
  areas only and rendered permanent. 
   
  Minimum 
  Spell 
  Caster Level  XP Cost 
  Alarm  
   9th  
     500 XP 
  Animate objects  
  14th  
  3,000 XP 
  Dancing lights  
   9th  
     500 XP 
  Ghost sound  
   9th  
     500 XP 
  Gust of wind  
  11th  
  1,500 XP 
  Invisibility  
  10th  
  1,000 XP 
  Mage’s private sanctum  13th  
  2,500 XP 
  Magic mouth  
  10th  
  1,000 XP 
  Phase door  
  15th  
  3,500 XP 
  Prismatic sphere  
  17th  
  4,500 XP 
  Prismatic wall  
  16th  
  4,000 XP 
  Shrink item  
  11th  
  1,500 XP 
  Solid fog  
  12th  
  2,000 XP 
  Stinking cloud  
  11th  
  1,500 XP 
  Symbol of death  
  16th  
  4,000 XP 
  Symbol of fear  
  14th  
  3,000 XP 
  Symbol of insanity  
  16th  
  4,000 XP 
  Symbol of pain  
  13th  
  2,500 XP 
  Symbol of persuasion  
  14th  
  3,000 XP 
  Symbol of sleep  
  16th  
  4,000 XP 
  Symbol of stunning  
  15th  
  3,500 XP 
  Symbol of weakness  
  15th  
  3,500 XP 
  Teleportation circle  
  17th  
  4,500 XP 
  Wall of fire  
  12th  
  2,000 XP 
  Wall of force  
  13th  
  2,500 XP 
  Web  
  10th  
  1,000 XP 
   
  Spells cast on other creatures, objects, or locations (not on you) 
  are vulnerable to dispel magic as normal. 
   
  XP Cost: See tables above. 
   
  Permanent Image 
  Illusion (Figment) 
  Level: Brd 6, Sor/Wiz 6  
  Effect: Figment that cannot extend beyond a 20-ft. cube + one 10-ft. 
  cube/level (S)  
  Duration: Permanent (D) 
  This spell functions like silent image, except that the figment includes 
  visual, auditory, olfactory, and thermal elements, and the spell is 
  permanent.  By concentrating, you can move the image within the 
  limits of the range, but it is static while you are not concentrating. 
   
  Material Component: A bit of fleece plus powdered jade worth 
  100 gp. 
   
  Persistent Image 
  Illusion (Figment) 
  Level: Brd 5, Sor/Wiz 5  
  Duration: 1 minutes/level (D) 
  This spell functions like silent image, except that the figment includes 
  visual, auditory, olfactory, and thermal components, and the figment 
  follows a script determined by you.  The figment follows that script 
  without your having to concentrate on it.  The illusion can include 
  intelligible speech if you wish. 
   
  Material Component: A bit of fleece and several grains of sand. 
   
  Phantasmal Killer 
  Illusion (Phantasm) [Fear, Mind-Affecting] 
  Level: Sor/Wiz 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Target: One living creature  
  Duration: Instantaneous  
  Saving Throw: Will disbelief (if interacted with), then Fortitude 
  partial; see text  
  Spell Resistance: Yes 
  You create a phantasmal image of the most fearsome creature 
  imaginable to the subject simply by forming the fears of the subject’s 
  subconscious mind into something that its conscious mind can 
  visualize: this most horrible beast.  Only the spell’s subject can see the 
  phantasmal killer.  You see only a vague shape.  The target first gets a 
  Will save to recognize the image as unreal.  If that save fails, the 
  phantasm touches the subject, and the subject must succeed on a 
  Fortitude save or die from fear.  Even if the Fortitude save is 
  successful, the subject takes 3d6 points of damage. 
   
  If the subject of a phantasmal killer attack succeeds in 
  disbelieving and is wearing a helm of telepathy, the beast can be turned 
  upon you.  You must then disbelieve it or become subject to its deadly 
  fear attack. 
   
  Phantom Steed 
  Conjuration (Creation) 
  Level: Brd 3, Sor/Wiz 3  
  Components: V, S  
  Casting Time: 10 minutes  
  Range: 0 ft. 
  Effect: One quasi-real, horse-like creature  
  Duration: 1 hour/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  You conjure a Large, quasi-real, horse-like creature.  The steed can be 
  ridden only by you or by the one person for whom you specifically 
  created the mount.  A phantom steed has a black head and body, gray 
  mane and tail, and smoke-colored, insubstantial hooves that make no 
  sound.  It has what seems to be a saddle, bit, and bridle.  It does not 
  fight, but animals shun it and refuse to attack it. 
   
  The mount has an AC of 18 (–1 size, +4 natural armor, +5 Dex) 
  and 7 hit points +1 hit point per caster level.  If it loses all its hit points, 
  the phantom steed disappears.  A phantom steed has a speed of 20 feet 
  per caster level, to a maximum of 240 feet.  It can bear its rider’s 
  weight plus up to 10 pounds per caster level. 
   
  These mounts gain certain powers according to caster level.  A 
  mount’s abilities include those of mounts of lower caster levels. 
   
  8th Level: The mount can ride over sandy, muddy, or even 
  swampy ground without difficulty or decrease in speed. 
   
  10th Level: The mount can use water walk at will (as the spell, 
  no action required to activate this ability). 
   
  12th Level: The mount can use air walk at will (as the spell, no 
  action required to activate this ability) for up to 1 round at a time, after 
  which it falls to the ground. 
  11: Spell Descriptions 
  
   
  14th Level: The mount can fly at its speed (average 
  maneuverability). 
   
  Phantom Trap 
  Illusion (Glamer) 
  Level: Sor/Wiz 2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Object touched  
  Duration: Permanent (D)  
  Saving Throw: None  
  Spell Resistance: No 
  This spell makes a lock or other small mechanism seem to be trapped 
  to anyone who can detect traps.  You place the spell upon any small 
  mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet.  
  Any character able to detect traps, or who uses any spell or device 
  enabling trap detection, is 100% certain a real trap exists.  Of course, 
  the effect is illusory and nothing happens if the trap is “sprung”; its 
  primary purpose is to frighten away thieves or make them waste 
  precious time. 
   
  If another phantom trap is active within 50 feet when the spell is 
  cast, the casting fails. 
   
  Material Component: A piece of iron pyrite touched to the 
  object to be trapped while the object is sprinkled with a special dust 
  requiring 50 gp to prepare. 
   
  Phase Door 
  Conjuration (Creation) 
  Level: Sor/Wiz 7, Travel 8  
  Components: V  
  Casting Time: 1 standard action  
  Range: 0 ft.  
  Effect: Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three 
  levels  
  Duration: One usage per two levels  
  Saving Throw: None  
  Spell Resistance: No 
  This spell creates an ethereal passage through wooden, plaster, or stone 
  walls, but not other materials.  The phase door is invisible and 
  inaccessible to all creatures except you, and only you can use the 
  passage.  You disappear when you enter the phase door and appear 
  when you exit.  If you desire, you can take one other creature (Medium 
  or smaller) through the door.  This counts as two uses of the door.  The 
  door does not allow light, sound, or spell effects through it, nor can 
  you see through it without using it.  Thus, the spell can provide an 
  escape route, though certain creatures, such as phase spiders, can 
  follow with ease.  A gem of true seeing or similar magic reveals the 
  presence of a phase door but does not allow its use. 
   
  Phase door is subject to dispel magic.  If anyone is within the 
  passage when it is dispelled, he is harmlessly ejected just as if he were 
  inside a passwall effect. 
   
  You can allow other creatures to use the phase door by setting 
  some triggering condition for the door.  Such conditions can be as 
  simple or elaborate as you desire.  They can be based on a creature’s 
  name, identity, or alignment, but otherwise must be based on 
  observable actions or qualities.  Intangibles such as level, class, Hit 
  Dice, and hit points don’t qualify. 
   
  Phase door can be made permanent with a permanency spell. 
   
  Planar Ally 
  Conjuration (Calling) [see text for lesser planar ally] 
  Level: Clr 6  
  Effect: One or two called elementals or outsiders, totaling no more 
  than CR 10, which cannot be more than 30 ft. apart when they appear 
  This spell functions like lesser planar ally, except you may call a 
  single creature of CR 10  or less, or two creatures of the same kind 
  whose Challenge Ratings total no more than 10.  The creatures agree to 
  help you and request your return payment together. 
   
  XP Cost: 250 XP. 
   
  Planar Ally, Greater 
  Conjuration (Calling) [see text for lesser planar ally] 
  Level: Clr 8  
  Effect: Up to three called elementals or outsiders, totaling no more 
  than CR 14, no two of which can be more than 30 ft. apart when they 
  appear. 
  This spell functions like lesser planar ally, except that you may call a 
  single creature of CR 14 or less, or up to three creatures of the same 
  kind whose Challenge Ratings total no more than 14.  The creatures 
  agree to help you and request your return payment together. 
   
  XP Cost: 500 XP. 
   
  Planar Ally, Lesser 
  Conjuration (Calling) [see text] 
  Level: Clr 4  
  Components: V, S, DF, XP  
  Casting Time: 10 minutes  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One called elemental or outsider of CR 6 or less  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
  By casting this spell, you request your deity to send you an elemental 
  or outsider (of CR 6 or less) of the deity’s choice.  If you serve no 
  particular deity, the spell is a general plea answered by a creature 
  sharing your philosophical alignment.  If you know an individual 
  creature’s name, you may request that individual by speaking the name 
  during the spell (though you might get a different creature anyway). 
   
  You may ask the creature to perform one task in exchange for a 
  payment from you.  Tasks might range from the simple to the complex.  
  You must be able to communicate with the creature called in order to 
  bargain for its services. 
   
  The creature called requires a payment for its services.  This 
  payment can take a variety of forms, from donating gold or magic 
  items to an allied temple, to a gift given directly to the creature, to 
  some other action on your part that matches the creature’s alignment 
  and goals.  Regardless, this payment must be made before the creature 
  agrees to perform any services.  The bargaining takes at least 1 round, 
  so any actions by the creature begin in the round after it arrives. 
   
  A task taking up to 1 minute per caster level requires a payment 
  of 100 gp per CR of the creature called.  For a task taking up to 1 hour 
  per caster level, the creature requires a payment of 500 gp per CR.  A 
  long-term task, one requiring up to one day per caster level, requires a 
  payment of 1,000 gp per CR. 
   
  A nonhazardous task requires only half the indicated payment, 
  while an especially hazardous task might require a greater gift. Few if 
  any creatures will accept a task that seems suicidal (remember, a called 
  creature actually dies when it is killed, unlike a summoned creature).  
  However, if the task is strongly aligned with the creature’s ethos, it 
  may halve or even waive the payment. 
   
  At the end of its task, or when the duration bargained for expires, 
  the creature returns to its home plane (after reporting back to you, if 
  appropriate and possible). 
   
  Note: When you use a calling spell that calls an air, chaotic, earth, 
  evil, fire, good, lawful, or water creature, it is a spell of that type. 
   
  XP Cost: 100 XP. 
   
  Planar Binding 
  Conjuration (Calling) [see text for lesser planar binding] 
  Level: Sor/Wiz 6  
  Components: V, S  
  Targets: Up to three elementals or outsiders, totaling no more than CR 
  10, no two of which can be more than 30 ft. apart when they appear 
   
  This spell functions like lesser planar binding, except that you 
  may call a single creature of CR 10 or less, or up to three creatures of 
  the same kind whose Challenge Ratings total no more than 10.  Each 
  11: Spell Descriptions 
  
  creature gets a save, makes an independent attempt to escape, and must 
  be individually persuaded to aid you. 
   
  Planar Binding, Greater 
  Conjuration (Calling) [see text for lesser planar binding] 
  Level: Sor/Wiz 8  
  Components: V, S  
  Targets: Up to three elementals or outsiders, totaling no more than CR 
  14, no two of which can be more than 30 ft. apart when they appear. 
   
  This spell functions like lesser planar binding, except that you 
  may call a single creature of CR 14 or less, or up to three creatures of 
  the same kind whose Challenge Ratings total no more than 14.  Each 
  creature gets a saving throw, makes independent attempts to escape, 
  and must be persuaded to aid you individually. 
   
  Planar Binding, Lesser 
  Conjuration (Calling) [see text] 
  Level: Sor/Wiz 5  
  Components: V, S  
  Casting Time: 10 minutes  
  Range: Close (25 ft. + 5 ft./2 levels); see text  
  Target: One elemental or outsider with CR 6 or less  
  Duration: Instantaneous  
  Saving Throw: Will negates  
  Spell Resistance: No and Yes; see text 
  Casting this spell attempts a dangerous act: to lure a creature from 
  another plane to a specifically prepared trap, which must lie within the 
  spell’s range.  The called creature is held in the trap until it agrees to 
  perform one service in return for its freedom. 
   
  To create the trap, you must use a magic circle spell, focused 
  inward.  The kind of creature to be bound must be known and stated.  
  If you wish to call a specific individual, you must use that individual’s 
  proper name in casting the spell. 
   
  The target creature is allowed a Will saving throw.  If the saving 
  throw succeeds, the creature resists the spell.  If the saving throw fails, 
  the creature is immediately drawn to the trap (spell resistance does not 
  keep it from being called).  The creature can escape from the trap with 
  by successfully pitting its spell resistance against your caster level 
  check, by dimensional travel, or with a successful Charisma check (DC 
  15 + 1/2 your caster level + your Cha modifier).  It can try each 
  method once per day.  If it breaks loose, it can flee or attack you.  A 
  dimensional anchor cast on the creature prevents its escape via 
  dimensional travel.  You can also employ a calling diagram (see magic 
  circle against evil) to make the trap more secure. 
   
  If the creature does not break free of the trap, you can keep it 
  bound for as long as you dare.  You can attempt to compel the creature 
  to perform a service by describing the service and perhaps offering 
  some sort of reward.  You make a Charisma check opposed by the 
  creature’s Charisma check.  The check is assigned a bonus of +0 to +6 
  based on the nature of the service and the reward.  If the creature wins 
  the opposed check, it refuses service.  New offers, bribes, and the like 
  can be made or the old ones reoffered every 24 hours.  This process 
  can be repeated until the creature promises to serve, until it breaks free, 
  or until you decide to get rid of it by means of some other spell.  
  Impossible demands or unreasonable commands are never agreed to.  
  If you roll a 1 on the Charisma check, the creature breaks free of the 
  binding and can escape or attack you. 
   
  Once the requested service is completed, the creature need only so 
  inform you to be instantly sent back whence it came.  The creature 
  might later seek revenge.  If you assign some open-ended task that the 
  creature cannot complete though its own actions the spell remains in 
  effect for a maximum of one day per caster level, and the creature 
  gains an immediate chance to break free.  Note that a clever recipient 
  can subvert some instructions. 
   
  When you use a calling spell to call an air, chaotic, earth, evil, 
  fire, good, lawful, or water creature, it is a spell of that type. 
   
  Plane Shift 
  Conjuration (Teleportation) 
  Level: Clr 5, Sor/Wiz 7  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched, or up to eight willing creatures joining 
  hands  
  Duration: Instantaneous  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  You move yourself or some other creature to another plane of 
  existence or alternate dimension.  If several willing persons link hands 
  in a circle, as many as eight can be affected by the plane shift at the 
  same time.  Precise accuracy as to a particular arrival location on the 
  intended plane is nigh impossible.  From the Material Plane, you can 
  reach any other plane, though you appear 5 to 500 miles (5d%) from 
  your intended destination. 
   
  Note: Plane shift transports creatures instantaneously and then 
  ends.  The creatures need to find other means if they are to travel back. 
   
  Focus: A small, forked metal rod.  The size and metal type 
  dictates to which plane of existence or alternate dimension the spell 
  sends the affected creatures. 
   
  Plant Growth 
  Transmutation 
  Level: Drd 3, Plant 3, Rgr 3  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: See text Target or  
  Area: See text 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
  Plant growth has different effects depending on the version chosen. 
   
  Overgrowth: This effect causes normal vegetation (grasses, 
  briars, bushes, creepers, thistles, trees, vines) within long range (400 
  feet + 40 feet per caster level) to become thick and overgrown.  The 
  plants entwine to form a thicket or jungle that creatures must hack or 
  force a way through.  Speed drops to 5 feet, or 10 feet for Large or 
  larger creatures.  The area must have brush and trees in it for this spell 
  to take effect. 
   
  At your option, the area can be a 100-foot-radius circle, a 150-
  foot-radius semicircle, or a 200-foot-radius quarter circle. 
   
  You may designate places within the area that are not affected. 
   
  Enrichment: This effect targets plants within a range of one-half 
  mile, raising their potential productivity over the course of the next 
  year to one-third above normal. 
   
  Plant growth counters diminish plants. 
   
  This spell has no effect on plant creatures. 
   
  Poison 
  Necromancy 
  Level: Clr 4, Drd 3  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Living creature touched  
  Duration: Instantaneous; see text  
  Saving Throw: Fortitude negates; see text  
  Spell Resistance: Yes 
  Calling upon the venomous powers of natural predators, you infect the 
  subject with a horrible poison by making a successful melee touch 
  attack.  The poison deals 1d10 points of temporary Constitution 
  damage immediately and another 1d10 points of temporary 
  Constitution damage 1 minute later.  Each instance of damage can be 
  negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis 
  modifier). 
   
  11: Spell Descriptions 
  
  Polar Ray 
  Evocation [Cold] 
  Level: Sor/Wiz 8  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: Ray  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: Yes 
  A blue-white ray of freezing air and ice springs from your hand.  You 
  must succeed on a ranged touch attack with the ray to deal damage to a 
  target.  The ray deals 1d6 points of cold damage per caster level 
  (maximum 25d6). 
   
  Focus: A small, white ceramic cone or prism. 
   
  Polymorph 
  Transmutation 
  Level: Sor/Wiz 4  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Willing living creature touched  
  Duration: 1 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  This spell functions like alter self, except that you change the willing 
  subject into another form of living creature.  The new form may be of 
  the same type as the subject or any of the following types: aberration, 
  animal, dragon, fey, giant, humanoid, magical beast, monstrous 
  humanoid, ooze, plant, or vermin.  The assumed form can’t have more 
  Hit Dice than your caster level (or the subject’s HD, whichever is 
  lower), to a maximum of 15 HD at 15th level.  You can’t cause a 
  subject to assume a form smaller than Fine, nor can you cause a 
  subject to assume an incorporeal or gaseous form.  The subject’s 
  creature type and subtype (if any) change to match the new form. 
   
  Upon changing, the subject regains lost hit points as if it had 
  rested for a night (though this healing does not restore temporary 
  ability damage and provide other benefits of resting; and changing 
  back does not heal the subject further).  If slain, the subject reverts to 
  its original form, though it remains dead. 
   
  The subject gains the Strength, Dexterity, and Constitution scores 
  of the new form but retains its own Intelligence, Wisdom, and 
  Charisma scores.  It also gains all extraordinary special attacks 
  possessed by the form but does not gain the extraordinary special 
  qualities possessed by the new form or any supernatural or spell-like 
  abilities. 
   
  Incorporeal or gaseous creatures are immune to being 
  polymorphed, and a creature with the shapechanger subtype can revert 
  to its natural form as a standard action. 
   
  Material Component: An empty cocoon. 
   
  Polymorph Any Object 
  Transmutation 
  Level: Sor/Wiz 8, Trickery 8  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature, or one nonmagical object of up to 100 cu. 
  ft./level  
  Duration: See text  
  Saving Throw: Fortitude negates (object); see text  
  Spell Resistance: Yes (object) 
  This spell functions like polymorph, except that it changes one object 
  or creature into another.  The duration of the spell depends on how 
  radical a change is made from the original state to its enchanted state.  
  The duration is determined by using the following guidelines. 
  Changed Subject Is:  
  Increase to Duration Factor1  
  Same kingdom (animal, vegetable, mineral)  
  +5 
  Same class (mammals, fungi, metals, etc.)  
  +2 
   
  Same size  
  +2 
  Related (twig is to tree, wolf fur is to wolf, etc.)  +2 
   
  Same or lower Intelligence  
  +2 
  1 Add all that apply.  Look up the total on the next table. 
  Duration 
  Factor  Duration  Example 
   
  0  
  20 minutes  Pebble to human 
  2  
  1 hour  
  Marionette to human  
  4  
  3 hours  
  Human to marionette 
  5  
  12 hours  
  Lizard to manticore 
   
  6  
  2 days  
  Sheep to wool coat 
  7  
  1 week  
  Shrew to manticore 
   
  9+  
  Permanent  Manticore to shrew 
   
  Unlike polymorph, polymorph any object does grant the creature 
  the Intelligence score of its new form.  If the original form didn’t have 
  a Wisdom or Charisma score, it gains those scores as appropriate for 
  the new form. 
   
  Damage taken by the new form can result in the injury or death of 
  the polymorphed creature.  In general, damage occurs when the new 
  form is changed through physical force. 
   
  A nonmagical object cannot be made into a magic item with this 
  spell.  Magic items aren’t affected by this spell. 
   
  This spell cannot create material of great intrinsic value, such as 
  copper, silver, gems, silk, gold, platinum, mithral, or adamantine.  It 
  also cannot reproduce the special properties of cold iron in order to 
  overcome the damage reduction of certain creatures. 
   
  This spell can also be used to duplicate the effects of baleful 
  polymorph, polymorph, flesh to stone, stone to flesh, transmute mud to 
  rock, transmute metal to wood, or transmute rock to mud. 
   
  Arcane Material Component: Mercury, gum arabic, and smoke. 
   
  Power Word Blind 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Wiz 7, War 7  
  Components: V  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature with 200 hp or less  
  Duration: See text  
  Saving Throw: None  
  Spell Resistance: Yes 
  You utter a single word of power that causes one creature of your 
  choice to become blinded, whether the creature can hear the word or 
  not.  The duration of the spell depends on the target’s current hit point 
  total.  Any creature that currently has 201 or more hit points is 
  unaffected by power word blind. 
  Hit Points  Duration 
   
  50 or less  Permanent 
  51–100  
  1d4+1 minutes  
  101–200  
  1d4+1 rounds 
   
  Power Word Kill 
  Enchantment (Compulsion) [Death, Mind-Affecting] 
  Level: Mentalism 9, Sor/Wiz 9, War 9  
  Components: V  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One living creature with 100 hp or less  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: Yes 
  You utter a single word of power that instantly kills one creature of 
  your choice, whether the creature can hear the word or not.  Any 
  creature that currently has 101 or more hit points is unaffected by 
  power word kill. 
  11: Spell Descriptions 
  
    Mentalism Domain Note: Only affects creatures with at least one 
  Manifester Level.  If it targets a creature that has none, then it bounces 
  to the nearest eligible target to that creature who is still within range. 
   
  Power Word Stun 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Wiz 8, War 8  
  Components: V  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature with 150 hp or less  
  Duration: See text  
  Saving Throw: None  
  Spell Resistance: Yes 
  You utter a single word of power that instantly causes one creature of 
  your choice to become stunned, whether the creature can hear the word 
  or not.  The duration of the spell depends on the target’s current hit 
  point total.  Any creature that currently has 151 or more hit points is 
  unaffected by power word stun. 
  Hit Points  Duration 
   
  50 or less  4d4 rounds 
  51–100  
  2d4 rounds  
  101–150  
  1d4 rounds 
   
  Prayer 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Clr 3, Pal 3  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: 40 ft.  
  Area: All allies and foes within a 40-ft.-radius burst centered on you  
  Duration: 1 round/level  
  Saving Throw: None  
  Spell Resistance: Yes 
  You bring special favor upon yourself and your allies while bringing 
  disfavor to your enemies.  You and your each of your allies gain a +1 
  luck bonus on attack rolls, weapon damage rolls, saves, and skill 
  checks, while each of your foes takes a –1 penalty on such rolls. 
   
  Prestidigitation 
  Universal 
  Level: Brd 0, Sor/Wiz 0  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 10 ft. Target, Effect, or  
  Area: See text 
  Duration: 1 hour 
  Saving Throw: See text 
  Spell Resistance: No 
  Prestidigitations are minor tricks that novice spellcasters use for 
  practice.  Once cast, a prestidigitation spell enables you to perform 
  simple magical effects for 1 hour.  The effects are minor and have 
  severe limitations.  A prestidigitation can slowly lift 1 pound of 
  material.  It can color, clean, or soil items in a 1-foot cube each round.  
  It can chill, warm, or flavor 1 pound of nonliving material.  It cannot 
  deal 
  damage 
  or 
  affect 
  the 
  concentration 
  of 
  spellcasters.  
  Prestidigitation can create small objects, but they look crude and 
  artificial.  The materials created by a prestidigitation spell are 
  extremely fragile, and they cannot be used as tools, weapons, or spell 
  components.  Finally, a prestidigitation lacks the power to duplicate 
  any other spell effects.  Any actual change to an object (beyond just 
  moving, cleaning, or soiling it) persists only 1 hour. 
   
  Prismatic Sphere 
  Abjuration 
  Level: Protection 9, Sor/Wiz 9, Sun 9  
  Components: V  
  Range: 10 ft.  
  Effect: 10-ft.-radius sphere centered on you 
  This spell functions like prismatic wall, except you conjure up an 
  immobile, opaque globe of shimmering, multicolored light that 
  surrounds you and protects you from all forms of attack.  The sphere 
  flashes in all colors of the visible spectrum. 
   
  The sphere’s blindness effect on creatures with less than 8 HD 
  lasts 2d4x10 minutes. 
   
  You can pass into and out of the prismatic sphere and remain near 
  it without harm.  However, when you’re inside it, the sphere blocks 
  any attempt to project something through the sphere (including spells).  
  Other creatures that attempt to attack you or pass through suffer the 
  effects of each color, one at a time. 
   
  Typically, only the upper hemisphere of the globe will exist, since 
  you are at the center of the sphere, so the lower half is usually 
  excluded by the floor surface you are standing on. 
   
  The colors of the sphere have the same effects as the colors of a 
  prismatic wall. 
   
  Prismatic sphere can be made permanent with a permanency 
  spell. 
   
  Prismatic Spray 
  Evocation 
  Level: Sor/Wiz 7  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 60 ft.  
  Area: Cone-shaped burst  
  Duration: Instantaneous  
  Saving Throw: See text  
  Spell Resistance: Yes 
  This spell causes seven shimmering, intertwined, multicolored beams 
  of light to spray from your hand.  Each beam has a different power.  
  Creatures in the area of the spell with 8 HD or less are automatically 
  blinded for 2d4 rounds.  Every creature in the area is randomly struck 
  by one or more beams, which have additional effects. 
   
  Color 
  1d8  of Beam  Effect 
   
  1  
  Red  
  20 points fire damage (Reflex half) 
  2  
  Orange  40 points acid damage (Reflex half) 
   
  3  
  Yellow  80 points electricity damage (Reflex half) 
  4  
  Green  
  Poison (Kills; Fortitude partial, take 1d6 points of Con 
   
   
   damage instead) 
   
  5  
  Blue  
  Turned to stone (Fortitude negates) 
  6  
  Indigo  
  Insane, as insanity spell (Will negates) 
   
  7  
  Violet  
  Sent to another plane (Will negates) 
  8 
  Struck by two rays; roll twice more, ignoring any “8” results. 
   
   
  Prismatic Wall 
  Abjuration 
  Level: Sor/Wiz 8  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: Wall 4 ft./level wide, 2 ft./level high  
  Duration: 10 minutes/level (D)  
  Saving Throw: See text  
  Spell Resistance: See text 
  Prismatic wall creates a vertical, opaque wall - a shimmering, 
  multicolored plane of light that protects you from all forms of attack.  
  The wall flashes with seven colors, each of which has a distinct power 
  and purpose.  The wall is immobile, and you can pass through and 
  remain near the wall without harm.  However, any other creature with 
  less than 8 HD that is within 20 feet of the wall is blinded for 2d4 
  rounds by the colors if it looks at the wall. 
   
  The wall’s maximum proportions are 4 feet wide per caster level 
  and 2 feet high per caster level.  A prismatic wall spell cast to 
  materialize in a space occupied by a creature is disrupted, and the spell 
  is wasted. 
   
  Each color in the wall has a special effect.  The accompanying 
  table shows the seven colors of the wall, the order in which they 
  11: Spell Descriptions 
  
  appear, their effects on creatures trying to attack you or pass through 
  the wall, and the magic needed to negate each color. 
   
  The wall can be destroyed, color by color, in consecutive order, 
  by various magical effects; however, the first color must be brought 
  down before the second can be affected, and so on.  A rod of 
  cancellation or a mage’s disjunction spell destroys a prismatic wall, 
  but an antimagic field fails to penetrate it.  Dispel magic and greater 
  dispel magic cannot dispel the wall or anything beyond it.  Spell 
  resistance is effective against a prismatic wall, but the caster level 
  check must be repeated for each color present. 
   
  Prismatic wall can be made permanent with a permanency spell. 
  Color  
  Order  Effect of Color  
   
  Red   
  1st  
  Stops nonmagical ranged weapons.  Deals 20 points 
  of fire damage (Reflex half).   
   
   
  Negated by: Cone of cold 
   
  Orange  2nd  
  Stops magical ranged weapons.  Deals 40 points of  
  acid damage (Reflex half).   
   
   
  Negated by: Gust of wind 
   
  Yellow  3rd  
  Stops poisons, gases, and petrification.  Deals 80  
  points of electricity damage (Reflex half).   
   
   
  Negated by: Disintegrate 
   
  Green  
  4th  
  Stops breath weapons.  Poison (Kills; Fortitude  
  partial for 1d6 points of Con damage instead).   
   
   
  Negated by: Passwall 
   
  Blue  
  5th  
  Stops divination and mental attacks.  Turned to  
  stone (Fortitude negates).   
   
   
  Negated by: Magic missile 
   
  Indigo  
  6th  
  Stops all spells.  Will save or become insane (as  
  insanity spell).    
   
  Negated by: Daylight 
   
  Violet  
  7th  
  Energy field destroys all objects and effects. 1 
  Creatures sent to another plane (Will negates).   
   
   
  Negated by: Dispel magic 
   
  1 The violet effect makes the special effects of the other six colors 
  redundant, but these six effects are included here because certain 
  magic items can create prismatic effects one color at a time, and spell 
  resistance might render some colors ineffective (see above). 
   
  Produce Flame 
  Evocation [Fire] 
  Level: Drd 1, Fire 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 0 ft.  
  Effect: Flame in your palm  
  Duration: 1 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: Yes 
  Flames as bright as a torch appear in your open hand.  The flames 
  harm neither you nor your equipment. 
   
  In addition to providing illumination, the flames can be hurled or 
  used to touch enemies.  You can strike an opponent with a melee touch 
  attack, dealing fire damage equal to 1d6 +1 point per caster level 
  (maximum +5).  Alternatively, you can hurl the flames up to 120 feet 
  as a thrown weapon.  When doing so, you attack with a ranged touch 
  attack (with no range penalty) and deal the same damage as with the 
  melee attack.  No sooner do you hurl the flames than a new set appears 
  in your hand.  Each attack you make reduces the remaining duration by 
  1 minute.  If an attack reduces the remaining duration to 0 minutes or 
  less, the spell ends after the attack resolves. 
   
  This spell does not function underwater. 
   
  Programmed Image 
  Illusion (Figment) 
  Level: Brd 6, Sor/Wiz 6  
  Effect: Visual figment that cannot extend beyond a 20-ft. cube + one 
  10-ft. cube/level (S)  
  Duration: Permanent until triggered, then 1 round/level 
  This spell functions like silent image, except that this spell’s figment 
  activates when a specific condition occurs.  The figment includes 
  visual, auditory, olfactory, and thermal elements, including intelligible 
  speech. 
   
  You set the triggering condition (which may be a special word) 
  when casting the spell.  The event that triggers the illusion can be as 
  general or as specific and detailed as desired but must be based on an 
  audible, tactile, olfactory, or visual trigger.  The trigger cannot be 
  based on some quality not normally obvious to the senses, such as 
  alignment.  (See magic mouth for more details about such triggers.) 
   
  Material Component: A bit of fleece and jade dust worth 25 gp. 
   
  Project Image 
  Illusion (Shadow) 
  Level: Brd 6, Sor/Wiz 7  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: One shadow duplicate  
  Duration: 1 round/level (D)  
  Saving Throw: Will disbelief (if interacted with)  
  Spell Resistance: No 
  You tap energy from the Plane of Shadow to create a quasi-real, 
  illusory version of yourself.  The projected image looks, sounds, and 
  smells like you but is intangible.  The projected image mimics your 
  actions (including speech) unless you direct it to act differently (which 
  is a move action). 
   
  You can see through its eyes and hear through its ears as if you 
  were standing where it is, and during your turn you can switch from 
  using its senses to using your own, or back again, as a free action.  
  While you are using its senses, your body is considered blinded and 
  deafened. 
   
  If you desire, any spell you cast whose range is touch or greater 
  can originate from the projected image instead of from you.  The 
  projected image can’t cast any spells on itself except for illusion spells.  
  The spells affect other targets normally, despite originating from the 
  projected image. 
   
  Objects are affected by the projected image as if they had 
  succeeded on their Will save. 
   
  You must maintain line of effect to the projected image at all 
  times.  If your line of effect is obstructed, the spell ends.  If you use 
  dimension door, teleport, plane shift, or a similar spell that breaks your 
  line of effect, even momentarily, the spell ends. 
   
  Material Component: A small replica of you (a doll), which 
  costs 5 gp to create. 
   
  Protection from Arrows 
  Abjuration 
  Level: Sor/Wiz 2  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 1 hour/level or until discharged  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  The warded creature gains resistance to ranged weapons.  The subject 
  gains damage reduction 10/magic against ranged weapons.  (This spell 
  doesn’t grant you the ability to damage creatures with similar damage 
  reduction.) Once the spell has prevented a total of 10 points of damage 
  per caster level (maximum 100 points), it is discharged. 
   
  Focus: A piece of shell from a tortoise or a turtle. 
   
  Protection from Chaos 
  Abjuration [Lawful] 
  Level: Clr 1, Law 1, Pal 1, Sor/Wiz 1 
  This spell functions like protection from evil, except that the deflection 
  and resistance bonuses apply to attacks from chaotic creatures, and 
  chaotic summoned creatures cannot touch the subject. 
  11: Spell Descriptions 
  
  Protection from Energy 
  Abjuration [see text] 
  Level: Clr 3, Drd 3, Luck 3, Protection 3, Rgr 2, Sor/Wiz 3  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 10 minutes/level or until discharged  
  Saving Throw: Fortitude negates (harmless)  
  Spell Resistance: Yes (harmless) 
  Protection from energy grants temporary immunity to the type of 
  energy you specify when you cast it (acid, cold, electricity, fire, or 
  sonic).  When the spell absorbs 12 points per caster level of energy 
  damage (to a maximum of 120 points at 10th level), it is discharged. 
   
  Protection from energy has the same descriptor as the type of 
  damage it protects against. 
   
  Note: Protection from energy overlaps (and does not stack with) 
  resist energy.  If a character is warded by protection from energy and 
  resist energy, the protection spell absorbs damage until its power is 
  exhausted. 
   
  Protection from Evil 
  Abjuration [Good] 
  Level: Clr 1, Good 1, Pal 1, Sor/Wiz 1  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 1 minutes/level (D)  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: No; see text 
  This spell wards a creature from attacks by evil creatures, from mental 
  control, and from summoned creatures.  It creates a magical barrier 
  around the subject at a distance of 1 foot.  The barrier moves with the 
  subject and has three major effects. 
   
  First, the subject gains a +2 deflection bonus to AC and a +2 
  resistance bonus on saves.  Both these bonuses apply against attacks 
  made or effects created by evil creatures. 
   
  Second, the barrier blocks any attempt to possess the warded 
  creature (by a magic jar attack, for example) or to exercise mental 
  control over the creature (including enchantment (charm) effects and 
  enchantment (compulsion) effects that grant the caster ongoing control 
  over the subject, such as dominate person).  The protection does not 
  prevent such effects from targeting the protected creature, but it 
  suppresses the effect for the duration of the protection from evil effect.  
  If the protection from evil effect ends before the effect granting mental 
  control does, the would-be controller would then be able to mentally 
  command the controlled creature.  Likewise, the barrier keeps out a 
  possessing life force but does not expel one if it is in place before the 
  spell is cast.  This second effect works regardless of alignment. 
   
  Third, the spell prevents bodily contact by summoned creatures.  
  This causes the natural weapon attacks of such creatures to fail and the 
  creatures to recoil if such attacks require touching the warded creature.  
  Good summoned creatures are immune to this effect.  The protection 
  against contact by summoned creatures ends if the warded creature 
  makes an attack against or tries to force the barrier against the blocked 
  creature.  Spell resistance can allow a creature to overcome this 
  protection and touch the warded creature. 
   
  Arcane Material Component: A little powdered silver with 
  which you trace a 3-foot -diameter circle on the floor (or ground) 
  around the creature to be warded. 
   
  Protection from Good 
  Abjuration [Evil] 
  Level: Clr 1, Evil 1, Sor/Wiz 1 
  This spell functions like protection from evil, except that the deflection 
  and resistance bonuses apply to attacks from good creatures, and good 
  summoned creatures cannot touch the subject. 
   
  Protection from Law 
  Abjuration [Chaotic] 
  Level: Chaos 1, Clr 1, Sor/Wiz 1 
  This spell functions like protection from evil, except that the deflection 
  and resistance bonuses apply to attacks from lawful creatures, and 
  lawful summoned creatures cannot touch the subject. 
   
  Protection from Spells 
  Abjuration 
  Level: Magic 8, Sor/Wiz 8  
  Components: V, S, M, F  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: Up to one creature touched per four levels  
  Duration: 10 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  The subject gains a +8 resistance bonus on saving throws against spells 
  and spell-like abilities (but not against supernatural and extraordinary 
  abilities). 
   
  Material Component: A diamond of at least 500 gp value, which 
  must be crushed and sprinkled over the targets. 
   
  Focus: One 1,000 gp diamond per creature to be granted the 
  protection.  Each subject must carry one such gem for the duration of 
  the spell.  If a subject loses the gem, the spell ceases to affect him. 
   
  Prying Eyes 
  Divination 
  Level: Sor/Wiz 5  
  Components: V, S, M  
  Casting Time: 1 minute  
  Range: One mile  
  Effect: Ten or more levitating eyes  
  Duration: 1 hour/level; see text (D)  
  Saving Throw: None  
  Spell Resistance: No 
  You create a number of semitangible, visible magical orbs (called 
  “eyes”) equal to 1d4 + your caster level.  These eyes move out, scout 
  around, and return as you direct them when casting the spell.  Each eye 
  can see 120 feet (normal vision only) in all directions. 
   
  While the individual eyes are quite fragile, they’re small and 
  difficult to spot.  Each eye is a Fine construct, about the size of a small 
  apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a 
  speed of 30 feet with perfect maneuverability, and has a +16 Hide 
  modifier.  It has a Spot modifier equal to your caster level (maximum 
  +15) and is subject to illusions, darkness, fog, and any other factors 
  that would affect your ability to receive visual information about your 
  surroundings.  An eye traveling through darkness must find its way by 
  touch. 
   
  When you create the eyes, you specify instructions you want them 
  to follow in a command of no more than twenty-five words.  Any 
  knowledge you possess is known by the eyes as well. 
   
  In order to report their findings, the eyes must return to your 
  hand.  Each replays in your mind all it has seen during its existence.  It 
  takes an eye 1 round to replay 1 hour of recorded images.  After 
  relaying its findings, an eye disappears. 
   
  If an eye ever gets more than 1 mile away from you, it instantly 
  ceases to exist.  However, your link with the eye is such that you won’t 
  know if the eye was destroyed because it wandered out of range or 
  because of some other event. 
   
  The eyes exist for up to 1 hour per caster level or until they return 
  to you.  Dispel magic can destroy eyes.  Roll separately for each eye 
  caught in an area dispel.  Of course, if an eye is sent into darkness, it 
  could hit a wall or similar obstacle and destroy itself. 
   
  Material Component: A handful of crystal marbles. 
   
  Prying Eyes, Greater 
  Divination 
  Level: Sor/Wiz 8 
  11: Spell Descriptions 
  
  This spell functions like prying eyes, except that the eyes can see all 
  things as they actually are, just as if they had true seeing with a range 
  of 120 feet.  Thus, they can navigate darkened areas at full normal 
  speed.  Also, a greater prying eye’s maximum Spot modifier is +25 
  instead of +15. 
   
  Psi Curse 
  Necromancy 
  Level: Mentalism 3, Sor/Wiz 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: Permanent  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  This spell renders the subject’s psionic powers unreliable.  Whenever 
  he tries to manifest any power other than a Knack he must make 
  another Will save against this spell.  If he fails this second Will save 
  then the power’s manifestation is wasted, any Power Points spent on it 
  are lost, and the subject cannot use any psionic power again until their 
  next action.  If the second Will save passes then the power is 
  manifested normally.  Whether or not this second Will save is passed, 
  the psi curse remains, so future attempts to manifest psionic powers 
  can still be affected. 
   
  The curse bestowed by this spell cannot be dispelled, but it can be 
  removed with a break enchantment, limited wish, miracle, remove 
  curse, or wish spell; or the edit mind (6 Power Point cost) psionic 
  power. 
   
  Purify Food and Drink 
  Transmutation 
  Level: Clr 0, Drd 0  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 10 ft.  
  Target: 1 cu. ft./level of contaminated food and water  
  Duration: Instantaneous  
  Saving Throw: Will negates (object)  
  Spell Resistance: Yes (object) 
  This spell makes spoiled, rotten, poisonous, or otherwise contaminated 
  food and water pure and suitable for eating and drinking.  This spell 
  does not prevent subsequent natural decay or spoilage.  Unholy water 
  and similar food and drink of significance is spoiled by purify food and 
  drink, but the spell has no effect on creatures of any type - nor upon 
  magic potions. 
   
  Note: Water weighs about 8 pounds per gallon.  One cubic foot of 
  water contains roughly 8 gallons and weighs about 60 pounds. 
   
  Pyrotechnics 
  Transmutation 
  Level: Brd 2, Sor/Wiz 2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Target: One fire source, up to a 20-ft. cube  
  Duration: 1d4+1 rounds, or 1d4+1 rounds after creatures leave the 
  smoke cloud; see text  
  Saving Throw: Will negates or Fortitude negates; see text  
  Spell Resistance: Yes or No; see text 
  Pyrotechnics turns a fire into either a burst of blinding fireworks or a 
  thick cloud of choking smoke, depending on the version you choose. 
   
  Fireworks: The fireworks are a flashing, fiery, momentary burst 
  of glowing, colored aerial lights.  This effect causes creatures within 
  120 feet of the fire source to become blinded for 1d4+1 rounds (Will 
  negates).  These creatures must have line of sight to the fire to be 
  affected.  Spell resistance can prevent blindness. 
   
  Smoke Cloud: A writhing stream of smoke billows out from the 
  source, forming a choking cloud.  The cloud spreads 20 feet in all 
  directions and lasts for 1 round per caster level.  All sight, even 
  darkvision, is ineffective in or through the cloud.  All within the cloud 
  take –4 penalties to Strength and Dexterity (Fortitude negates).  These 
  effects last for 1d4+1 rounds after the cloud dissipates or after the 
  creature leaves the area of the cloud.  Spell resistance does not apply. 
   
  Material Component: The spell uses one fire source, which is 
  immediately extinguished.  A fire so large that it exceeds a 20-foot 
  cube is only partly extinguished.  Magical fires are not extinguished, 
  although a fire-based creature used as a source takes 1 point of damage 
  per caster level. 
   
  Quench 
  Transmutation 
  Level: Drd 3  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level) Area or  
  Target: One 20-ft. cube/level (S) or one fire-based magic item 
  Duration: Instantaneous 
  Saving Throw: None or Will negates (object) 
  Spell Resistance: No or Yes (object) 
  Quench is often used to put out forest fires and other conflagrations.  It 
  extinguishes all nonmagical fires in its area.  The spell also dispels any 
  fire spells in its area, though you must succeed on a dispel check (1d20 
  +1 per caster level, maximum +15) against each spell to dispel it.  The 
  DC to dispel such spells is 11 + the caster level of the fire spell. 
   
  Each elemental (fire) creature within the area of a quench spell 
  takes 1d6 points of damage per caster level (maximum 15d6, no save 
  allowed). 
   
  Alternatively, you can target the spell on a single magic item that 
  creates or controls flame.  The item loses all its fire-based magical 
  abilities for 1d4 hours unless it succeeds on a Will save.  (Artifacts are 
  immune to this effect.) 
   
  Rage 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 2, Sor/Wiz 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Targets: One willing living creature per three levels, no two of which 
  may be more than 30 ft. apart  
  Duration: Concentration + 1 round/level (D)  
  Saving Throw: None  
  Spell Resistance: Yes 
  Each affected creature gains a morale bonus to Strength and 
  Constitution equal to +1 for every two levels of the caster, a morale 
  bonus on Will saves equal to +1 for every four levels of the caster, and 
  a –2 penalty to AC.  At the end of this duration, the subject becomes 
  fatigued from the strain it placed on his body. 
   
  The subject cannot use skills linked to Charisma, Dexterity, or 
  Intelligence (except for Balance, Escape Artist, Intimidate, and Ride).  
  They cannot use the Concentration skill, or any ability that requires 
  patience or concentration (like psionics or spellcasting).  Since Combat 
  Expertise requires concentration, he cannot use that feat, but can use 
  any other combat-oriented feat he has. 
   
  Rainbow Pattern 
  Illusion (Pattern) [Mind-Affecting] 
  Level: Brd 4, Sor/Wiz 4  
  Components: V (Brd only), S, M, F; see text  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Colorful lights with a 20-ft.-radius spread  
  Duration: Concentration +1 round/level (D)  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  A glowing, rainbow-hued pattern of interweaving colors fascinates 
  those within it.  Rainbow pattern fascinates a maximum of 24 Hit Dice 
  11: Spell Descriptions 
  
  of creatures.  Creatures with the fewest HD are affected first.  Among 
  creatures with equal HD, those who are closest to the spell’s point of 
  origin are affected first.  An affected creature that fails its saves is 
  fascinated by the pattern. 
   
  With a simple gesture (a free action), you can make the rainbow 
  pattern move up to 30 feet per round (moving its effective point of 
  origin).  All fascinated creatures follow the moving rainbow of light, 
  trying to get or remain within the effect.  Fascinated creatures that are 
  restrained and removed from the pattern still try to follow it.  If the 
  pattern leads its subjects into a dangerous area each fascinated creature 
  gets a second save.  If the view of the lights is completely blocked 
  creatures that can’t see them are no longer affected. 
   
  The spell does not affect sightless creatures. 
   
  Verbal Component: A wizard or sorcerer need not utter a sound 
  to cast this spell, but a bard must sing, play music, or recite a rhyme as 
  a verbal component. 
   
  Material Component: A piece of phosphor. 
   
  Focus: A crystal prism. 
   
  Raise Dead 
  Conjuration (Healing) 
  Level: Clr 5  
  Components: V, S, M, DF  
  Casting Time: 1 minute  
  Range: Touch  
  Target: Dead creature touched  
  Duration: Instantaneous  
  Saving Throw: None; see text  
  Spell Resistance: Yes (harmless) 
  You restore life to a deceased creature.  You can raise a creature that 
  has been dead for no longer than one day per caster level.  In addition, 
  the subject’s soul must be free and willing to return.  If the subject’s 
  soul is not willing to return, the spell does not work; therefore, a 
  subject that wants to return receives no saving throw. 
   
  Coming back from the dead is an ordeal.  The subject of the spell 
  loses one level (or 1 Hit Die) when it is raised, just as if it had lost a 
  level or a Hit Die to an energy-draining creature.  If the subject is 1st 
  level, it loses 2 points of Constitution instead (if this would reduce its 
  Con to 0 or less, it can’t be raised).  This level/HD loss or Constitution 
  loss cannot be repaired by any means.  A character who died with 
  spells prepared has a 50% chance of losing any given spell upon being 
  raised, in addition to losing spells for losing a level.  A spellcasting 
  creature that doesn’t prepare spells (such as a sorcerer) has a 50% 
  chance of losing any given unused spell slot as if it had been used to 
  cast a spell, in addition to losing spell slots for losing a level. 
   
  A raised creature has a number of hit points equal to its current 
  Hit Dice.  Any ability scores damaged to 0 are raised to 1.  Normal 
  poison and normal disease are cured in the process of raising the 
  subject, but magical diseases and curses are not undone.  While the 
  spell closes mortal wounds and repairs lethal damage of most kinds, 
  the body of the creature to be raised must be whole.  Otherwise, 
  missing parts are still missing when the creature is brought back to life.  
  None of the dead creature’s equipment or possessions are affected in 
  any way by this spell. 
   
  A creature who has been turned into an undead creature or killed 
  by a death effect can’t be raised by this spell.  Constructs, elementals, 
  outsiders, and undead creatures can’t be raised.  The spell cannot bring 
  back a creature that has died of old age. 
   
  Material Component: Diamonds worth a total of least 5,000 gp. 
   
  Ray of Enfeeblement 
  Necromancy 
  Level: Sor/Wiz 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: Ray  
  Duration: 1 minutes/level  
  Saving Throw: None  
  Spell Resistance: Yes 
  A coruscating ray springs from your hand.  You must succeed on a 
  ranged touch attack to strike a target.  The subject takes a penalty to 
  Strength equal to 1d6+1 per two caster levels (maximum 1d6+5).  The 
  subject’s Strength score cannot drop below 1. 
   
  Ray of Exhaustion 
  Necromancy 
  Level: Sor/Wiz 3  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: Ray  
  Duration: 1 minutes/level  
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  A black ray projects from your pointing finger.  You must succeed on 
  a ranged touch attack with the ray to strike a target. 
   
  The subject is immediately exhausted for the spell’s duration.  A 
  successful Fortitude save prevents this. 
   
  This spell has no effect on a creature that is already exhausted.  
  Unlike normal exhaustion or fatigue, the effect ends as soon as the 
  spell’s duration expires. 
   
  Material Component: A drop of sweat. 
   
  Ray of Frost 
  Evocation [Cold] 
  Level: Sor/Wiz 0  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: Ray  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: Yes 
  A ray of freezing air and ice projects from your pointing finger.  You 
  must succeed on a ranged touch attack with the ray to deal damage to a 
  target.  The ray deals 1d3 points of cold damage. 
   
  Read Magic 
  Divination 
  Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 10 minutes/level 
  By means of read magic, you can decipher magical inscriptions on 
  objects - books, scrolls, weapons, and the like - that would otherwise 
  be unintelligible.  This deciphering does not normally invoke the 
  magic contained in the writing, although it may do so in the case of a 
  cursed scroll.  Furthermore, once the spell is cast and you have read the 
  magical inscription, you are thereafter able to read that particular 
  writing without recourse to the use of read magic.  You can read at the 
  rate of one page (250 words) per minute.  The spell allows you to 
  identify a glyph of warding with a DC 13 Spellcraft check, a greater 
  glyph of warding with a DC 16 Spellcraft check, or any symbol spell 
  with a Spellcraft check (DC 10 + spell level). 
   
  Read magic can be made permanent with a permanency spell. 
   
  Focus: A clear crystal or mineral prism. 
  11: Spell Descriptions 
  
  Reduce Animal 
  Transmutation 
  Level: Drd 2, Rgr 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: One willing animal of Small, Medium, Large, or Huge size  
  Duration: 1 hour/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  This spell functions like reduce person, except that it affects a single 
  willing animal.  Reduce the damage dealt by the animal’s natural 
  attacks as appropriate for its new size. 
   
  Reduce Person 
  Transmutation 
  Level: Sor/Wiz 1  
  Components: V, S, M  
  Casting Time: 1 round  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One humanoid creature  
  Duration: 1 minutes/level (D)  
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes 
  This spell causes instant diminution of a humanoid creature, halving its 
  height, length, and width and dividing its weight by 8.  This decrease 
  changes the creature’s size category to the next smaller one.  The target 
  gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a 
  minimum of 1), and a +1 bonus on attack rolls and AC due to its 
  reduced size. 
   
  A Small humanoid creature whose size decreases to Tiny has a 
  space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must 
  enter an opponent’s square to attack).  A Large humanoid creature 
  whose size decreases to Medium has a space of 5 feet and a natural 
  reach of 5 feet.  This spell doesn’t change the target’s speed. 
   
  All equipment worn or carried by a creature is similarly reduced 
  by the spell. 
   
  Melee and projectile weapons deal less damage.  Other magical 
  properties are not affected by this spell.  Any reduced item that leaves 
  the reduced creature’s possession (including a projectile or thrown 
  weapon) instantly returns to its normal size.  This means that thrown 
  weapons deal their normal damage (projectiles deal damage based on 
  the size of the weapon that fired them). 
   
  Multiple magical effects that reduce size do not stack. 
   
  Reduce person counters and dispels enlarge person. 
   
  Reduce person can be made permanent with a permanency spell. 
   
  Material Component: A pinch of powdered iron. 
   
  Reduce Person, Mass 
  Transmutation 
  Level: Sor/Wiz 4  
  Target: One humanoid creature/level, no two of which can be more 
  than 30 ft. apart 
  This spell functions like reduce person, except that it affects multiple 
  creatures. 
   
  Refuge 
  Conjuration (Teleportation) 
  Level: Clr 7, Sor/Wiz 9  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Object touched  
  Duration: Permanent until discharged  
  Saving Throw: None  
  Spell Resistance: No 
  You create powerful magic in some specially prepared object.  This 
  object contains the power to instantly transport its possessor across any 
  distance within the same plane to your abode.  Once the item is 
  transmuted, you must give it willingly to a creature and at the same 
  time inform it of a command word to be spoken when the item is used.  
  To make use of the item, the subject speaks the command word at the 
  same time that it rends or breaks the item (a standard action).  When 
  this is done, the individual and all objects it is wearing and carrying (to 
  a maximum of the character’s heavy load) are instantly transported to 
  your abode.  No other creatures are affected (aside from a familiar that 
  is touching the subject). 
   
  You can alter the spell when casting it so that it transports you to 
  within 10 feet of the possessor of the item when it is broken and the 
  command word spoken.  You will have a general idea of the location 
  and situation of the item possessor at the time the refuge spell is 
  discharged, but once you decide to alter the spell in this fashion, you 
  have no choice whether or not to be transported. 
   
  Material Component: The specially prepared object, whose 
  construction requires gems worth 1,500 gp. 
   
  Regenerate 
  Conjuration (Healing) 
  Level: Clr 7, Drd 9, Healing 7  
  Components: V, S, DF  
  Casting Time: 3 full rounds  
  Range: Touch  
  Target: Living creature touched  
  Duration: Instantaneous  
  Saving Throw: Fortitude negates (harmless)  
  Spell Resistance: Yes (harmless) 
  The subject’s severed body members (fingers, toes, hands, feet, arms, 
  legs, tails, or even heads of multiheaded creatures), broken bones, and 
  ruined organs grow back.  After the spell is cast, the physical 
  regeneration is complete in 1 round if the severed members are present 
  and touching the creature.  It takes 2d10 rounds otherwise. 
   
  Regenerate also cures 4d8 points of damage +1 point per caster 
  level (maximum +35), rids the subject of exhaustion and/or fatigue, 
  and eliminates all nonlethal damage the subject has taken.  It has no 
  effect on nonliving creatures (including undead). 
   
  Reincarnate 
  Transmutation 
  Level: Drd 4  
  Components: V, S, M, DF  
  Casting Time: 10 minutes  
  Range: Touch  
  Target: Dead creature touched  
  Duration: Instantaneous  
  Saving Throw: None; see text  
  Spell Resistance: Yes (harmless) 
  With this spell, you bring back a dead creature in another body, 
  provided that its death occurred no more than one week before the 
  casting of the spell and the subject’s soul is free and willing to return.  
  If the subject’s soul is not willing to return, the spell does not work; 
  therefore, a subject that wants to return receives no saving throw. 
   
  Since the dead creature is returning in a new body, all physical ills 
  and afflictions are repaired.  The condition of the remains is not a 
  factor.  So long as some small portion of the creature’s body still 
  exists, it can be reincarnated, but the portion receiving the spell must 
  have been part of the creature’s body at the time of death.  The magic 
  of the spell creates an entirely new young adult body for the soul to 
  inhabit from the natural elements at hand.  This process takes 1 hour to 
  complete.  When the body is ready, the subject is reincarnated. 
   
  A reincarnated creature recalls the majority of its former life and 
  form.  It retains any class abilities, feats, or skill ranks it formerly 
  possessed.  Its class, base attack bonus, base save bonuses, and hit 
  points are unchanged.  Strength, Dexterity, and Constitution scores 
  depend partly on the new body.  First eliminate the subject’s racial 
  adjustments (since it is no longer of his previous race) and then apply 
  the adjustments found below to its remaining ability scores.  The 
  subject’s level (or Hit Dice) is reduced by 1.  If the subject was 1st 
  level, its new Constitution score is reduced by 2.  (If this reduction 
  11: Spell Descriptions 
  
  would put its Con at 0 or lower, it can’t be reincarnated).  This 
  level/HD loss or Constitution loss cannot be repaired by any means. 
   
  It’s possible for the change in the subject’s ability scores to make 
  it difficult for it to pursue its previous character class.  If this is the 
  case, the subject is well advised to become a multiclass character. 
   
  For a humanoid creature, the new incarnation is determined using 
  the following table.  For nonhumanoid creatures, a similar table of 
  creatures of the same type should be created. 
   
  A creature that has been turned into an undead creature or killed 
  by a death effect can’t be returned to life by this spell.  Constructs, 
  elementals, outsiders, and undead creatures can’t be reincarnated.  The 
  spell cannot bring back a creature that has died of old age. 
  d%  
  Incarnation  Str  Dex  Con  
     01  Bugbear  
  +4  +2  +2 
  02–13  Dwarf  
  +0  +0  +2  
  14–25  Elf  
  +0  +2  –2 
     26  Gnoll  
  +4  +0  +2  
  27–38  Gnome  
  –2  +0  +2 
  39–42  Goblin  
  –2  +2  +0  
  43–52  Half-elf  
  +0  +0  +0 
  53–62  Half-orc  
  +2  +0  +0  
  63–74  Halfling  
  –2  +2  +0 
  75–89  Human  
  +0  +0  +0  
  90–93  Kobold  
  –4  +2  –2 
     94  Lizardfolk  
  +2  +0  +2  
  95–98  Orc  
  +4  +0   0 
     99  Troglodyte  
  +0  –2  +4  
    100  Other  
   ?   ?   ? 
   
  The reincarnated creature gains all abilities associated with its 
  new form, including forms of movement and speeds, natural armor, 
  natural attacks, extraordinary abilities, and the like, but it doesn’t 
  automatically speak the language of the new form. 
   
  A wish or a miracle spell can restore a reincarnated character to 
  his or her original form. 
   
  Material Component: Rare oils and unguents worth a total of 
  least 1,000 gp, spread over the remains. 
   
  Remove Blindness/Deafness 
  Conjuration (Healing) 
  Level: Clr 3, Pal 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: Instantaneous  
  Saving Throw: Fortitude negates (harmless)  
  Spell Resistance: Yes (harmless) 
  Remove blindness/deafness cures blindness or deafness (your choice), 
  whether the effect is normal or magical in nature.  The spell does not 
  restore ears or eyes that have been lost, but it repairs them if they are 
  damaged. 
   
  Remove 
  blindness/deafness 
  counters 
  and 
  dispels 
  blindness/deafness. 
   
  Remove Curse 
  Abjuration 
  Level: Brd 3, Clr 3, Pal 3, Sor/Wiz 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature or item touched  
  Duration: Instantaneous  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  Remove curse instantaneously removes all curses on an object or a 
  creature.  Remove curse does not remove the curse from a cursed 
  shield, weapon, or suit of armor, although the spell typically enables 
  the creature afflicted with any such cursed item to remove and get rid 
  of it.  Certain special curses may not be countered by this spell or may 
  be countered only by a caster of a certain level or higher. 
   
  Remove curse counters and dispels bestow curse and psi curse. 
   
  Remove Disease 
  Conjuration (Healing) 
  Level: Clr 3, Drd 3, Rgr 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: Instantaneous  
  Saving Throw: Fortitude negates (harmless)  
  Spell Resistance: Yes (harmless) 
  Remove disease cures all diseases that the subject is suffering from.  
  The spell also kills parasites, including green slime and others.  Certain 
  special diseases may not be countered by this spell or may be 
  countered only by a caster of a certain level or higher. 
   
  Note: Since the spell’s duration is instantaneous, it does not 
  prevent reinfection after a new exposure to the same disease at a later 
  date. 
   
  Remove Fear 
  Abjuration 
  Level: Brd 1, Clr 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: One creature plus one additional creature per four levels, no 
  two of which can be more than 30 ft. apart  
  Duration: 10 minutes; see text  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  You instill courage in the subject, granting it a +4 morale bonus 
  against fear effects for 10 minutes.  If the subject is under the influence 
  of a fear effect when receiving the spell, that effect is suppressed for 
  the duration of the spell. 
   
  Remove fear counters and dispels cause fear. 
   
  Remove Paralysis 
  Conjuration (Healing) 
  Level: Clr 2, Pal 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: Up to four creatures, no two of which can be more than 30 ft. 
  apart  
  Duration: Instantaneous  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  You can free one or more creatures from the effects of any temporary 
  paralysis or related magic, including a ghoul’s touch or a slow spell.  If 
  the spell is cast on one creature, the paralysis is negated.  If cast on two 
  creatures, each receives another save with a +4 resistance bonus 
  against the effect that afflicts it.  If cast on three or four creatures, each 
  receives another save with a +2 resistance bonus. 
   
  The spell does not restore ability scores reduced by penalties, 
  damage, or drain. 
   
  Repel Metal or Stone 
  Abjuration [Earth] 
  Level: Drd 8  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 60 ft.  
  Area: 60-ft. line from you  
  Duration: 1 round/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  11: Spell Descriptions 
  
  Like repel wood, this spell creates waves of invisible and intangible 
  energy that roll forth from you.  All metal or stone objects in the path 
  of the spell are pushed away from you to the limit of the range.  Fixed 
  metal or stone objects larger than 3 inches in diameter and loose 
  objects weighing more than 500 pounds are not affected.  Anything 
  else, including animated objects, small boulders, and creatures in metal 
  armor, moves back.  Fixed objects 3 inches in diameter or smaller bend 
  or break, and the pieces move with the wave of energy.  Objects 
  affected by the spell are repelled at the rate of 40 feet per round. 
   
  Objects such as metal armor, swords, and the like are pushed 
  back, dragging their bearers with them.  Even magic items with metal 
  components are repelled, although an antimagic field blocks the 
  effects. 
   
  The waves of energy continue to sweep down the set path for the 
  spell’s duration.  After you cast the spell, the path is set, and you can 
  then do other things or go elsewhere without affecting the spell’s 
  power. 
   
  Repel Vermin 
  Abjuration 
  Level: Brd 4, Clr 4, Drd 4, Rgr 3  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: 10 ft.  
  Area: 10-ft.-radius emanation centered on you  
  Duration: 10 minutes/level (D)  
  Saving Throw: None or Will negates; see text  
  Spell Resistance: Yes 
  An invisible barrier holds back vermin.  A vermin with Hit Dice of less 
  than one-third your level cannot penetrate the barrier. 
   
  A vermin with Hit Dice of one-third your level or more can 
  penetrate the barrier if it succeeds on a Will save.  Even so, crossing 
  the barrier deals the vermin 2d6 points of damage, and pressing against 
  the barrier causes pain, which deters most vermin. 
   
  Repel Wood 
  Transmutation 
  Level: Drd 6, Plant 6  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 60 ft.  
  Area: 60-ft. line-shaped emanation from you  
  Duration: 1 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  Waves of energy roll forth from you, moving in the direction that you 
  determine, causing all wooden objects in the path of the spell to be 
  pushed away from you to the limit of the range.  Wooden objects 
  larger than 3 inches in diameter that are fixed firmly are not affected, 
  but loose objects are.  Objects 3 inches in diameter or smaller that are 
  fixed in place splinter and break, and the pieces move with the wave of 
  energy.  Objects affected by the spell are repelled at the rate of 40 feet 
  per round. 
   
  Objects such as wooden shields, spears, wooden weapon shafts 
  and hafts, and arrows and bolts are pushed back, dragging those 
  carrying them along.  (A creature being dragged by an item it is 
  carrying can let go.  A creature being dragged by a shield can loose it 
  as a move action and drop it as a free action.) If a spear is planted (set) 
  to prevent this forced movement, it splinters.  Even magic items with 
  wooden sections are repelled, although an antimagic field blocks the 
  effects. 
   
  The waves of energy continue to sweep down the set path for the 
  spell’s duration.  After you cast the spell, the path is set, and you can 
  then do other things or go elsewhere without affecting the spell’s 
  power. 
   
  Repulsion 
  Abjuration 
  Level: Clr 7, Protection 7, Sor/Wiz 6  
  Components: V, S, F/DF  
  Casting Time: 1 standard action  
  Range: Up to 10 ft./level  
  Area: Up to 10-ft.-radius/level emanation centered on you  
  Duration: 1 round/level (D)  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  An invisible, mobile field surrounds you and prevents creatures from 
  approaching you.  You decide how big the field is at the time of 
  casting (to the limit your level allows).  Any creature within or 
  entering the field must attempt a save.  If it fails, it becomes unable to 
  move toward you for the duration of the spell.  Repelled creatures’ 
  actions are not otherwise restricted. 
   
  They can fight other creatures and can cast spells and attack you 
  with ranged weapons.  If you move closer to an affected creature, 
  nothing happens.  (The creature is not forced back.) The creature is 
  free to make melee attacks against you if you come within reach.  If a 
  repelled creature moves away from you and then tries to turn back 
  toward you, it cannot move any closer if it is still within the spell’s 
  area. 
   
  Arcane Focus: A pair of small iron bars attached to two small 
  canine statuettes, one black and one white, the whole array worth 50 
  gp. 
   
  Resilient Sphere 
  Evocation [Force] 
  Level: Sor/Wiz 4  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: 1-ft.-diameter/level sphere, centered around a creature  
  Duration: 1 minutes/level (D)  
  Saving Throw: Reflex negates  
  Spell Resistance: Yes 
  A globe of shimmering force encloses a creature, provided the creature 
  is small enough to fit within the diameter of the sphere.  The sphere 
  contains its subject for the spell’s duration.  The sphere is not subject 
  to damage of any sort except from a rod of cancellation, a rod of 
  negation, a disintegrate spell, or a targeted dispel magic spell.  These 
  effects destroy the sphere without harm to the subject.  Nothing can 
  pass through the sphere, inside or out, though the subject can breathe 
  normally. 
   
  The subject may struggle, but the sphere cannot be physically 
  moved either by people outside it or by the struggles of those within. 
   
  Material Component: A hemispherical piece of clear crystal and 
  a matching hemispherical piece of gum arabic. 
   
  Resistance 
  Abjuration 
  Level: Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 1 minute  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  You imbue the subject with magical energy that protects it from harm, 
  granting it a +1 resistance bonus on saves. 
   
  Resistance can be made permanent with a permanency spell. 
   
  Arcane Material Component: A miniature cloak. 
   
  11: Spell Descriptions 
  
  Resist Energy 
  Abjuration [see text] 
  Level: Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, Sor/Wiz 2  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 10 minutes/level  
  Saving Throw: Fortitude negates (harmless)  
  Spell Resistance: Yes (harmless) 
  This abjuration grants a creature limited protection from damage of 
  whichever one of five energy types you select: acid, cold, electricity, 
  fire, or sonic.  The subject gains energy resistance 10 against the 
  energy type chosen, meaning that each time the creature is subjected to 
  such damage (whether from a natural or magical source), that damage 
  is reduced by 10 points before being applied to the creature’s hit 
  points.  The value of the energy resistance granted increases to 20 
  points at 7th level and to a maximum of 30 points at 11th level.  The 
  spell protects the recipient’s equipment as well. 
   
  Resist energy absorbs only damage.  The subject could still suffer 
  unfortunate side effects, such as heat stroke or hypothermia. 
   
  Protection from energy has the same descriptor as the type of 
  damage it protects against. 
   
  Note: Resist energy overlaps (and does not stack with) protection 
  from energy.  If a character is warded by protection from energy and 
  resist energy, the protection spell absorbs damage until its power is 
  exhausted. 
   
  Restoration 
  Conjuration (Healing) 
  Level: Clr 4, Pal 4  
  Components: V, S, M 
  This spell functions like lesser restoration, except that it also dispels 
  negative levels and restores one experience level to a creature who has 
  had a level drained.  The drained level is restored only if the time since 
  the creature lost the level is equal to or less than one day per caster 
  level.  A character who has a level restored by restoration has exactly 
  the minimum number of experience points necessary to restore him or 
  her to his or her previous level. 
   
  Restoration cures all temporary ability damage, and it restores all 
  points permanently drained from a single ability score (your choice if 
  more than one is drained).  It also eliminates any fatigue or exhaustion 
  suffered by the target. 
   
  Restoration does not restore levels or Constitution points lost due 
  to death. 
   
  Material Component: Diamond dust worth 100 gp that is 
  sprinkled over the target. 
   
  Restoration, Greater 
  Conjuration (Healing) 
  Level: Clr 7  
  Components: V, S, XP  
  Casting Time: 10 minutes 
  This spell functions like lesser restoration, except that it dispels all 
  negative levels afflicting the healed creature.  This effect also reverses 
  level drains by a force or creature, restoring the creature to the highest 
  level it had previously attained.  The drained levels are restored only if 
  the time since the creature lost the level is no more than one week per 
  caster level. 
   
  Greater restoration also dispels all magical effects penalizing the 
  creature’s abilities, cures all temporary ability damage, and restores all 
  points permanently drained from all ability scores.  It also eliminates 
  fatigue and exhaustion, and removes all forms of insanity, confusion, 
  and similar mental effects.  Greater restoration does not restore levels 
  or Constitution points lost due to death. 
   
  XP Cost: 500 XP. 
   
  Restoration, Lesser 
  Conjuration (Healing) 
  Level: Clr 2, Drd 2, Pal 1  
  Components: V, S  
  Casting Time: 3 rounds  
  Range: Touch  
  Target: Creature touched  
  Duration: Instantaneous  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  Lesser restoration dispels any magical effects reducing one of the 
  subject’s ability scores or cures 1d4 points of temporary ability 
  damage to one of the subject’s ability scores.  It also eliminates any 
  fatigue suffered by the character, and improves an exhausted condition 
  to fatigued.  It does not restore permanent ability drain. 
   
  Resurrection 
  Conjuration (Healing) 
  Level: Clr 7  
  Casting Time: 10 minutes 
  This spell functions like raise dead, except that you are able to restore 
  life and complete strength to any deceased creature. 
   
  The condition of the remains is not a factor.  So long as some 
  small portion of the creature’s body still exists, it can be resurrected, 
  but the portion receiving the spell must have been part of the creature’s 
  body at the time of death.  (The remains of a creature hit by a 
  disintegrate spell count as a small portion of its body.) The creature 
  can have been dead no longer than 10 years per caster level. 
   
  Upon completion of the spell, the creature is immediately restored 
  to full hit points, vigor, and health, with no loss of prepared spells.  
  However, the subject loses one level, or 2 points of Constitution if the 
  subject was 1st level.  (If this reduction would bring its Con to 0 or 
  lower, it can’t be resurrected).  This level loss or Constitution loss 
  cannot be repaired by any means. 
   
  You can resurrect someone killed by a death effect or someone 
  who has been turned into an undead creature and then destroyed.  You 
  cannot resurrect someone who has died of old age.  Constructs, 
  elementals, outsiders, and undead creatures can’t be resurrected. 
   
  Material Component: A sprinkle of holy water and diamonds 
  worth a total of at least 10,000 gp. 
   
  Reverse Gravity 
  Transmutation 
  Level: Drd 8, Sor/Wiz 7  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: Up to one 10-ft. cube per two levels (S)  
  Duration: 1 round/level (D)  
  Saving Throw: None; see text  
  Spell Resistance: No 
  This spell reverses gravity in an area, causing all unattached objects 
  and creatures within that area to fall upward and reach the top of the 
  area in 1 round.  If some solid object (such as a ceiling) is encountered 
  in this fall, falling objects and creatures strike it in the same manner as 
  they would during a normal downward fall.  If an object or creature 
  reaches the top of the area without striking anything, it remains there, 
  oscillating slightly, until the spell ends.  At the end of the spell 
  duration, affected objects and creatures fall downward. 
   
  Provided it has something to hold onto, a creature caught in the 
  area can attempt a Reflex save to secure itself when the spell strikes.  
  Creatures who can fly or levitate can keep themselves from falling. 
   
  Arcane Material Component: A lodestone and iron filings. 
   
  11: Spell Descriptions 
  
  Righteous Might 
  Transmutation 
  Level: Clr 5, Strength 5  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 round/level (D) 
  This spell causes you to grow, doubling your height and multiplying 
  your weight by 8.  This increase changes your size category to the next 
  larger one, and you gain a +4 size bonus to Strength and a +2 size 
  bonus to Constitution.  You gain a +2 enhancement bonus to your 
  natural armor.  You gain damage reduction 3/evil (if you normally 
  channel positive energy) or damage reduction 3/good (if you normally 
  channel negative energy).  At 12th level this damage reduction 
  becomes 6/evil or 6/good, and at 15th level it becomes 9/evil or 9/good 
  (the maximum).  Your size modifier for AC and attacks changes as 
  appropriate to your new size category.  This spell doesn’t change your 
  speed.  Determine space and reach as appropriate to your new size. 
   
  If insufficient room is available for the desired growth, you attain 
  the maximum possible size and may make a Strength check (using 
  your increased Strength) to burst any enclosures in the process.  If you 
  fail, you are constrained without harm by the materials enclosing you - 
  the spell cannot crush you by increasing your size. 
   
  All equipment you wear or carry is similarly enlarged by the 
  spell.  Melee and projectile weapons deal more damage.  Other 
  magical properties are not affected by this spell.  Any enlarged item 
  that leaves your possession (including a projectile or thrown weapon) 
  instantly returns to its normal size.  This means that thrown weapons 
  deal their normal damage (projectiles deal damage based on the size of 
  the weapon that fired them). 
   
  Multiple magical effects that increase size do not stack. 
   
  Rope Trick 
  Transmutation 
  Level: Sor/Wiz 2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: One touched piece of rope from 5 ft. to 30 ft. long  
  Duration: 1 hour/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  When this spell is cast upon a piece of rope from 5 to 30 feet long, one 
  end of the rope rises into the air until the whole rope hangs 
  perpendicular to the ground, as if affixed at the upper end.  The upper 
  end is, in fact, fastened to an extradimensional space that is outside the 
  multiverse of extradimensional spaces (“planes”).  Creatures in the 
  extradimensional space are hidden, beyond the reach of spells 
  (including divinations), unless those spells work across planes.  The 
  space holds as many as eight creatures (of any size).  Creatures in the 
  space can pull the rope up into the space, making the rope “disappear.” 
  In that case, the rope counts as one of the eight creatures that can fit in 
  the space.  The rope can support up to 16,000 pounds.  A weight 
  greater than that can pull the rope free. 
   
  Spells cannot be cast across the extradimensional interface, nor 
  can area effects cross it.  Those in the extradimensional space can see 
  out of it as if a 3-foot-by- 5-foot window were centered on the rope.  
  The window is present on the Material Plane, but it’s invisible, and 
  even creatures that can see the window can’t see through it.  Anything 
  inside the extradimensional space drops out when the spell ends.  The 
  rope can be climbed by only one person at a time.  The rope trick spell 
  enables climbers to reach a normal place if they do not climb all the 
  way to the extradimensional space. 
   
  Note: It is hazardous to create an extradimensional space within 
  an existing extradimensional space or to take an extradimensional 
  space into an existing one.  To prevent this, the rope trick effect causes 
  any extradimensional space taken inside of it to become disconnected 
  from its focus (i.e. a bag of holding turns into a regular bag, and the 
  contents it contained become inaccessible).  These extradimensional 
  spaces return to normal once they leave the rope trick effect.  Casting 
  another rope trick spell while within the effect of a rope trick causes 
  the duration to be reset to the longer of the new spell’s duration, or the 
  duration left on the previous casting. 
   
  Material Component: Powdered corn extract and a twisted loop 
  of parchment. 
   
  Rusting Grasp 
  Transmutation 
  Level: Drd 4  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: One nonmagical ferrous object (or the volume of the object 
  within 3 ft. of the touched point) or one ferrous creature  
  Duration: See text  
  Saving Throw: None  
  Spell Resistance: No 
  Any iron or iron alloy item you touch becomes instantaneously rusted, 
  pitted, and worthless, effectively destroyed.  If the item is so large that 
  it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal 
  is rusted and destroyed.  Magic items made of metal are immune to 
  this spell. 
   
  You may employ rusting grasp in combat with a successful melee 
  touch attack.  Rusting grasp used in this way instantaneously destroys 
  1d6 points of Armor Class gained from metal armor (to the maximum 
  amount of protection the armor offered) through corrosion. 
   
  Weapons in use by an opponent targeted by the spell are more 
  difficult to grasp.  You must succeed on a melee touch attack against 
  the weapon.  A metal weapon that is hit is destroyed. 
   
  Note: Striking at an opponent’s weapon provokes an attack of 
  opportunity.  Also, you must touch the weapon and not the other way 
  around. 
   
  Against a ferrous creature, rusting grasp instantaneously deals 
  3d6 points of damage +1 per caster level (maximum +15) per 
  successful attack.  The spell lasts for 1 round per level, and you can 
  make one melee touch attack per round. 
   
  Sanctuary 
  Abjuration 
  Level: Clr 1, Protection 1  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 1 round/level  
  Saving Throw: Will negates  
  Spell Resistance: No 
  Any opponent attempting to strike or otherwise directly attack the 
  warded creature, even with a targeted spell, must attempt a Will save.  
  If the save succeeds, the opponent can attack normally and is 
  unaffected by that casting of the spell.  If the save fails, the opponent 
  can’t follow through with the attack, that part of its action is lost, and it 
  can’t directly attack the warded creature for the duration of the spell.  
  Those not attempting to attack the subject remain unaffected.  This 
  spell does not prevent the warded creature from being attacked or 
  affected by area or effect spells.  The subject cannot attack without 
  breaking the spell but may use nonattack spells or otherwise act. 
   
  11: Spell Descriptions 
  
  Scare 
  Necromancy [Fear, Mind-Affecting] 
  Level: Brd 2, Death 3, Sor/Wiz 2 
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Targets: One living creature per three levels, no two of which can be 
  more than 30 ft. apart  
  Duration: 1 round/level or 1 round; see text for cause fear  
  Saving Throw: Will partial  
  Spell Resistance: Yes 
  This spell functions like cause fear, except that it causes all targeted 
  creatures of less than 6 HD to become frightened. 
   
  Material Component: A bit of bone from an undead skeleton, 
  zombie, ghoul, ghast, or mummy. 
   
  Scintillating Pattern 
  Illusion (Pattern) [Mind-Affecting] 
  Level: Sor/Wiz 8  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: Colorful lights in a 20-ft.-radius spread  
  Duration: Concentration + 2 rounds  
  Saving Throw: None  
  Spell Resistance: Yes 
  A twisting pattern of discordant, coruscating colors weaves through the 
  air, affecting creatures within it.  The spell affects a total number of Hit 
  Dice of creatures equal to your caster level (maximum 20).  Creatures 
  with the fewest HD are affected first; and, among creatures with equal 
  HD, those who are closest to the spell’s point of origin are affected 
  first.  Hit Dice that are not sufficient to affect a creature are wasted.  
  The spell affects each subject according to its Hit Dice. 
   
  6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 
  rounds, and then confused for 1d4 rounds.  (Treat an unconscious 
  result as stunned for nonliving creatures.) 
   
  7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds. 
   
  13 or more: Confused for 1d4 rounds. 
   
  Sightless creatures are not affected by scintillating pattern. 
   
  Material Component: A small crystal prism. 
   
  Scorching Ray 
  Evocation [Fire] 
  Level: Sor/Wiz 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One or more rays  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: Yes 
  You blast your enemies with fiery rays.  You may fire one ray, plus 
  one additional ray for every four levels beyond 3rd (to a maximum of 
  three rays at 11th level).  Each ray requires a ranged touch attack to hit 
  and deals 4d6 points of fire damage. 
   
  The rays may be fired at the same or different targets, but all bolts 
  must be aimed at targets within 30 feet of each other and fired 
  simultaneously. 
   
  Screen 
  Illusion (Glamer) 
  Level: Sor/Wiz 8, Trickery 7  
  Components: V, S  
  Casting Time: 10 minutes  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Area: 30-ft. cube/level (S)  
  Duration: 24 hours  
  Saving Throw: None or Will disbelief (if interacted with); see text  
  Spell Resistance: No 
  This spell combines several elements to create a powerful protection 
  from scrying and direct observation.  When casting the spell, you 
  dictate what will and will not be observed in the spell’s area.  The 
  illusion created must be stated in general terms.  Once the conditions 
  are set, they cannot be changed. 
   
  Attempts to scry the area automatically detect the image stated by 
  you with no save allowed.  Sight and sound are appropriate to the 
  illusion created. 
   
  Direct observation may allow a save (as per a normal illusion), if 
  there is cause to disbelieve what is seen.  Even entering the area does 
  not cancel the illusion or necessarily allow a save, assuming that 
  hidden beings take care to stay out of the way of those affected by the 
  illusion. 
   
  Scrying 
  Divination (Scrying) 
  Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4  
  Components: V, S, M/DF, F  
  Casting Time: 1 hour  
  Range: See text  
  Effect: Magical sensor 
  Duration: 1 minutes/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You can see and hear some creature, which may be at any distance.  If 
  the subject succeeds on a Will save, the scrying attempt simply fails.  
  The difficulty of the save depends on how well you know the subject 
  and what sort of physical connection (if any) you have to that creature.  
  Furthermore, if the subject is on another plane, it gets a +5 bonus on its 
  Will save. 
  Knowledge  
  Will Save Modifier 
  None1  
  +10 
  Secondhand (you have heard of the subject)  +5 
   
  Firsthand (you have met the subject)  
  +0 
  Familiar (you know the subject well)  
  –5 
   
  1 You must have some sort of connection to a creature you have no 
  knowledge of. 
  Connection  
  Will Save Modifier 
  Likeness or picture  
  –2 
  Possession or garment  
  –4 
   
  Body part, lock of hair, bit of nail, etc.   –10 
   
  If the save fails, you can see and hear the subject and the subject’s 
  immediate surroundings (approximately 10 feet in all directions of the 
  subject).  If the subject moves, the sensor follows at a speed of up to 
  150 feet. 
   
  As with all divination (scrying) spells, the sensor has your full 
  visual acuity, including any magical effects.  In addition, the following 
  spells have a 5% chance per caster level of operating through the 
  sensor: detect chaos, detect evil, detect good, detect law, detect magic, 
  and message. 
   
  If the save succeeds, you can’t attempt to scry on that subject 
  again for at least 24 hours. 
   
  Arcane Material Component: The eye of a hawk, an eagle, or a 
  roc, plus nitric acid, copper, and zinc. 
   
  Wizard, Sorcerer, or Bard Focus: A mirror of finely wrought 
  and highly polished silver costing not less than 1,000 gp.  The mirror 
  must be at least 2 feet by 4 feet. 
   
  Cleric Focus: A holy water font costing not less than 100 gp. 
   
  Druid Focus: A natural pool of water. 
   
  Scrying, Greater 
  Divination (Scrying) 
  Level: Brd 6, Clr 7, Drd 7, Sor/Wiz 7  
  Components: V, S  
  Casting Time: 1 standard action  
  Duration: 1 hour/level 
  This spell functions like scrying, except as noted above.  Additionally, 
  all of the following spells function reliably through the sensor: detect 
  11: Spell Descriptions 
  
  chaos, detect evil, detect good, detect law, detect magic, message, read 
  magic, and tongues. 
   
  Sculpt Sound 
  Transmutation 
  Level: Brd 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: One creature or object/level, no two of which can be more 
  than 30 ft. apart  
  Duration: 1 hour/level (D)  
  Saving Throw: Will negates (object)  
  Spell Resistance: Yes (object) 
  You change the sounds that creatures or objects make.  You can create 
  sounds where none exist, deaden sounds, or transform sounds into 
  other sounds.  All affected creatures or objects must be transmuted in 
  the same way.  Once the transmutation is made, you cannot change it. 
   
  You can change the qualities of sounds but cannot create words 
  with which you are unfamiliar yourself. 
   
  A spellcaster whose voice is changed dramatically is unable to 
  cast spells with verbal components. 
   
  Searing Light 
  Evocation 
  Level: Clr 3, Sun 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Ray  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: Yes 
  Focusing divine power like a ray of the sun, you project a blast of light 
  from your open palm.  You must succeed on a ranged touch attack to 
  strike your target.  A creature struck by this ray of light takes 1d8 
  points of damage per two caster levels (maximum 5d8).  An undead 
  creature takes 1d6 points of damage per caster level (maximum 10d6), 
  and an undead creature particularly vulnerable to bright light takes 1d8 
  points of damage per caster level (maximum 10d8).  A construct or 
  inanimate object takes only 1d6 points of damage per two caster levels 
  (maximum 5d6). 
   
  Secret Chest 
  Conjuration (Summoning) 
  Level: Sor/Wiz 5  
  Components: V, S, F  
  Casting Time: 10 minutes  
  Range: See text  
  Target: One chest and up to 1 cu. ft. of goods/caster level  
  Duration: Sixty days or until discharged  
  Saving Throw: None  
  Spell Resistance: No 
  You hide a chest on the Ethereal Plane for as long as sixty days and 
  can retrieve it at will.  The chest can contain up to 1 cubic foot of 
  material per caster level (regardless of the chest’s actual size, which is 
  about 3 feet by 2 feet by 2 feet).  If any living creatures are in the 
  chest, there is a 75% chance that the spell simply fails.  Once the chest 
  is hidden, you can retrieve it by concentrating (a standard action), and 
  it appears next to you. 
   
  The chest must be exceptionally well crafted and expensive, 
  constructed for you by master crafters.  The cost of such a chest is 
  never less than 5,000 gp.  Once it is constructed, you must make a tiny 
  replica (of the same materials and perfect in every detail), so that the 
  miniature of the chest appears to be a perfect copy.  (The replica costs 
  50 gp.) You can have but one pair of these chests at any given time - 
  even a wish spell does not allow more.  The chests are nonmagical and 
  can be fitted with locks, wards, and so on, just as any normal chest can 
  be. 
   
  To hide the chest, you cast the spell while touching both the chest 
  and the replica.  The chest vanishes into the Ethereal Plane.  You need 
  the replica to recall the chest.  After sixty days, there is a cumulative 
  chance of 5% per day that the chest is irretrievably lost.  If the 
  miniature of the chest is lost or destroyed, there is no way, not even 
  with a wish spell, that the large chest can be summoned back, although 
  an extraplanar expedition might be mounted to find it. 
   
  Living things in the chest eat, sleep, and age normally, and they 
  die if they run out of food, air, water, or whatever they need to survive. 
   
  Focus: The chest and its replica. 
   
  Secret Page 
  Transmutation 
  Level: Brd 3, Sor/Wiz 3  
  Components: V, S, M  
  Casting Time: 10 minutes  
  Range: Touch  
  Target: Page touched, up to 3 sq. ft. in size  
  Duration: Permanent  
  Saving Throw: None  
  Spell Resistance: No 
  Secret page alters the contents of a page so that they appear to be 
  something entirely different.  The text of a spell can be changed to 
  show even another spell.  Explosive runes or sepia snake sigil can be 
  cast upon the secret page. 
   
  A comprehend languages spell alone cannot reveal a secret 
  page’s contents.  You are able to reveal the original contents by 
  speaking a special word.  You can then peruse the actual page, and 
  return it to its secret page form at will.  You can also remove the spell 
  by double repetition of the special word.  A detect magic spell reveals 
  dim magic on the page in question but does not reveal its true contents.  
  True seeing reveals the presence of the hidden material but does not 
  reveal the contents unless cast in combination with comprehend 
  languages.  A secret page spell can be dispelled, and the hidden 
  writings can be destroyed by means of an erase spell. 
   
  Material Component: Powdered herring scales and will-o’-wisp 
  essence. 
   
  Secure Shelter 
  Conjuration (Creation) 
  Level: Brd 4, Sor/Wiz 4  
  Components: V, S, M, F; see text  
  Casting Time: 10 minutes  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: 20-ft.-square structure  
  Duration: 2 hours/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  You conjure a sturdy cottage or lodge made of material that is common 
  in the area where the spell is cast.  The floor is level, clean, and dry.  In 
  all respects the lodging resembles a normal cottage, with a sturdy door, 
  two shuttered windows, and a small fireplace. 
   
  The shelter has no heating or cooling source (other than natural 
  insulation qualities).  Therefore, it must be heated as a normal 
  dwelling, and extreme heat adversely affects it and its occupants.  The 
  dwelling does, however, provide considerable security otherwise - it is 
  as strong as a normal stone building, regardless of its material 
  composition.  The dwelling resists flames and fire as if it were stone.  
  It is impervious to normal missiles (but not the sort cast by siege 
  engines or giants). 
   
  The door, shutters, and even chimney are secure against intrusion, 
  the former two being arcane locked and the latter secured by an iron 
  grate at the top and a narrow flue.  In addition, these three areas are 
  protected by an alarm spell.  Finally, an unseen servant is conjured to 
  provide service to you for the duration of the shelter. 
   
  The secure shelter contains rude furnishings - eight bunks, a 
  trestle table, eight stools, and a writing desk. 
   
  Material Component: A square chip of stone, crushed lime, a 
  few grains of sand, a sprinkling of water, and several splinters of 
  11: Spell Descriptions 
  
  wood.  These must be augmented by the components of the unseen 
  servant spell (string and a bit of wood) if this benefit is to be included. 
   
  Focus: The focus of the alarm spell (silver wire and a tiny bell) if 
  this benefit is to be included. 
   
  See Invisibility 
  Divination 
  Level: Brd 3, Sor/Wiz 2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 10 minutes/level (D) 
  You can see any objects or beings that are invisible within your range 
  of vision, as well as any that are ethereal, as if they were normally 
  visible.  Such creatures are visible to you as translucent shapes, 
  allowing you easily to discern the difference between visible, invisible, 
  and ethereal creatures. 
   
  The spell does not reveal the method used to obtain invisibility.  It 
  does not reveal illusions or enable you to see through opaque objects.  
  It does not reveal creatures who are simply hiding, concealed, or 
  otherwise hard to see. 
   
  See invisibility can be made permanent with a permanency spell. 
   
  Material Component: A pinch of talc and a small sprinkling of 
  powdered silver. 
   
  Seeming 
  Illusion (Glamer) 
  Level: Brd 5, Sor/Wiz 5  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: One creature per two levels, no two of which can be more 
  than 30 ft. apart  
  Duration: 12 hours (D)  
  Saving Throw: Will negates or Will disbelief (if interacted with)  
  Spell Resistance: Yes or No; see text 
  This spell functions like disguise self, except that you can change the 
  appearance of other people as well.  Affected creatures resume their 
  normal appearances if slain. 
   
  Unwilling targets can negate the spell’s effect on them by making 
  Will saves or with spell resistance. 
   
  Sending 
  Evocation 
  Level: Clr 4, Sor/Wiz 5  
  Components: V, S, M/DF  
  Casting Time: 10 minutes  
  Range: See text  
  Target: One creature  
  Duration: 1 round; see text  
  Saving Throw: None  
  Spell Resistance: No 
  You contact a particular creature with which you are familiar and send 
  a short message of twenty-five words or less to the subject.  The 
  subject recognizes you if it knows you.  It can answer in like manner 
  immediately.  A creature with an Intelligence score as low as 1 can 
  understand the sending, though the subject’s ability to react is limited 
  as normal by its Intelligence score.  Even if the sending is received, the 
  subject is not obligated to act upon it in any manner. 
   
  If the creature in question is not on the same plane of existence as 
  you are, there is a 5% chance that the sending does not arrive.  (Local 
  conditions on other planes may worsen this chance considerably.) 
   
  Arcane Material Component: A short piece of fine copper wire. 
   
  Sepia Snake Sigil 
  Conjuration (Creation) [Force] 
  Level: Brd 3, Sor/Wiz 3  
  Components: V, S, M  
  Casting Time: 10 minutes  
  Range: Touch  
  Target: One touched book or written work  
  Duration: Permanent or until discharged; until released or 1d4 days + 
  one day/level; see text  
  Saving Throw: Reflex negates  
  Spell Resistance: No 
  When you cast sepia snake sigil, a small symbol appears in the text of 
  one written work such as a book, scroll, or map.  The text containing 
  the symbol must be at least twenty-five words long.  When anyone 
  reads the text containing the symbol, the sepia snake springs into being 
  and strikes the reader, provided there is line of effect between the 
  symbol and the reader. 
   
  Simply seeing the enspelled text is not sufficient to trigger the 
  spell; the subject must deliberately read it.  The target is entitled to a 
  save to evade the snake’s strike.  If it succeeds, the sepia snake 
  dissipates in a flash of brown light accompanied by a puff of dun-
  colored smoke and a loud noise.  If the target fails its save, it is 
  engulfed in a shimmering amber field of force and immobilized until 
  released, either at your command or when 1d4 days + one day per 
  caster level have elapsed. 
   
  While trapped in the amber field of force, the subject does not 
  age, breathe, grow hungry, sleep, or regain spells.  It is preserved in a 
  state of suspended animation, unaware of its surroundings.  It can be 
  damaged by outside forces (and perhaps even killed), since the field 
  provides no protection against physical injury.  However, a dying 
  subject does not lose hit points or become stable until the spell ends. 
   
  The hidden sigil cannot be detected by normal observation, and 
  detect magic reveals only that the entire text is magical. 
   
  A dispel magic can remove the sigil.  An erase spell destroys the 
  entire page of text. 
   
  Sepia snake sigil can be cast in combination with other spells that 
  hide or garble text, such as secret page. 
   
  Material Component: 500 gp worth of powdered amber, a scale 
  from any snake, and a pinch of mushroom spores. 
   
  Sequester 
  Abjuration 
  Level: Sor/Wiz 7  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: One willing creature or object (up to a 2-ft. cube/level) 
  touched  
  Duration: One day/level (D)  
  Saving Throw: None or Will negates (object)  
  Spell Resistance: No or Yes (object) 
  When cast, this spell not only prevents divination spells from working 
  to detect or locate the creature or object affected by sequester, it also 
  renders the affected creature or object invisible to any form of sight or 
  seeing (as the invisibility spell).  The spell does not prevent the subject 
  from being discovered through tactile means or through the use of 
  devices.  Creatures affected by sequester become comatose and are 
  effectively in a state of suspended animation until the spell wears off 
  or is dispelled. 
   
  Note: The Will save prevents an attended or magical object from 
  being sequestered.  There is no save to see the sequestered creature or 
  object or to detect it with a divination spell. 
   
  Material Component: A basilisk eyelash, gum arabic, and a 
  dram of whitewash. 
   
  Shades 
  Illusion (Shadow) [see text] 
  Level: Darkness 9, Sor/Wiz 9 
  11: Spell Descriptions 
  
  This spell functions like shadow conjuration, except that it mimics 
  sorcerer and wizard conjuration spells of 8th level or lower.  The 
  illusory conjurations created deal four-fifths (80%) damage to 
  nonbelievers, and nondamaging effects are 80% likely to work against 
  nonbelievers. 
   
  Darkness Domain Note: This spell has the darkness descriptor 
  when it is cast as a Darkness Domain spell. 
   
  Shadow Conjuration 
  Illusion (Shadow) [see text] 
  Level: Brd 4, Darkness 6, Sor/Wiz 4  
  Components: V, S, DF 
  Casting Time: 1 standard action  
  Range: See text  
  Effect: See text  
  Duration: See text  
  Saving Throw: Will disbelief (if interacted with); varies; see text  
  Spell Resistance: Yes; see text 
  You use material from the Plane of Shadow to shape quasi-real 
  illusions of one or more creatures, objects, or forces.  Shadow 
  conjuration can mimic any sorcerer or wizard conjuration 
  (summoning) or conjuration (creation) spell of 3rd level or lower. 
   
  Shadow conjurations are actually one-fifth (20%) as strong as the 
  real things, though creatures who believe the shadow conjurations to 
  be real are affected by them at full strength. 
   
  Any creature that interacts with the conjured object, force, or 
  creature can make a Will save to recognize its true nature. 
   
  Spells that deal damage have normal effects unless the affected 
  creature succeeds on a Will save.  Each disbelieving creature takes 
  only one-fifth (20%) damage from the attack.  If the disbelieved attack 
  has a special effect other than damage, that effect is only 20% likely to 
  occur.  Regardless of the result of the save to disbelieve, an affected 
  creature is also allowed any save that the spell being simulated allows, 
  but the save DC is set according to shadow conjuration’s level (5th) 
  rather than the spell’s normal level.  In addition, any effect created by 
  shadow conjuration allows spell resistance, even if the spell it is 
  simulating does not.  Shadow objects or substances have normal 
  effects except against those who disbelieve them. 
   
  Against disbelievers, they are 20% likely to work. 
   
  A shadow creature has one-fifth the hit points of a normal 
  creature of its kind (regardless of whether it’s recognized as shadowy).  
  It deals normal damage and has all normal abilities and weaknesses.  
  Against a creature that recognizes it as a shadow creature, however, the 
  shadow creature’s damage is one-fifth (20%) normal, and all special 
  abilities that do not deal lethal damage are only 20% likely to work.  
  (Roll for each use and each affected character separately.) 
  Furthermore, the shadow creature’s AC bonuses are one-fifth as large. 
   
  A creature that succeeds on its save sees the shadow conjurations 
  as transparent images superimposed on vague, shadowy forms. 
   
  Objects automatically succeed on their Will saves against this 
  spell. 
   
  Darkness Domain Note: This spell has the darkness descriptor 
  when it is cast as a Darkness Domain spell. 
   
  Shadow Conjuration, Greater 
  Illusion (Shadow) [see text] 
  Level: Darkness 7, Sor/Wiz 7 
  This spell functions like shadow conjuration, except that it can 
  duplicate any sorcerer or wizard conjuration (summoning) or 
  conjuration (creation) spell of 6th level or lower.  The illusory 
  conjurations created deal three-fifths (60%) damage to nonbelievers, 
  and nondamaging effects are 60% likely to work against nonbelievers. 
   
  Darkness Domain Note: This spell has the darkness descriptor 
  when it is cast as a Darkness Domain spell. 
   
  Shadow Evocation 
  Illusion (Shadow) [see text] 
  Level: Brd 5, Darkness 8, Sor/Wiz 5  
  Components: V, S, DF 
  Casting Time: 1 standard action  
  Range: See text  
  Effect: See text  
  Duration: See text  
  Saving Throw: Will disbelief (if interacted with)  
  Spell Resistance: Yes 
  You tap energy from the Plane of Shadow to cast a quasi-real, illusory 
  version of a sorcerer or wizard evocation spell of 4th level or lower.  
  (For a spell with more than one level, use the best one applicable to 
  you.) 
   
  Spells that deal damage have normal effects unless an affected 
  creature succeeds on a Will save.  Each disbelieving creature takes 
  only one-fifth damage from the attack.  If the disbelieved attack has a 
  special effect other than damage, that effect is one-fifth as strong (if 
  applicable) or only 20% likely to occur.  If recognized as a shadow 
  evocation, a damaging spell deals only one-fifth (20%) damage.  
  Regardless of the result of the save to disbelieve, an affected creature 
  is also allowed any save (or spell resistance) that the spell being 
  simulated allows, but the save DC is set according to shadow 
  evocation’s level (5th) rather than the spell’s normal level. 
   
  Nondamaging effects have normal effects except against those 
  who disbelieve them.  Against disbelievers, they have no effect. 
   
  Objects automatically succeed on their Will saves against this 
  spell. 
   
  Darkness Domain Note: This spell has the darkness descriptor 
  when it is cast as a Darkness Domain spell. 
   
  Shadow Evocation, Greater 
  Illusion (Shadow) [see text] 
  Level: Darkness 8, Sor/Wiz 8 
  This spell functions like shadow evocation, except that it enables you 
  to create partially real, illusory versions of sorcerer or wizard 
  evocation spells of 7th level or lower.  If recognized as a greater 
  shadow evocation, a damaging spell deals only three-fifths (60%) 
  damage. 
   
  Darkness Domain Note: This spell has the darkness descriptor 
  when it is cast as a Darkness Domain spell. 
   
  Shadow Walk 
  Illusion (Shadow) [see text] 
  Level: Brd 5, Darkness 6, Sor/Wiz 6  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: Up to one touched creature/level  
  Duration: 1 hour/level (D)  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  To use the shadow walk spell, you must be in an area of shadowy 
  illumination.  You and any creature you touch are then transported 
  along a coiling path of shadowstuff to the edge of the Material Plane 
  where it borders the Plane of Shadow.  The effect is largely illusory, 
  but the path is quasi-real.  You can take more than one creature along 
  with you (subject to your level limit), but all must be touching each 
  other. 
   
  In the region of shadow, you move at a rate of 50 miles per hour, 
  moving normally on the borders of the Plane of Shadow but much 
  more rapidly relative to the Material Plane.  Thus, you can use this 
  spell to travel rapidly by stepping onto the Plane of Shadow, moving 
  the desired distance, and then stepping back onto the Material Plane. 
   
  Because of the blurring of reality between the Plane of Shadow 
  and the Material Plane, you can’t make out details of the terrain or 
  areas you pass over during transit, nor can you predict perfectly where 
  your travel will end.  It’s impossible to judge distances accurately, 
  making the spell virtually useless for scouting or spying.  Furthermore, 
  11: Spell Descriptions 
  
  when the spell effect ends, you are shunted 1d10x100 feet in a random 
  horizontal direction from your desired endpoint.  If this would place 
  you within a solid object, you are shunted 1d10x1,000 feet in the same 
  direction.  If this would still place you within a solid object, you (and 
  any creatures with you) are shunted to the nearest empty space 
  available, but the strain of this activity renders each creature fatigued 
  (no save). 
   
  Shadow walk can also be used to travel to other planes that border 
  on the Plane of Shadow, but this usage requires the transit of the Plane 
  of Shadow to arrive at a border with another plane of reality.  The 
  transit of the Plane of Shadow requires 1d4 hours. 
   
  Any creatures touched by you when shadow walk is cast also 
  make the transition to the borders of the Plane of Shadow. 
   
  They may opt to follow you, wander off through the plane, or 
  stumble back into the Material Plane (50% chance for either of the 
  latter results if they are lost or abandoned by you).  Creatures unwilling 
  to accompany you into the Plane of Shadow receive a Will saving 
  throw, negating the effect if successful. 
   
  Darkness Domain Note: This spell has the darkness descriptor 
  when it is cast as a Darkness Domain spell. 
   
  Shadows 
  Evocation [Darkness] 
  Level: Darkness 1, Sor/Wiz 1 
  Components: V, M/DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft + 5 ft/2 levels) 
  Area: 20-ft-radius emenation 
  Duration: 10 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  This spell causes an area’s illumination to be reduced one step in a 20-
  foot radius emanation from a central point.  Lighted becomes 
  shadowed illumination, which becomes darkness.  All creatures in a 
  shadowed illuminated area gain concealment (20% miss chance), and 
  those in darkness become invisible (50% miss chance).   
   
  Normal lights (torches, candles, lanterns, and so forth) are 
  incapable of brightening the area beyond shadowed illumination, as are 
  light spells of lower level.  Higher level light spells dispel shadows. 
   
  Shadows counters or dispels any light spell of equal or lower 
  level. 
   
  Arcane Material Component: A piece of black cloth. 
   
  Shambler 
  Conjuration (Creation) 
  Level: Drd 9, Plant 9  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Three or more shambling mounds, no two of which can be 
  more than 30 ft. apart; see text  
  Duration: Seven days or seven months (D); see text  
  Saving Throw: None  
  Spell Resistance: No 
  The shambler spell creates 1d4+2 shambling mounds with 11 HD 
  each.  The creatures willingly aid you in combat or battle, perform a 
  specific mission, or serve as bodyguards.  The creatures remain with 
  you for seven days unless you dismiss them.  If the shamblers are 
  created only for guard duty, however, the duration of the spell is seven 
  months.  In this case, the shamblers can only be ordered to guard a 
  specific site or location.  Shamblers summoned to guard duty cannot 
  move outside the spell’s range, which is measured from the point 
  where each first appeared. 
   
  The shamblers have resistance to fire as normal shambling 
  mounds do only if the terrain is rainy, marshy, or damp. 
   
  Shapechange 
  Transmutation 
  Level: Animal 9, Drd 9, Sor/Wiz 9  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 10 minutes/level (D) 
  This spell functions like polymorph, except that it enables you to 
  assume the form of any single nonunique creature (of any type) from 
  Fine to Colossal size.  The assumed form cannot have more than your 
  caster level in Hit Dice (to a maximum of 25 HD).  Unlike polymorph, 
  this spell allows incorporeal or gaseous forms to be assumed. 
   
  You gain all extraordinary and supernatural abilities (both attacks 
  and qualities) of the assumed form, but you lose your own supernatural 
  abilities.  You also gain the type of the new form in place of your own.  
  The new form does not disorient you.  Parts of your body or pieces of 
  equipment that are separated from you do not revert to their original 
  forms. 
   
  You can become just about anything you are familiar with.  You 
  can change form once each round as a free action.  The change takes 
  place either immediately before your regular action or immediately 
  after it, but not during the action.  If you use this spell to create a 
  disguise, you get a +10 bonus on your Disguise check. 
   
  Focus: A jade circlet worth no less than 1,500 gp, which you 
  must place on your head when casting the spell.  (The focus melds into 
  your new form when you change shape.) 
   
  Shatter 
  Evocation [Sonic] 
  Level: Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels) Area or  
  Target: 5-ft.-radius spread; or one solid object or one crystalline 
  creature 
  Duration: Instantaneous 
  Saving Throw: Will negates (object); Will negates (object) or 
  Fortitude half; see text 
  Spell Resistance: Yes (object) 
  Shatter creates a loud, ringing noise that breaks brittle, nonmagical 
  objects; sunders a single solid, nonmagical object; or damages a 
  crystalline creature. 
   
  Used as an area attack, shatter destroys nonmagical objects of 
  crystal, glass, ceramic, or porcelain.  All such objects within a 5-foot 
  radius of the point of origin are smashed into dozens of pieces by the 
  spell.  Objects weighing more than 1 pound per your level are not 
  affected, but all other objects of the appropriate composition are 
  shattered. 
   
  Alternatively, you can target shatter against a single solid object, 
  regardless of composition, weighing up to 10 pounds per caster level.  
  Targeted against a crystalline creature (of any weight), shatter deals 
  1d6 points of sonic damage per caster level (maximum 10d6), with a 
  Fortitude save for half damage. 
   
  Arcane Material Component: A chip of mica. 
   
  Shield 
  Abjuration [Force] 
  Level: Sor/Wiz 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 minutes/level (D) 
  Shield creates an invisible, tower shield-sized mobile disk of force that 
  hovers in front of you.  It negates magic missile attacks directed at you.  
  The disk also provides a +4 shield bonus to AC.  This bonus applies 
  against incorporeal touch attacks, since it is a force effect.  The shield 
  11: Spell Descriptions 
  
  has no armor check penalty or arcane spell failure chance.  Unlike with 
  a normal tower shield, you can’t use the shield spell for cover. 
   
  Shield of Faith 
  Abjuration 
  Level: Clr 1  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 1 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  This spell creates a shimmering, magical field around the touched 
  creature that averts attacks.  The spell grants the subject a +2 deflection 
  bonus to AC, with an additional +1 to the bonus for every six levels 
  you have (maximum +5 deflection bonus at 18th level). 
   
  Material Component: A small parchment with a bit of holy text 
  written upon it. 
   
  Shield of Law 
  Abjuration [Lawful] 
  Level: Clr 8, Law 8  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: 20 ft.  
  Targets: One creature/level in a 20-ft.-radius burst centered on you  
  Duration: 1 round/level (D)  
  Saving Throw: See text  
  Spell Resistance: Yes (harmless) 
  A dim, blue glow surrounds the subjects, protecting them from attacks, 
  granting them resistance to spells cast by chaotic creatures, and 
  slowing chaotic creatures when they strike the subjects.  This 
  abjuration has four effects. 
   
  First, each warded creature gains a +4 deflection bonus to AC and 
  a +4 resistance bonus on saves.  Unlike protection from chaos, this 
  benefit applies against all attacks, not just against attacks by chaotic 
  creatures. 
   
  Second, a warded creature gains spell resistance 25 against 
  chaotic spells and spells cast by chaotic creatures. 
   
  Third, the abjuration blocks possession and mental influence, just 
  as protection from chaos does. 
   
  Finally, if a chaotic creature succeeds on a melee attack against a 
  warded creature, the attacker is slowed (Will save negates, as the slow 
  spell, but against shield of law’s save DC). 
   
  Focus: A tiny reliquary containing some sacred relic, such as a 
  scrap of parchment from a lawful text.  The reliquary costs at least 500 
  gp. 
   
  Shield Other 
  Abjuration 
  Level: Clr 2, Pal 2, Protection 2  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature  
  Duration: 1 hour/level (D)  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  This spell wards the subject and creates a mystic connection between 
  you and the subject so that some of its wounds are transferred to you.  
  The subject gains a +1 deflection bonus to AC and a +1 resistance 
  bonus on saves.  Additionally, the subject takes only half damage from 
  all wounds and attacks (including that dealt by special abilities) that 
  deal hit point damage.  The amount of damage not taken by the warded 
  creature is taken by you.  Forms of harm that do not involve hit points, 
  such as charm effects, temporary ability damage, level draining, and 
  death effects, are not affected.  If the subject suffers a reduction of hit 
  points from a lowered Constitution score, the reduction is not split with 
  you because it is not hit point damage.  When the spell ends, 
  subsequent damage is no longer divided between the subject and you, 
  but damage already split is not reassigned to the subject. 
   
  If you and the subject of the spell move out of range of each 
  other, the spell ends. 
   
  Focus: A pair of platinum rings (worth at least 50 gp each) worn 
  by both you and the warded creature. 
   
  Shillelagh 
  Transmutation 
  Level: Drd 1  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: One touched nonmagical oak club or quarterstaff  
  Duration: 1 minutes/level  
  Saving Throw: Will negates (object)  
  Spell Resistance: Yes (object) 
  Your own nonmagical club or quarterstaff becomes a weapon with a 
  +1 enhancement bonus on attack and damage rolls.  (A quarterstaff 
  gains this enhancement for both ends of the weapon.) It deals damage 
  as if it were two size categories larger (a Small club or quarterstaff so 
  transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 
  3d6), +1 for its enhancement bonus.  These effects only occur when 
  the weapon is wielded by you.  If you do not wield it, the weapon 
  behaves as if unaffected by this spell. 
   
  Shocking Grasp 
  Evocation [Electricity] 
  Level: Sor/Wiz 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature or object touched  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: Yes 
  Your successful melee touch attack deals 1d6 points of electricity 
  damage per caster level (maximum 5d6).  When delivering the jolt, 
  you gain a +3 bonus on attack rolls if the opponent is wearing metal 
  armor (or made out of metal, carrying a lot of metal, or the like). 
   
  Shout 
  Evocation [Sonic] 
  Level: Brd 4, Sor/Wiz 4  
  Components: V  
  Casting Time: 1 standard action  
  Range: 30 ft.  
  Area: Cone-shaped burst  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial or Reflex negates (object); see text  
  Spell Resistance: Yes (object) 
  You emit an ear-splitting yell that deafens and damages creatures in its 
  path.  Any creature within the area is deafened for 2d6 rounds and 
  takes 5d6 points of sonic damage.  A successful save negates the 
  deafness and reduces the damage by half.  Any exposed brittle or 
  crystalline object or crystalline creature takes 1d6 points of sonic 
  damage per caster level (maximum 15d6).  An affected creature is 
  allowed a Fortitude save to reduce the damage by half, and a creature 
  holding fragile objects can negate damage to them with a successful 
  Reflex save. 
   
  A shout spell cannot penetrate a silence spell. 
   
  Shout, Greater 
  Evocation [Sonic] 
  Level: Brd 6, Sor/Wiz 8  
  Components: V, S, F  
  Range: 60 ft.  
  Saving Throw: Fortitude partial or Reflex negates (object); see text 
  11: Spell Descriptions 
  
  This spell functions like shout, except that the cone deals 10d6 points 
  of sonic damage (or 1d6 points of sonic damage per caster level, 
  maximum 20d6, against exposed brittle or crystalline objects or 
  crystalline creatures).  It also causes creatures to be stunned for 1 
  round and deafened for 4d6 rounds.  A creature in the area of the cone 
  can negate the stunning and halve both the damage and the duration of 
  the deafness with a successful Fortitude save.  A creature holding 
  vulnerable objects can attempt a Reflex save to negate the damage to 
  those objects. 
   
  Arcane Focus: A small metal or ivory horn. 
   
  Shrink Item 
  Transmutation 
  Level: Sor/Wiz 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: One touched object of up to 2 cu. ft./level  
  Duration: One day/level; see text  
  Saving Throw: Will negates (object)  
  Spell Resistance: Yes (object) 
  You are able to shrink one nonmagical item (if it is within the size 
  limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the 
  original volume and mass).  This change effectively reduces the 
  object’s size by four categories. 
   
  Optionally, you can also change its now shrunken composition to 
  a cloth-like one.  This object then looks like a stylized patch or tapestry 
  depicting the original object, but weighing 1/4,000th as much.  Cloth-
  like objects are effectively halted in time, so burning objects cease to 
  burn until returned to their normal state 9at which point they resume 
  burning). 
   
  Objects changed by a shrink item spell can be returned to normal 
  composition and size merely by tossing them onto any solid surface, 
  by a word of command from the original caster, or by harming the 
  object in some way.  Even a burning fire and its fuel can be shrunk by 
  this spell.  Restoring the shrunken object to its normal size and 
  composition ends the spell. 
   
  Shrink item can be made permanent with a permanency spell, in 
  which case the affected object can be shrunk and expanded an 
  indefinite number of times, but only by the original caster. 
   
  Silence 
  Illusion (Glamer) 
  Level: Brd 2, Clr 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Area: 20-ft.-radius emanation centered on a creature, object, or point 
  in space  
  Duration: 1 minutes/level (D)  
  Saving Throw: Will negates; see text or none (object)  
  Spell Resistance: Yes; see text or no (object) 
  Upon the casting of this spell, complete silence prevails in the affected 
  area.  All sound is stopped: Conversation is impossible, spells with 
  verbal components cannot be cast, and no noise whatsoever issues 
  from, enters, or passes through the area.  The spell can be cast on a 
  point in space, but the effect is stationary unless cast on a mobile 
  object.  The spell can be centered on a creature, and the effect then 
  radiates from the creature and moves as it moves.  An unwilling 
  creature can attempt a Will save to negate the spell and can use spell 
  resistance, if any.  Items in a creature’s possession or magic items that 
  emit sound receive the benefits of saves and spell resistance, but 
  unattended objects and points in space do not.  This spell provides a 
  defense against sonic or language-based attacks. 
   
  Silent Image 
  Illusion (Figment) 
  Level: Brd 1, Sor/Wiz 1  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Effect: Visual figment that cannot extend beyond four 10-ft. cubes + 
  one 10-ft. cube/level (S)  
  Duration: Concentration  
  Saving Throw: Will disbelief (if interacted with)  
  Spell Resistance: No 
  This spell creates the visual illusion of an object, creature, or force, as 
  visualized by you.  The illusion does not create sound, smell, texture, 
  or temperature.  You can move the image within the limits of the size 
  of the effect. 
   
  Focus: A bit of fleece. 
   
  Simulacrum 
  Illusion (Shadow) 
  Level: Sor/Wiz 7  
  Components: V, S, M, XP  
  Casting Time: 12 hours  
  Range: 0 ft.  
  Effect: One duplicate creature  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
  Simulacrum creates an illusory duplicate of any creature.  The 
  duplicate creature is partially real and formed from ice or snow.  It 
  appears to be the same as the original, but it has only one-half of the 
  real creature’s levels or Hit Dice (and the appropriate hit points, feats, 
  skill ranks, and special abilities for a creature of that level or HD).  
  You can’t create a simulacrum of a creature whose Hit Dice or levels 
  exceed twice your caster level.  You must make a Disguise check when 
  you cast the spell to determine how good the likeness is.  A creature 
  familiar with the original might detect the ruse with a successful Spot 
  check (opposed by the caster’s Disguise check) or a DC 20 Sense 
  Motive check. 
   
  At all times the simulacrum remains under your absolute 
  command.  No special telepathic link exists, so command must be 
  exercised in some other manner.  A simulacrum has no ability to 
  become more powerful.  It cannot increase its level or abilities.  If 
  reduced to 0 hit points or otherwise destroyed, it reverts to snow and 
  melts instantly into nothingness.  A complex process requiring at least 
  24 hours, 100 gp per hit point, and a fully equipped magical laboratory 
  can repair damage to a simulacrum. 
   
  Material Component: The spell is cast over the rough snow or 
  ice form, and some piece of the creature to be duplicated (hair, nail, or 
  the like) must be placed inside the snow or ice.  Additionally, the spell 
  requires powdered ruby worth 100 gp per HD of the simulacrum to be 
  created. 
   
  XP Cost: 100 XP per HD of the simulacrum to be created 
  (minimum 1,000 XP). 
   
  Slay Living 
  Necromancy [Death] 
  Level: Clr 5, Death 5  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Living creature touched  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: Yes 
  You can slay any one living creature.  You must succeed on a melee 
  touch attack to touch the subject, and it can avoid death with a 
  successful Fortitude save.  If it succeeds, it instead takes 3d6 points of 
  damage +1 point per caster level. 
   
  11: Spell Descriptions 
  
  Sleep 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Brd 1, Sor/Wiz 1  
  Components: V, S, M  
  Casting Time: 1 round  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: One or more living creatures within a 10-ft.-radius burst  
  Duration: 1 minutes/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  A sleep spell causes a magical slumber to come upon 4 Hit Dice of 
  creatures.  Creatures with the fewest HD are affected first. 
   
  Among creatures with equal HD, those who are closest to the 
  spell’s point of origin are affected first.  Hit Dice that are not sufficient 
  to affect a creature are wasted. 
   
  Sleeping creatures are helpless.  Slapping or wounding awakens 
  an affected creature, but normal noise does not.  Awakening a creature 
  is a standard action (an application of the aid another action). 
   
  Sleep does not target unconscious creatures, constructs, or undead 
  creatures. 
   
  Material Component: A pinch of fine sand, rose petals, or a live 
  cricket. 
   
  Sleet Storm 
  Conjuration (Creation) [Cold] 
  Level: Drd 3, Sor/Wiz 3  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Area: Cylinder (40-ft. radius, 20 ft. high)  
  Duration: 1 round/level  
  Saving Throw: None  
  Spell Resistance: No 
  Driving sleet blocks all sight (even darkvision) within it and causes the 
  ground in the area to be icy.  A creature can walk within or through the 
  area of sleet at half normal speed with a DC 10 Balance check.  Failure 
  means it can’t move in that round, while failure by 5 or more means it 
  falls (see the Balance skill for details). 
   
  The sleet extinguishes torches and small fires. 
   
  Arcane Material Component: A pinch of dust and a few drops 
  of water. 
   
  Slow 
  Transmutation 
  Level: Brd 3, Sor/Wiz 3  
  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 can be more than 30 ft. 
  apart  
  Duration: 1 round/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  An affected creature moves and attacks at a drastically slowed rate.  A 
  slowed creature can take only a single move action or standard action 
  each turn, but not both (nor may it take full-round actions).  
  Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex 
  saves.  A slowed creature moves at half its normal speed (round down 
  to the next 5-foot increment), which affects the creature’s jumping 
  distance as normal for decreased speed. 
   
  Multiple slow effects don’t stack.  Slow counters and dispels 
  haste. 
   
  Material Component: A drop of molasses. 
   
  Snare 
  Transmutation 
  Level: Rgr 2, Drd 3  
  Components: V, S, DF  
  Casting Time: 3 rounds  
  Range: Touch  
  Target: Touched nonmagical circle of vine, rope, or thong with a 2 ft. 
  diameter + 2 ft./level  
  Duration: Until triggered or broken  
  Saving Throw: None  
  Spell Resistance: No 
  This spell enables you to make a snare which functions as a magic 
  trap.  The snare can be made from any supple vine, a thong, or a rope.  
  When you cast snare upon it, the cordlike object blends with its 
  surroundings (Search DC 23 for a character with the trapfinding ability 
  to locate).  One end of the snare is tied in a loop that contracts around 
  one or more of the limbs of any creature stepping inside the circle. 
   
  If a strong and supple tree is nearby, the snare can be fastened to 
  it.  The spell causes the tree to bend and then straighten when the loop 
  is triggered, dealing 1d6 points of damage to the creature trapped and 
  lifting it off the ground by the trapped limb or limbs.  If no such tree is 
  available, the cordlike object tightens around the creature, dealing no 
  damage but causing it to be entangled. 
   
  The snare is magical.  To escape, a trapped creature must make a 
  DC 23 Escape Artist check or a DC 23 Strength check that is a full-
  round action.  The snare has AC 7 and 5 hit points.  A successful 
  escape from the snare breaks the loop and ends the spell. 
   
  Soften Earth and Stone 
  Transmutation [Earth] 
  Level: Drd 2, Earth 2  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Area: 10-ft. square/level; see text  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
  When this spell is cast, all natural, undressed earth or stone in the 
  spell’s area is softened.  Wet earth becomes thick mud, dry earth 
  becomes loose sand or dirt, and stone becomes soft clay that is easily 
  molded or chopped.  You affect a 10-footsquare area to a depth of 1 to 
  4 feet, depending on the toughness or resilience of the ground at that 
  spot.  Magical, enchanted, dressed, or worked stone cannot be affected.  
  Earth or stone creatures are not affected. 
   
  A creature in mud must succeed on a Reflex save or be caught for 
  1d2 rounds and unable to move, attack, or cast spells.  A creature that 
  succeeds on its save can move through the mud at half speed, and it 
  can’t run or charge. 
   
  Loose dirt is not as troublesome as mud, but all creatures in the 
  area can move at only half their normal speed and can’t run or charge 
  over the surface. 
   
  Stone softened into clay does not hinder movement, but it does 
  allow characters to cut, shape, or excavate areas they may not have 
  been able to affect before. 
   
  While soften earth and stone does not affect dressed or worked 
  stone, cavern ceilings or vertical surfaces such as cliff faces can be 
  affected.  Usually, this causes a moderate collapse or landslide as the 
  loosened material peels away from the face of the wall or roof and 
  falls. 
   
  A moderate amount of structural damage can be dealt to a 
  manufactured structure by softening the ground beneath it, causing it to 
  settle.  However, most well-built structures will only be damaged by 
  this spell, not destroyed. 
   
  11: Spell Descriptions 
  
  Solid Fog 
  Conjuration (Creation) 
  Level: Sor/Wiz 4  
  Components: V, S, M  
  Duration: 1 minutes/level  
  Spell Resistance: No 
  This spell functions like fog cloud, but in addition to obscuring sight, 
  the solid fog is so thick that any creature attempting to move through it 
  progresses at a speed of 5 feet, regardless of its normal speed, and it 
  takes a –2 penalty on all melee attack and melee damage rolls.  The 
  vapors prevent effective ranged weapon attacks (except for magic rays 
  and the like).  A creature or object that falls into solid fog is slowed, so 
  that each 10 feet of vapor that it passes through reduces falling damage 
  by 1d6.  A creature can’t take a 5-foot step while in solid fog. 
   
  However, unlike normal fog, only a severe wind (31+ mph) 
  disperses these vapors, and it does so in 1 round. 
   
  Solid fog can be made permanent with a permanency spell.  A 
  permanent solid fog dispersed by wind reforms in 10 minutes. 
   
  Material Component: A pinch of dried, powdered peas 
  combined with powdered animal hoof. 
   
  Song of Discord 
  Enchantment (Compulsion) [Mind-Affecting, Sonic] 
  Level: Brd 5  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: Creatures within a 20-ft.-radius spread  
  Duration: 1 round/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  This spell causes those within the area to turn on each other rather than 
  attack their foes.  Each affected creature has a 50% chance to attack the 
  nearest target each round.  (Roll to determine each creature’s behavior 
  every round at the beginning of its turn.) A creature that does not 
  attack its nearest neighbor is free to act normally for that round. 
   
  Creatures forced by a song of discord to attack their fellows 
  employ all methods at their disposal, choosing their deadliest spells 
  and most advantageous combat tactics.  They do not, however, harm 
  targets that have fallen unconscious. 
   
  Soul Bind 
  Necromancy 
  Level: Clr 9, Sor/Wiz 9  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: Corpse  
  Duration: Permanent  
  Saving Throw: Will negates  
  Spell Resistance: No 
  You draw the soul from a newly dead body and imprison it in a black 
  sapphire gem.  The subject must have been dead no more than 1 round 
  per caster level.  The soul, once trapped in the gem, cannot be returned 
  through 
  clone, raise dead, reincarnation, resurrection, true 
  resurrection, or even a miracle or a wish.  Only by destroying the gem 
  or dispelling the spell on the gem can one free the soul (which is then 
  still dead). 
   
  Focus: A black sapphire of at least 1,000 gp value for every Hit 
  Die possessed by the creature whose soul is to be bound.  If the gem is 
  not valuable enough, it shatters when the binding is attempted.  (While 
  creatures have no concept of level or Hit Dice as such, the value of the 
  gem needed to trap an individual can be researched.  Remember that 
  this value can change over time as creatures gain more Hit Dice.) 
   
  Sound Burst 
  Evocation [Sonic] 
  Level: Brd 2, Clr 2  
  Components: V, S, F/DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Area: 10-ft.-radius spread  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: Yes 
  You blast an area with a tremendous cacophony.  Every creature in the 
  area takes 1d8 points of sonic damage and must succeed on a Fortitude 
  save to avoid being stunned for 1 round. 
   
  Creatures that cannot hear are not stunned but are still damaged. 
   
  Arcane Focus: A musical instrument. 
   
  Speak with Animals 
  Divination 
  Level: Brd 3, Drd 1, Rgr 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 minutes/level 
  You can comprehend and communicate with animals.  You are able to 
  ask questions of and receive answers from animals, although the spell 
  doesn’t make them any more friendly or cooperative than normal.  
  Furthermore, wary and cunning animals are likely to be terse and 
  evasive, while the more stupid ones make inane comments.  If an 
  animal is friendly toward you, it may do some favor or service for you. 
   
  Speak with Dead 
  Necromancy [Language-Dependent] 
  Level: Clr 3  
  Components: V, S, DF  
  Casting Time: 10 minutes  
  Range: 10 ft.  
  Target: One dead creature  
  Duration: 1 minutes/level  
  Saving Throw: Will negates; see text  
  Spell Resistance: No 
  You grant the semblance of life and intellect to a corpse, allowing it to 
  answer several questions that you put to it.  You may ask one question 
  per two caster levels.  Unasked questions are wasted if the duration 
  expires.  The corpse’s knowledge is limited to what the creature knew 
  during life, including the languages it spoke (if any).  Answers are 
  usually brief, cryptic, or repetitive.  If the creature’s alignment was 
  different from yours, the corpse gets a Will save to resist the spell as if 
  it were alive. 
   
  If the corpse has been subject to speak with dead within the past 
  week, the new spell fails.  You can cast this spell on a corpse that has 
  been deceased for any amount of time, but the body must be mostly 
  intact to be able to respond.  A damaged corpse may be able to give 
  partial answers or partially correct answers, but it must at least have a 
  mouth in order to speak at all. 
   
  This spell does not let you actually speak to the person (whose 
  soul has departed).  It instead draws on the imprinted knowledge stored 
  in the corpse.  The partially animated body retains the imprint of the 
  soul that once inhabited it, and thus it can speak with all the knowledge 
  that the creature had while alive.  The corpse, however, cannot learn 
  new information. 
   
  Indeed, it can’t even remember being questioned. 
   
  This spell does not affect a corpse that has been turned into an 
  undead creature. 
   
  11: Spell Descriptions 
  
  Speak with Plants 
  Divination 
  Level: Brd 4, Drd 3, Rgr 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 minutes/level 
  You can comprehend and communicate with plants, including both 
  normal plants and plant creatures.  You are able to ask questions of and 
  receive answers from plants.  A regular plant’s sense of its 
  surroundings is limited, so it won’t be able to give (or recognize) 
  detailed descriptions of creatures or answer questions about events 
  outside its immediate vicinity. 
   
  The spell doesn’t make plant creatures any more friendly or 
  cooperative than normal.  Furthermore, wary and cunning plant 
  creatures are likely to be terse and evasive, while the more stupid ones 
  may make inane comments.  If a plant creature is friendly toward you, 
  it may do some favor or service for you. 
   
  Spectral Hand 
  Necromancy 
  Level: Sor/Wiz 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: One spectral hand  
  Duration: 1 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  A ghostly, glowing hand shaped from your life force materializes and 
  moves as you desire, allowing you to deliver low-level, touch range 
  spells at a distance.  On casting the spell, you lose 1d4 hit points that 
  return when the spell ends (even if it is dispelled), but not if the hand is 
  destroyed.  (The hit points can be healed as normal.) For as long as the 
  spell lasts, any touch range spell of 4th level or lower that you cast can 
  be delivered by the spectral hand.  The spell gives you a +2 bonus on 
  your melee touch attack roll, and attacking with the hand counts 
  normally as an attack.  The hand always strikes from your direction.  
  The hand cannot flank targets like a creature can.  After it delivers a 
  spell, or if the hand goes beyond the spell range, goes out of your sight, 
  the hand returns to you and hovers. 
   
  The hand is incorporeal and thus cannot be harmed by normal 
  weapons.  It has improved evasion (half damage on a failed Reflex 
  save and no damage on a successful save), your save bonuses, and an 
  AC of at least 22.  Your Intelligence modifier applies to the hand’s AC 
  as if it were the hand’s Dexterity modifier.  The hand has 1 to 4 hit 
  points, the same number that you lost in creating it. 
   
  Spell Immunity 
  Abjuration 
  Level: Clr 4, Protection 4, Strength 4  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 10 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  The warded creature is immune to the effects of one specified spell for 
  every four levels you have.  The spells must be of 4th level or lower.  
  The warded creature effectively has unbeatable spell resistance 
  regarding the specified spell or spells.  Naturally, that immunity 
  doesn’t protect a creature from spells for which spell resistance doesn’t 
  apply.  Spell immunity protects against spells, spell-like effects of 
  magic items, and innate spell-like abilities of creatures.  It does not 
  protect against supernatural or extraordinary abilities, such as breath 
  weapons or gaze attacks. 
   
  Only a particular spell can be protected against, not a certain 
  domain or school of spells or a group of spells that are similar in effect. 
   
  A creature can have only one spell immunity or greater spell 
  immunity spell in effect on it at a time. 
   
  Spell Immunity, Greater 
  Abjuration 
  Level: Clr 8 
  This spell functions like spell immunity, except the immunity applies to 
  spells of 8th level or lower. 
   
  A creature can have only one spell immunity or greater spell 
  immunity spell in effect on it at a time. 
   
  Spell Resistance 
  Abjuration 
  Level: Clr 5, Magic 5, Protection 5  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 1 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  The creature gains spell resistance equal to 12 + your caster level. 
   
  Spellstaff 
  Transmutation 
  Level: Drd 6  
  Components: V, S, F  
  Casting Time: 10 minutes  
  Range: Touch  
  Target: Wooden quarterstaff touched  
  Duration: Permanent until discharged (D)  
  Saving Throw: Will negates (object)  
  Spell Resistance: Yes (object) 
  You store one spell that you can normally cast in a wooden 
  quarterstaff.  Only one such spell can be stored in a staff at a given 
  time, and you cannot have more than one spellstaff at any given time.  
  You can cast a spell stored within a staff just as though it were among 
  those you had prepared, but it does not count against your normal 
  allotment for a given day.  You use up any applicable material 
  components required to cast the spell when you store it in the 
  spellstaff. 
   
  Focus: The staff that stores the spell. 
   
  Spell Turning 
  Abjuration 
  Level: Luck 7, Magic 7, Sor/Wiz 7  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: Until expended or 10 minutes/level 
  Spells and spell-like effects targeted on you are turned back upon the 
  original caster.  The abjuration turns only spells that have you as a 
  target.  Effect and area spells are not affected.  Spell turning also fails 
  to stop touch range spells. 
   
  From seven to ten (1d4+6) spell levels are affected by the turning.  
  The exact number is rolled secretly. 
   
  When you are targeted by a spell of higher level than the amount 
  of spell turning you have left, that spell is partially turned.  The 
  subtract the amount of spell turning left from the spell level of the 
  incoming spell, then divide the result by the spell level of the incoming 
  spell to see what fraction of the effect gets through.  For damaging 
  spells, you and the caster each take a fraction of the damage.  For 
  nondamaging spells, each of you has a proportional chance to be 
  affected. 
   
  If you and a spellcasting attacker are both warded by spell turning 
  effects in operation, a resonating field is created. 
  11: Spell Descriptions 
  
   
  Roll randomly to determine the result. 
  d%  
  Effect 
   
  01–70  
  Spell drains away without effect. 
  71–80  
  Spell affects both of you equally at full effect. 
   
  81–97  
  Both turning effects are rendered nonfunctional for 1d4 min. 
  98–100  Both of you go through a rift into another plane. 
   
   
  Arcane Material Component: A small silver mirror. 
   
  Spider Climb 
  Transmutation 
  Level: Drd 1, Sor/Wiz 1  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 10 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  The subject can climb and travel on vertical surfaces or even traverse 
  ceilings as well as a spider does.  The affected creature must have its 
  hands free to climb in this manner.  The subject gains a climb speed of 
  20 feet; furthermore, it need not make Climb checks to traverse a 
  vertical or horizontal surface (even upside down).  A spider climbing 
  creature retains its Dexterity bonus to Armor Class (if any) while 
  climbing, and opponents get no special bonus to their attacks against it.  
  It cannot, however, use the run action while climbing. 
   
  Material Component: A drop of bitumen and a live spider, both 
  of which must be eaten by the subject. 
   
  Spike Growth 
  Transmutation 
  Level: Drd 3, Rgr 2  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: One 20-ft. square/level  
  Duration: 1 hour/level (D)  
  Saving Throw: Reflex partial  
  Spell Resistance: Yes 
  Any ground-covering vegetation in the spell’s area becomes very hard 
  and sharply pointed without changing its appearance. 
   
  In areas of bare earth, roots and rootlets act in the same way.  
  Typically, spike growth can be cast in any outdoor setting except open 
  water, ice, heavy snow, sandy desert, or bare stone.  Any creature 
  moving on foot into or through the spell’s area takes 1d4 points of 
  piercing damage for each 5 feet of movement through the spiked area. 
   
  Any creature that takes damage from this spell must also succeed 
  on a Reflex save or suffer injuries to its feet and legs that slow its land 
  speed by one-half.  This speed penalty lasts for 24 hours or until the 
  injured creature receives a cure spell (which also restores lost hit 
  points).  Another character can remove the penalty by taking 10 
  minutes to dress the injuries and succeeding on a Heal check against 
  the spell’s save DC. 
   
  Spike growth can’t be disabled with the Disable Device skill. 
   
  Note: Magic traps such as spike growth are hard to detect.  A 
  rogue (only) can use the Search skill to find a spike growth.  The DC is 
  25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth 
  cast by a ranger). 
   
  Spike Stones 
  Transmutation [Earth] 
  Level: Drd 4, Earth 4  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: One 20-ft. square/level  
  Duration: 1 hour/level (D)  
  Saving Throw: Reflex partial  
  Spell Resistance: Yes 
  Rocky ground, stone floors, and similar surfaces shape themselves into 
  long, sharp points that blend into the background. 
   
  Spike stones impede progress through an area and deal damage.  
  Any creature moving on foot into or through the spell’s area moves at 
  half speed. 
   
  In addition, each creature moving through the area takes 1d8 
  points of piercing damage for each 5 feet of movement through the 
  spiked area. 
   
  Any creature that takes damage from this spell must also succeed 
  on a Reflex save to avoid injuries to its feet and legs.  A failed save 
  causes the creature’s speed to be reduced to half normal for 24 hours or 
  until the injured creature receives a cure spell (which also restores lost 
  hit points).  Another character can remove the penalty by taking 10 
  minutes to dress the injuries and succeeding on a Heal check against 
  the spell’s save DC. 
   
  Spike stones is a magic trap that can’t be disabled with the 
  Disable Device skill. 
   
  Note: Magic traps such as spike stones are hard to detect.  A 
  rogue (only) can use the Search skill to find spike stones.  The DC is 
  25 + spell level, or DC 29 for spike stones. 
   
  Spiritual Weapon 
  Evocation [Force] 
  Level: Clr 2, War 2  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Magic weapon of force  
  Duration: 1 round/level (D)  
  Saving Throw: None  
  Spell Resistance: Yes 
  A weapon made of pure force springs into existence and attacks 
  opponents at a distance, as you direct it, dealing 1d8 force damage per 
  hit, +1 point per four caster levels (maximum +5 at 20th level).  The 
  weapon takes the shape of a weapon favored by your deity or a weapon 
  with some spiritual significance or symbolism to you (see below) and 
  has the same threat range and critical multipliers as a real weapon of its 
  form.  It strikes the opponent you designate, starting with one attack in 
  the round the spell is cast and continuing each round thereafter on your 
  turn.  It uses your base attack bonus (possibly allowing it multiple 
  attacks per round in subsequent rounds) plus your Wisdom modifier as 
  its attack bonus.  It strikes as a spell, not as a weapon, so, for example, 
  it can damage creatures that have damage reduction.  As a force effect, 
  it can strike incorporeal creatures without the normal miss chance 
  associated with incorporeality.  The weapon always strikes from your 
  direction.  It does not get a flanking bonus or help a combatant get one.  
  Your feats or combat actions do not affect the weapon.  If the weapon 
  goes beyond the spell range, if it goes out of your sight, or if you are 
  not directing it, the weapon returns to you and hovers. 
   
  Each round after the first, you can use a move action to redirect 
  the weapon to a new target.  If you do not, the weapon continues to 
  attack the previous round’s target.  On any round that the weapon 
  switches targets, it gets one attack.  Subsequent rounds of attacking 
  that target allow the weapon to make multiple attacks if your base 
  attack bonus would allow it to.  Even if the spiritual weapon is a 
  ranged weapon, use the spell’s range, not the weapon’s normal range 
  increment, and switching targets still is a move action. 
   
  A spiritual weapon cannot be attacked or harmed by physical 
  attacks, but dispel magic, disintegrate, a sphere of annihilation, or a 
  rod of cancellation affects it.  A spiritual weapon’s AC against touch 
  attacks is 12 (10 + size bonus for Tiny object). 
   
  If an attacked creature has spell resistance, you make a caster 
  level check (1d20 + caster level) against that spell resistance the first 
  time the spiritual weapon strikes it.  If the weapon is successfully 
  resisted, the spell is dispelled.  If not, the weapon has its normal full 
  effect on that creature for the duration of the spell. 
   
  The weapon that you get is often a force replica of your deity’s 
  own personal weapon.  A cleric without a deity gets a weapon based 
  on his alignment.  A neutral cleric without a deity can create a spiritual 
  11: Spell Descriptions 
  
  weapon of any alignment, provided he is acting at least generally in 
  accord with that alignment at the time.  The weapons associated with 
  each alignment are as follows. 
   
  Chaos: Battleaxe 
   
  Evil: Light flail 
   
  Good: Warhammer 
   
  Law: Longsword 
   
  True Neutral: Trident 
   
  Statue 
  Transmutation 
  Level: Sor/Wiz 7  
  Components: V, S, M  
  Casting Time: 1 round  
  Range: Touch  
  Target: Creature touched  
  Duration: 1 hour/level (D)  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  A statue spell turns the subject to solid stone, along with any garments 
  and equipment worn or carried.  In statue form, the subject gains 
  hardness 8.  The subject retains its own hit points. 
   
  The subject can see, hear, and smell normally, but it does not need 
  to eat or breathe.  Feeling is limited to those sensations that can affect 
  the granite-hard substance of the individual’s body.  Chipping is equal 
  to a mere scratch, but breaking off one of the statue’s arms constitutes 
  serious damage. 
   
  The subject of a statue spell can return to its normal state, act, and 
  then return instantly to the statue state (a free action) if it so desires, as 
  long as the spell duration is in effect. 
   
  Material Component: Lime, sand, and a drop of water stirred by 
  an iron bar, such as a nail or spike. 
   
  Status 
  Divination 
  Level: Clr 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: One living creature touched per three levels  
  Duration: 1 hour/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  When you need to keep track of comrades who may get separated, 
  status allows you to mentally monitor their relative positions and 
  general condition.  You are aware of direction and distance to the 
  creatures and any conditions affecting them: unharmed, wounded, 
  disabled, staggered, unconscious, dying, nauseated, panicked, stunned, 
  poisoned, diseased, confused, or the like.  Once the spell has been cast 
  upon the subjects, the distance between them and the caster does not 
  affect the spell as long as they are on the same plane of existence.  If a 
  subject leaves the plane, or if it dies, the spell ceases to function for it. 
   
  Stinking Cloud 
  Conjuration (Creation) 
  Level: Sor/Wiz 3  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Cloud spreads in 20-ft. radius, 20 ft. high  
  Duration: 1 round/level  
  Saving Throw: Fortitude negates; see text  
  Spell Resistance: No 
  Stinking cloud creates a bank of fog like that created by fog cloud, 
  except that the vapors are nauseating.  Living creatures in the cloud 
  become nauseated.  This condition lasts as long as the creature is in the 
  cloud and for 1d4+1 rounds after it leaves.  (Roll separately for each 
  nauseated character.) Any creature that succeeds on its save but 
  remains in the cloud must continue to save each round on your turn. 
   
  Stinking cloud can be made permanent with a permanency spell.  
  A permanent stinking cloud dispersed by wind reforms in 10 minutes. 
   
  Material Component: A rotten egg or several skunk cabbage 
  leaves. 
   
  Stone Shape 
  Transmutation [Earth] 
  Level: Clr 3, Drd 3, Earth 3, Sor/Wiz 4  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No 
  You can form an existing piece of stone into any shape that suits your 
  purpose.  While it’s possible to make crude coffers, doors, and so forth 
  with stone shape, fine detail isn’t possible.  There is a 30% chance that 
  any shape including moving parts simply doesn’t work. 
   
  Arcane Material Component: Soft clay, which must be worked 
  into roughly the desired shape of the stone object and then touched to 
  the stone while the verbal component is uttered. 
   
  Stoneskin 
  Abjuration 
  Level: Drd 5, Earth 6, Sor/Wiz 4, Strength 6  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 10 minutes/level or until discharged  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  The warded creature gains resistance to blows, cuts, stabs, and slashes.  
  The subject gains damage reduction 10/adamantine.  (It ignores the 
  first 10 points of damage each time it takes damage from a weapon, 
  though an adamantine weapon bypasses the reduction.) Once the spell 
  has prevented a total of 10 points of damage per caster level 
  (maximum 150 points), it is discharged. 
   
  Material Component: Granite and 250 gp worth of diamond dust 
  sprinkled on the target’s skin. 
   
  Stone Tell 
  Divination 
  Level: Drd 6  
  Components: V, S, DF  
  Casting Time: 10 minutes  
  Range: Personal  
  Target: You  
  Duration: 1 minutes/level 
  You gain the ability to speak with stones, which relate to you who or 
  what has touched them as well as revealing what is covered or 
  concealed behind or under them.  The stones relate complete 
  descriptions if asked.  A stone’s perspective, perception, and 
  knowledge may prevent the stone from providing the details you are 
  looking for. 
   
  You can speak with natural or worked stone. 
   
  Stone to Flesh 
  Transmutation 
  Level: Sor/Wiz 6  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Target: One petrified creature or a cylinder of stone from 1 ft. to 3 ft. 
  in diameter and up to 10 ft. long  
  Duration: Instantaneous  
  Saving Throw: Fortitude negates (object); see text  
  Spell Resistance: Yes 
  11: Spell Descriptions 
  
  This spell restores a petrified creature to its normal state, restoring life 
  and goods.  The creature must make a DC 15 Fortitude save to survive 
  the process.  Any petrified creature, regardless of size, can be restored. 
   
  The spell also can convert a mass of stone into a fleshy substance.  
  Such flesh is inert and lacking a vital life force unless a life force or 
  magical energy is available.  (For example, this spell would turn a 
  stone golem into a flesh golem, but an ordinary statue would become a 
  corpse.) You can affect an object that fits within a cylinder from 1 foot 
  to 3 feet in diameter and up to 10 feet long or a cylinder of up to those 
  dimensions in a larger mass of stone. 
   
  Material Component: A pinch of earth and a drop of blood. 
   
  Storm of Vengeance 
  Conjuration (Summoning) 
  Level: Drd 9, Clr 9  
  Components: V, S  
  Casting Time: 1 round  
  Range: Long (400 ft. + 40 ft./level)  
  Effect: 360-ft.-radius storm cloud  
  Duration: Concentration (maximum 10 rounds) (D)  
  Saving Throw: See text  
  Spell Resistance: Yes 
  This spell creates an enormous black storm cloud.  Lightning and 
  crashing claps of thunder appear within the storm.  Each creature 
  beneath the cloud must succeed on a Fortitude save or be deafened for 
  1d4x10 minutes. 
   
  If you do not maintain concentration on the spell after casting it, 
  the spell ends.  If you continue to concentrate, the spell generates 
  additional effects in each following round, as noted below.  Each effect 
  occurs during your turn. 
   
  2nd Round: Acid rains down in the area, dealing 1d6 points of 
  acid damage (no save). 
   
  3rd Round: You call six bolts of lightning down from the cloud.  
  You decide where the bolts strike.  No two bolts may be directed at the 
  same target.  Each bolt deals 10d6 points of electricity damage.  A 
  creature struck can attempt a Reflex save for half damage. 
   
  4th Round: Hailstones rain down in the area, dealing 5d6 points 
  of bludgeoning damage (no save). 
   
  5th through 10th Rounds: Violent rain and wind gusts reduce 
  visibility.  The rain obscures all sight, including darkvision, beyond 5 
  feet.  A creature 5 feet away has concealment (attacks have a 20% miss 
  chance).  Creatures farther away have total concealment (50% miss 
  chance, and the attacker cannot use sight to locate the target).  Speed is 
  reduced by three-quarters. 
   
  Ranged attacks within the area of the storm are impossible.  
  Spells cast within the area are disrupted unless the caster succeeds on a 
  Concentration check against a DC equal to the storm of vengeance’s 
  save DC + the level of the spell the caster is trying to cast. 
   
  Suggestion 
  Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] 
  Level: Brd 2, Sor/Wiz 3  
  Components: V, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One living creature  
  Duration: 1 hour/level or until completed  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  You influence the actions of the target creature by suggesting a course 
  of activity (limited to a sentence or two).  The suggestion must be 
  worded in such a manner as to make the activity sound reasonable.  
  Asking the creature to do some obviously harmful act automatically 
  negates the effect of the spell. 
   
  The suggested course of activity can continue for the entire 
  duration.  If the suggested activity can be completed in a shorter time, 
  the spell ends when the subject finishes what it was asked to do.  You 
  can instead specify conditions that will trigger a special activity during 
  the duration.  If the condition is not met before the spell duration 
  expires, the activity is not performed. 
   
  A very reasonable suggestion causes the save to be made with a 
  penalty (such as –1 or –2). 
   
  Material Component: A snake’s tongue and either a bit of 
  honeycomb or a drop of sweet oil. 
   
  Suggestion, Mass 
  Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] 
  Level: Brd 5, Sor/Wiz 6  
  Range: Medium (100 ft. + 10 ft./level)  
  Targets: One creature/level, no two of which can be more than 30 ft. 
  apart 
  This spell functions like suggestion, except that it can affect more 
  creatures.  The same suggestion applies to all these creatures. 
   
  Summon Instrument 
  Conjuration (Summoning) 
  Level: Brd 0  
  Components: V, S  
  Casting Time: 1 round  
  Range: 0 ft.  
  Effect: One summoned handheld musical instrument  
  Duration: 1 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  This spell summons one handheld musical instrument of your choice.  
  This instrument appears in your hands or at your feet (your choice).  
  The instrument is typical for its type.  Only one instrument appears per 
  casting, and it will play only for you.  You can’t summon an 
  instrument too large to be held in two hands. 
   
  Summon Monster I 
  Conjuration (Summoning) [see text] 
  Level: Brd 1, Clr 1, Sor/Wiz 1  
  Components: V, S, F/DF  
  Casting Time: 1 round  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One summoned creature  
  Duration: 1 round/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  This spell summons an extraplanar creature (typically an outsider, 
  elemental, or animal or magical beast with an other-planar template).  
  It appears where you designate and acts immediately, on your turn.  It 
  attacks your opponents to the best of its ability.  If you can 
  communicate with the creature, you can direct it not to attack, to attack 
  particular enemies, or to perform other actions. 
   
  The spell conjures one of the creature of up to Challenge Rating 
  1, 1d2 of Challenge Rating 1/2, or 1d3+1 of Challenge Rating 1/3 or 
  1/4.  You choose which kind of creature to summon, and you can 
  change that choice each time you cast the spell.  If you summon 
  multiple creatures, they must all be the same type of creature. 
   
  A summoned monster cannot summon or otherwise conjure 
  another creature, nor can it use any teleportation or planar travel 
  abilities.  Creatures cannot be summoned into an environment that 
  cannot support them. 
   
  When you use a summoning spell to summon an air, chaotic, 
  earth, evil, fire, good, lawful, or water creature, it is a spell of that type.  
  You cannot cast a summoning spell with an alignmentment descriptor 
  unless you share at least one of its alignment descriptors. 
   
  Arcane Focus: A tiny bag and a small (not necessarily lit) candle. 
   
  Summon Monster II 
  Conjuration (Summoning) [see text for summon monster I] 
  Level: Brd 2, Clr 2, Sor/Wiz 2  
  Effect: One or more summoned creatures, no two of which can be 
  more than 30 ft. apart 
  11: Spell Descriptions 
  
  This spell functions like summon monster I, except that you can 
  summon one creature of up to Challenge Rating 2, 1d2 of Challenge 
  Rating 1, or 1d3+1 of Challenge Rating 1/2. 
   
  Summon Monster III 
  Conjuration (Summoning) [see text for summon monster I] 
  Level: Brd 3, Clr 3, Sor/Wiz 3  
  Effect: One or more summoned creatures, no two of which can be 
  more than 30 ft. apart 
  This spell functions like summon monster I, except that you can 
  summon one creature of up to Challenge Rating 4, 1d2 of Challenge 
  Rating 2, or 1d3+1 of Challenge Rating 1. 
   
  Summon Monster IV 
  Conjuration (Summoning) [see text for summon monster I] 
  Level: Brd 4, Clr 4, Sor/Wiz 4  
  This spell functions like summon monster I, except that you can 
  summon one creature of up to Challenge Rating 5, 1d2 of Challenge 
  Rating 3, or 1d3+1 of Challenge Rating 2. 
   
  Summon Monster V 
  Conjuration (Summoning) [see text for summon monster I] 
  Level: Brd 5, Clr 5, Sor/Wiz 5  
  This spell functions like summon monster I, except that you can 
  summon one creature of up to Challenge Rating 7, 1d2 of Challenge 
  Rating 5, or 1d3+1 of Challenge Rating 4. 
   
  Summon Monster VI 
  Conjuration (Summoning) [see text for summon monster I] 
  Level: Brd 6, Clr 6, Sor/Wiz 6  
  This spell functions like summon monster I, except you can summon 
  one creature of up to Challenge Rating 8, 1d2 of Challenge Rating 6, 
  or 1d3+1 of Challenge Rating 5. 
   
  Summon Monster VII 
  Conjuration (Summoning) [see text for summon monster I] 
  Level: Clr 7, Sor/Wiz 7 
  Effect: One or more summoned creatures, no two of which can be 
  more than 30 ft. apart 
  This spell functions like summon monster I, except that you can 
  summon one creature of up to Challenge Rating 9, 1d2 of Challenge 
  Rating 7, or 1d3+1 of Challenge Rating 6. 
   
  Summon Monster VIII 
  Conjuration (Summoning) [see text for summon monster I] 
  Level: Clr 8, Sor/Wiz 8 
  Effect: One or more summoned creatures, no two of which can be 
  more than 30 ft. apart 
  This spell functions like summon monster I, except that you can 
  summon one creature of up to Challenge Rating 10, 1d2 of Challenge 
  Rating 8, or 1d3+1 of Challenge Rating 7. 
   
  Summon Monster IX 
  Conjuration (Summoning) [see text for summon monster I] 
  Level: Chaos 9, Clr 9, Evil 9, Good 9, Law 9, Sor/Wiz 9 
  Effect: One or more summoned creatures, no two of which can be 
  more than 30 ft. apart 
  This spell functions like summon monster I, except that you can 
  summon one creature of up to Challenge Rating 12, 1d2 of Challenge 
  Rating 9, or 1d3+1 of Challenge Rating 8. 
   
  Summon Monster Examples 
  Challenge Rating 1/4 or 1/3: Celestial Cat [good], Celestial Dog 
  [good], Celestial Hawk [good], Celestial Owl [good], Celestial Pony 
  [good], Fiendish Dire Rat [evil], Fiendish Snake (Viper, Tiny) [evil], 
  Fiendish Monstrous Centipede (Small) [evil], Fiendish Monstrous 
  Scorpion (Tiny) [evil], Fiendish Monstrous Spider (Tiny) [evil] 
  Challenge Rating 1/2: Formian (Worker) [Lawful], Celestial Baboon 
  [good], Celestial Badger [good], Celestial Eagle [good], Fiendish 
  Monstrous Centipede (Medium) [evil], Fiendish Monstrous Scorpion 
  (Small) [evil], Fiendish Monstrous Spider (Small) [evil], Fiendish 
  Snake (Viper, Small) [evil] 
  Challenge Rating 1: Devil (Lemure) [evil, lawful], Elemental (Air, 
  Small) [Air], Elemental (Earth, Small) [Earth], Elemental (Fire, Small) 
  [Fire], Elemental (Water, Small) [Water] 
  Challenge Rating 2: Archon (Lantern) [archon, good, lawful], Azer 
  [fire], Demon (Dretch) [chaotic, evil], Demon (Quasit) [chaotic, evil], 
  Devil (Imp) [evil, lawful], Mephit (Air) [air], Mephit (Dust) [air], 
  Mephit (Earth) [earth], Mephit (Fire) [extraplanar], Mephit (Ice) [air, 
  cold], Mephit (Magma) [fire], Mephit (Ooze) [water], Mephit (Salt) 
  [earth], Mephit (Steam) [fire], Mephit (Water) [water], Thoqqua [earth, 
  fire], Tojanida (Juvenile) [water], Vargouille [evil] 
  Challenge Rating 3: Arowhawk (Juvenile) [air], Elemental (Air, 
  Small) [Air], Elemental (Earth, Small) [Earth], Elemental (Fire, Small) 
  [Fire], Elemental (Water, Small) [Water], Ethereal Marauder, Formian 
  (Warrior) [Lawful], Hell Hound [evil, fire, lawful], Howler [chaotic, 
  evil], Magmin [fire], Salamander (Flamebrother) [fire], Xorn (Minor) 
  [earth], Yeth [evil] 
  Challenge Rating 4: Archon (Hound) [archon, good, lawful], Celestial 
  Dire Ape [good], Fiendish Cockatrice [evil], Fiendish Dire Wolf [Evil] 
  Challenge Rating 5: Achaierai [outsider 
  evil, 
  lawful], 
  Arowhawk (Adult) [air], Devil (Bearded Devil) [evil, lawful], 
  Elemental (Air, Small) [Air], Elemental (Earth, Small) [Earth], 
  Elemental (Fire, Small) [Fire], Elemental (Water, Small) [Water], 
  Gennie (Djinni) [air, good], Nightmare [evil], Rast [fire], Ravid, 
  Shadow Mastiff [evil], Tojanida (Adult) [water] 
  Challenge Rating 6: Belker [air], Bralani [chaotic, good], Demon 
  (Babau) [chaotic, evil], Devil (Chain Devil) [evil, lawful], Salamander 
  (Salamander) [fire], Xill [evil, lawful], Xorn (Average) [earth] 
  Challenge Rating 7: Barghest [evil, lawful, shapechanger], Chaos 
  Beast [chaotic], Demon (Succubus) [chaotic, evil], Devil (Hellcat) 
  [evil, lawful], Elemental (Air, Small) [Air], Elemental (Earth, Small) 
  [Earth], Elemental (Fire, Small) [Fire], Elemental (Water, Small) 
  [Water], Formian (Taskmaster) [Lawful], Invisible Stalker [air], 
  Lillend [chaotic, good] 
  Challenge Rating 8: Arowhawk (Elder) [air], Bodak, Celestial 
  Remorhaz [good], Devil (Erinyes) [evil, lawful] , Gennie (Djinni 
  Noble) [air, good], Gennie (Ifrit) [evil, fire], Xorn (Elder) [earth] 
  Challenge Rating 9: Avoral [good], Demon (Vrock) [chaotic, evil], 
  Devil (Bone Devil) [evil, lawful], Elemental (Air, Small) [Air], 
  Elemental (Earth, Small) [Earth], Elemental (Fire, Small) [Fire], 
  Elemental (Water, Small) [Water], Inevitable (Zelekhut) [lawful], 
  Night Hag [evil], Tojanida (Elder) [water] 
  Challenge Rating 10: Celestial Behir [good], Celestial Dire Tiger 
  [good], Celestial Gorgon [good], Demon (Bebilith) [chaotic, evil], 
  Formian (Myrmarch) [Lawful], Salamander (Noble Salamander) [fire], 
  Swarm (Hellwasp) [evil, swarm] 
  Challenge Rating 11: Demon (Hezrou) [chaotic, evil], Demon 
  (Retriever), Devil (Barbed Devil) [evil, lawful], Devourer [evil], 
  Elemental (Air, Small) [Air], Elemental (Earth, Small) [Earth], 
  Elemental (Fire, Small) [Fire], Elemental (Water, Small) [Water] 
  Challenge Rating 12: Celestial Hydra (Cryo, 9-Headed) [good], 
  Inevitable (Kolyarut) [lawful], Infernal Hydra (11-Headed) [Evil], 
  Infernal Hydra (Pyro, 9-Headed) [Evil], Leonal [good] 
   
  11: Spell Descriptions 
  
  Summon Nature’s Ally I 
  Conjuration (Summoning) 
  Level: Drd 1, Rgr 1  
  Components: V, S, DF  
  Casting Time: 1 round  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One summoned creature  
  Duration: 1 round/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  This spell summons a natural creature.  It appears where you designate 
  and acts immediately, on your turn.  It attacks your opponents to the 
  best of its ability.  If you can communicate with the creature, you can 
  direct it not to attack, to attack particular enemies, or to perform other 
  actions. 
   
  A summoned monster cannot summon or otherwise conjure 
  another creature, nor can it use any teleportation or planar travel 
  abilities.  Creatures cannot be summoned into an environment that 
  cannot support them. 
   
  The spell conjures one of the creatures from the 1st-level list on 
  the accompanying Summon Nature’s Ally table.  You choose which 
  kind of creature to summon, and you can change that choice each time 
  you cast the spell.  All the creatures on the table are neutral unless 
  otherwise noted. 
   
  1st Level: Dire rat; Eagle (animal); Monkey (animal); Octopus1 
  (animal); Owl (animal); Porpoise1 (animal); Snake, Small viper 
  (animal); Wolf (animal). 
  1 May be summoned only into an aquatic or watery environment. 
   
  Summon Nature’s Ally II 
  Conjuration (Summoning) 
  Level: Drd 2, Rgr 2  
  Effect: One or more creatures, no two of which can be more than 30 ft. 
  apart 
  This spell functions like summon nature’s ally I, except that you can 
  summon one 2nd-level creature or 1d3 1st-level creatures of the same 
  kind. 
   
  2nd Level: Bear, black (animal); Crocodile (animal); Dire 
  badger; Dire bat; Elemental, Small (any); Hippogriff; Shark, Medium1 
  (animal); Snake, Medium viper (animal); Squid1 (animal); Wolverine 
  (animal). 
  1 May be summoned only into an aquatic or watery environment. 
   
  Summon Nature’s Ally III 
  Conjuration (Summoning) [see text] 
  Level: Drd 3, Rgr 3  
  Effect: One or more creatures, no two of which can be more than 30 ft. 
  apart 
  This spell functions like summon nature’s ally I, except that you can 
  summon one 3rd-level creature, 1d3 2nd-level creatures of the same 
  kind, or 1d4+1 1st-level creatures of the same kind. 
   
  When you use a summoning spell to summon an air, chaotic, 
  earth, evil, fire, good, lawful, or water creature, it is a spell of that type. 
   
  3rd Level: Ape (animal); Dire weasel; Dire wolf; Eagle, giant 
  [NG]; Lion; Owl, giant [NG]; Satyr [CN; without pipes]; Shark, Large1 
  (animal); Snake, constrictor (animal); Snake, Large viper (animal); 
  Thoqqua. 
  1 May be summoned only into an aquatic or watery environment. 
   
  Summon Nature’s Ally IV 
  Conjuration (Summoning) [see text] 
  Level: Animal 4, Drd 4, Rgr 4 
  Effect: One or more creatures, no two of which can be more than 30 ft. 
  apart 
  This spell functions like summon nature’s ally I, except that you can 
  summon one 4th-level creature, 1d3 3rd-level creatures of the same 
  kind, or 1d4+1 lower-level creatures of the same kind. 
   
  When you use a summoning spell to summon an air, chaotic, 
  earth, evil, fire, good, lawful, or water creature, it is a spell of that type. 
   
  4th Level: Arrowhawk, juvenile; Bear, brown (animal); 
  Crocodile, giant (animal); Deinonychus (dinosaur); Dire ape; Dire 
  boar; Dire wolverine; Elemental, Medium (any); Salamander, 
  flamebrother [NE]; Sea cat1; Shark, Huge1 (animal); Snake, Huge viper 
  (animal); Tiger (animal); Tojanida, juvenile1; Unicorn [CG]; Xorn, 
  minor. 
  1 May be summoned only into an aquatic or watery environment. 
   
  Summon Nature’s Ally V 
  Conjuration (Summoning) [see text] 
  Level: Drd 5  
  Effect: One or more creatures, no two of which can be more than 30 ft. 
  apart 
  This spell functions like summon nature’s ally I, except that you can 
  summon one 5th-level creature, 1d3 4th-level creatures of the same 
  kind, or 1d4+1 lower-level creatures of the same kind. 
   
  When you use a summoning spell to summon an air, chaotic, 
  earth, evil, fire, good, lawful, or water creature, it is a spell of that type. 
   
  5th Level: Arrowhawk, adult; Bear, polar (animal); Dire lion; 
  Elasmosaurus1 (dinosaur); Elemental, Large (any); Griffon; Janni 
  (genie); Rhinoceros (animal); Satyr [CN; with pipes]; Snake, giant 
  constrictor (animal); Nixie (sprite); Tojanida, adult1; Whale, orca1 
  (animal). 
  1 May be summoned only into an aquatic or watery environment. 
   
  Summon Nature’s Ally VI 
  Conjuration (Summoning) [see text] 
  Level: Drd 6  
  Effect: One or more creatures, no two of which can be more than 30 ft. 
  apart 
  This spell functions like summon nature’s ally I, except that you can 
  summon one 6th-level creature, 1d3 5th-level creatures of the same 
  kind, or 1d4+1 lower-level creatures of the same kind. 
   
  When you use a summoning spell to summon an air, chaotic, 
  earth, evil, fire, good, lawful, or water creature, it is a spell of that type. 
   
  6th Level: Dire bear;  Elemental, Huge (any); Elephant (animal); 
  Girallon; Megaraptor (dinosaur); Octopus, giant1 (animal); Pixie* 
  (sprite) [NG; no special arrows]; Salamander, average [NE]; Whale, 
  baleen1; Xorn, average. 
  * Can’t cast irresistible dance 
  1 May be summoned only into an aquatic or watery environment. 
   
  Summon Nature’s Ally VII 
  Conjuration (Summoning) [see text] 
  Level: Drd 7  
  Effect: One or more creatures, no two of which can be more than 30 ft. 
  apart 
  This spell functions like summon nature’s ally I, except that you can 
  summon one 7th-level creature, 1d3 6th-level creatures of the same 
  kind, or 1d4+1 lower-level creatures of the same kind. 
   
  When you use a summoning spell to summon an air, chaotic, 
  earth, evil, fire, good, lawful, or water creature, it is a spell of that type. 
   
  7th Level: Arrowhawk, elder; Dire tiger; Elemental, greater 
  (any); Djinni (genie) [NG]; Invisible stalker; Pixie* (sprite) [NG; with 
  sleep arrows]; Squid, giant1 (animal); Triceratops (dinosaur); 
  Tyrannosaurus (dinosaur); Whale, cachalot1 (animal); Xorn, elder. 
  * Can’t cast irresistible dance 
  1 May be summoned only into an aquatic or watery environment. 
   
  Summon Nature’s Ally VIII 
  Conjuration (Summoning) [see text] 
  Level: Animal 8, Drd 8  
  Effect: One or more creatures, no two of which can be more than 30 ft. 
  apart 
  This spell functions like summon nature’s ally I, except that you can 
  summon one 8th-level creature, 1d3 7th-level creatures of the same 
  kind, or 1d4+1 lower-level creatures of the same kind. 
   
  When you use a summoning spell to summon an air, chaotic, 
  earth, evil, fire, good, lawful, or water creature, it is a spell of that type. 
  11: Spell Descriptions 
  
   
  8th Level: Dire shark1; Roc; Salamander, noble [NE]; Tojanida, 
  elder. 
  1 May be summoned only into an aquatic or watery environment. 
   
  Summon Nature’s Ally IX 
  Conjuration (Summoning) [see text] 
  Level: Drd 9  
  Effect: One or more creatures, no two of which can be more than 30 ft. 
  apart 
  This spell functions like summon nature’s ally I, except that you can 
  summon one 9th-level creature, 1d3 8th-level creatures of the same 
  kind, or 1d4+1 lower-level creatures of the same kind. 
   
  When you use a summoning spell to summon an air, chaotic, 
  earth, evil, fire, good, lawful, or water creature, it is a spell of that type. 
   
  9th Level: Elemental, elder; Grig [NG; with fiddle] (sprite); 
  Pixie* (sprite) [NG; with sleep and memory loss arrows]; Unicorn, 
  celestial charger. 
  * Can cast irresistible dance 
   
  Summon Swarm 
  Conjuration (Summoning) 
  Level: Brd 2, Drd 2, Sor/Wiz 2  
  Components: V, S, M/DF  
  Casting Time: 1 round  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One swarm of bats, rats, or spiders  
  Duration: Concentration + 2 rounds  
  Saving Throw: None  
  Spell Resistance: No 
  You summon a swarm of bats, rats, or spiders (your choice), which 
  attacks all other creatures within its area.  (You may summon the 
  swarm so that it shares the area of other creatures.) If no living 
  creatures are within its area, the swarm attacks or pursues the nearest 
  creature as best it can.  The caster has no control over its target or 
  direction of travel. 
   
  Arcane Material Component: A square of red cloth. 
   
  Sunbeam 
  Evocation [Light] 
  Level: Drd 7, Sun 7  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: 60 ft.  
  Area: Line from your hand  
  Duration: 1 round/level or until all beams are exhausted  
  Saving Throw: Reflex negates and Reflex half; see text  
  Spell Resistance: Yes 
  For the duration of this spell, you can use a standard action to evoke a 
  dazzling beam of intense light each round.  You can call forth one 
  beam per three caster levels (maximum six beams at 18th level).  The 
  spell ends when its duration runs out or your allotment of beams is 
  exhausted. 
   
  Each creature in the beam is blinded and takes 4d6 points of 
  damage.  Any creatures to which sunlight is harmful or unnatural take 
  double damage.  A successful Reflex save negates the blindness and 
  reduces the damage by half. 
   
  An undead creature caught within the beam takes 1d6 points of 
  damage per caster level (maximum 20d6), or half damage if a Reflex 
  save is successful.  In addition, the beam results in the destruction of 
  any undead creature specifically harmed by bright light if it fails its 
  save. 
   
  The ultraviolet light generated by the spell deals damage to fungi, 
  mold, oozes, and slimes just as if they were undead creatures. 
   
  Sunburst 
  Evocation [Light] 
  Level: Drd 8, Sor/Wiz 8, Sun 8  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Area: 80-ft.-radius burst  
  Duration: Instantaneous  
  Saving Throw: Reflex partial; see text  
  Spell Resistance: Yes 
  Sunburst causes a globe of searing radiance to explode silently from a 
  point you select.  All creatures in the globe are blinded and take 6d6 
  points of damage.  A creature to which sunlight is harmful or unnatural 
  takes double damage.  A successful Reflex save negates the blindness 
  and reduces the damage by half. 
   
  An undead creature caught within the globe takes 1d6 points of 
  damage per caster level (maximum 25d6), or half damage if a Reflex 
  save is successful.  In addition, the burst results in the destruction of 
  any undead creature specifically harmed by bright light if it fail its 
  save. 
   
  The ultraviolet light generated by the spell deals damage to fungi, 
  mold, oozes, and slimes just as if they were undead creatures. 
   
  Sunburst dispels any darkness spells of lower than 9th level 
  within its area. 
   
  Arcane Material Component: A piece of sunstone and a naked 
  flame. 
   
  Suppression 
  Abjuration 
  Level: Mentalism 2, Sor/Wiz 2  
  Components: V, S, F/DF 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature 
  Duration: 1 minutes/level (D)  
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  This spell sets up a field of magical energy around the target that 
  causes any psionic energy he tries to form into a power to be 
  interrupted.  This means that the target cannot manifest powers for as 
  long as he remains within range of the caster, but any attempts he 
  makes to manifest powers do not result in lost Power Points of Knack 
  uses, since the manifestation attempt was interrupted. 
   
  The subject feels like a wet blanket is wrapped around them, so 
  they can tell when they leave the supression’s range or return to it by 
  the lack of this feeling. 
   
  If the subject leaves the range of this spell and later re-enters it, 
  while the duration lasts, then the effect resumes.  They do not get 
  another try to resist it. 
   
  Arcane Focus: A blindfold. 
   
  Suppression Field 
  Abjuration 
  Level: Mentalism 5, Sor/Wiz 5 
  Components: V, S, F/DF 
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: 20-ft.-radius emanation centered on a point in space  
  Duration: One hour/level  
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  As suppression, except that it affects every creature and item within 
  the area of effect.  Psionic items and creatures that enter the effect after 
  the suppression field is cast can still be affected by it. 
   
  The “wet blanket” feeling applies to any creature in the area that 
  is affected by the suppression field. 
   
  11: Spell Descriptions 
  
  Symbol of Death 
  Necromancy [Death] 
  Level: Clr 8, Death 8, Sor/Wiz 8 
  Components: V, S, M  
  Casting Time: 10 minutes  
  Range: 0 ft.; see text  
  Effect: One symbol  
  Duration: See text  
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes 
  This spell allows you to scribe a potent rune of power upon a surface.  
  When triggered, a symbol of death slays one or more creatures within 
  60 feet of the symbol (treat as a burst) whose combined total current 
  hit points do not exceed 150.  The symbol of death affects the closest 
  creatures first, skipping creatures with too many hit points to affect.  
  Once triggered, the symbol becomes active and glows, lasting for 10 
  minutes per caster level or until it has affected 150 hit points’ worth of 
  creatures, whichever comes first.  Any creature that enters the area 
  while the symbol of death is active is subject to its effect, whether or 
  not that creature was in the area when it was triggered.  A creature 
  need save against the symbol only once as long as it remains within the 
  area, though if it leaves the area and returns while the symbol is still 
  active, it must save again. 
   
  Until it is triggered, the symbol of death is inactive (though visible 
  and legible at a distance of 60 feet).  To be effective, a symbol of death 
  must always be placed in plain sight and in a prominent location.  
  Covering or hiding the rune renders the symbol of death ineffective, 
  unless a creature removes the covering, in which case the symbol of 
  death works normally. 
   
  As a default, a symbol of death is triggered whenever a creature 
  does one or more of the following, as you select: looks at the rune; 
  reads the rune; touches the rune; passes over the rune; or passes 
  through a portal bearing the rune.  Regardless of the trigger method or 
  methods chosen, a creature more than 60 feet from a symbol of death 
  can’t trigger it (even if it meets one or more of the triggering 
  conditions, such as reading the rune).  Once the spell is cast, a symbol 
  of death’s triggering conditions cannot be changed. 
   
  In this case, “reading” the rune means any attempt to study it, 
  identify it, or fathom its meaning.  Throwing a cover over a symbol of 
  death to render it inoperative triggers it if the symbol reacts to touch.  
  You can’t use a symbol of death offensively; for instance, a touch-
  triggered symbol of death remains untriggered if an item bearing the 
  symbol of death is used to touch a creature.  Likewise, a symbol of 
  death cannot be placed on a weapon and set to activate when the 
  weapon strikes a foe. 
   
  You can also set special triggering limitations of your own.  
  These can be as simple or elaborate as you desire.  Special conditions 
  for triggering a symbol of death can be based on a creature’s name, 
  identity, or alignment, but otherwise must be based on observable 
  actions or qualities.  Intangibles such as level, class, Hit Dice, and hit 
  points don’t qualify. 
   
  When scribing a symbol of death, you can specify a password or 
  phrase that prevents a creature using it from triggering the effect.  
  Anyone using the password remains immune to that particular rune’s 
  effects so long as the creature remains within 60 feet of the rune.  If the 
  creature leaves the radius and returns later, it must use the password 
  again. 
   
  You also can attune any number of creatures to the symbol of 
  death, but doing this can extend the casting time.  Attuning one or two 
  creatures takes negligible time, and attuning a small group (as many as 
  ten creatures) extends the casting time to 1 hour.  Attuning a large 
  group (as many as twenty-five creatures) takes 24 hours.  Attuning 
  larger groups takes proportionately longer.  Any creature attuned to a 
  symbol of death cannot trigger it and is immune to its effects, even if 
  within its radius when triggered.  You are automatically considered 
  attuned to your own symbols of death, and thus always ignore the 
  effects and cannot inadvertently trigger them. 
   
  Read magic allows you to identify a symbol of death with a DC 
  19 Spellcraft check.  Of course, if the symbol of death is set to be 
  triggered by reading it, this will trigger the symbol. 
   
  A symbol of death can be removed by a successful dispel magic 
  targeted solely on the rune.  An erase spell has no effect on a symbol of 
  death.  Destruction of the surface where a symbol of death is inscribed 
  destroys the symbol but also triggers it. 
   
  Symbol of death can be made permanent with a permanency spell.  
  A permanent symbol of death that is disabled or that has affected its 
  maximum number of hit points becomes inactive for 10 minutes, then 
  can be triggered again as normal. 
   
  Note: Magic traps such as symbol of death are hard to detect and 
  disable.  A rogue (only) can use the Search skill to find a symbol of 
  death and Disable Device to thwart it.  The DC in each case is 25 + 
  spell level, or 33 for symbol of death. 
   
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 5,000 gp each. 
   
  Symbol of Fear 
  Necromancy [Fear, Mind-Affecting] 
  Level: Clr 6, Sor/Wiz 6  
  Saving Throw: Will negates 
  This spell functions like symbol of death, except that all creatures 
  within 60 feet of the symbol of fear instead become panicked for 1 
  round per caster level. 
   
  Note: Magic traps such as symbol of fear are hard to detect and 
  disable.  A rogue (only) can use the Search skill to find a symbol of 
  fear and Disable Device to thwart it.  The DC in each case is 25 + spell 
  level, or 31 for symbol of fear. 
   
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 1,000 gp. 
   
  Symbol of Insanity 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Clr 8, Sor/Wiz 8  
  Saving Throw: Will negates 
  This spell functions like symbol of death, except that all creatures 
  within the radius of the symbol of insanity instead become permanently 
  insane (as the insanity spell). 
   
  Unlike symbol of death, symbol of insanity has no hit point limit; 
  once triggered, a symbol of insanity simply remains active for 10 
  minutes per caster level. 
   
  Note: Magic traps such as symbol of insanity are hard to detect 
  and disable.  A rogue (only) can use the Search skill to find a symbol of 
  insanity and Disable Device to thwart it.  The DC in each case is 25 + 
  spell level, or 33 for symbol of insanity. 
   
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 5,000 gp. 
   
  Symbol of Pain 
  Necromancy [Evil] 
  Level: Clr 5, Sor/Wiz 5 
  This spell functions like symbol of death, except that each creature 
  within the radius of a symbol of pain instead suffers wracking pains 
  that impose a –4 penalty on attack rolls, skill checks, and ability 
  checks.  These effects last for 1 hour after the creature moves farther 
  than 60 feet from the symbol. 
   
  Unlike symbol of death, symbol of pain has no hit point limit; 
  once triggered, a symbol of pain simply remains active for 10 minutes 
  per caster level. 
   
  Note: Magic traps such as symbol of pain are hard to detect and 
  disable.  A rogue (only) can use the Search skill to find a symbol of 
  pain and Disable Device to thwart it.  The DC in each case is 25 + 
  spell level, or 30 for symbol of pain. 
   
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 1,000 gp. 
   
  11: Spell Descriptions 
  
  Symbol of Persuasion 
  Enchantment (Charm) [Mind-Affecting] 
  Level: Clr 6, Sor/Wiz 6  
  Saving Throw: Will negates 
  This spell functions like symbol of death, except that all creatures 
  within the radius of a symbol of persuasion instead become charmed 
  by the caster (as the charm monster spell) for 1 hour per caster level. 
   
  Unlike symbol of death, symbol of persuasion has no hit point 
  limit; once triggered, a symbol of persuasion simply remains active for 
  10 minutes per caster level. 
   
  Note: Magic traps such as symbol of persuasion are hard to detect 
  and disable.  A rogue (only) can use the Search skill to find a symbol of 
  persuasion and Disable Device to thwart it.  The DC in each case is 25 
  + spell level, or 31 for symbol of persuasion. 
   
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 5,000 gp. 
   
  Symbol of Sleep 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Clr 5, Sor/Wiz 5  
  Saving Throw: Will negates 
  This spell functions like symbol of death, except that all creatures of 10 
  HD or less within 60 feet of the symbol of sleep instead fall into a 
  catatonic slumber for 3d6x10 minutes.  Unlike with the sleep spell, 
  sleeping creatures cannot be awakened by nonmagical means before 
  this time expires. 
   
  Unlike symbol of death, symbol of sleep has no hit point limit; 
  once triggered, a symbol of sleep simply remains active for 10 minutes 
  per caster level. 
   
  Note: Magic traps such as symbol of sleep are hard to detect and 
  disable.  A rogue (only) can use the Search skill to find a symbol of 
  sleep and Disable Device to thwart it.  The DC in each case is 25 + 
  spell level, or 30 for symbol of sleep. 
   
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 1,000 gp. 
   
  Symbol of Stunning 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Clr 7, Sor/Wiz 7  
  Saving Throw: Will negates 
  This spell functions like symbol of death, except that all creatures 
  within 60 feet of a symbol of stunning instead become stunned for 1d6 
  rounds. 
   
  Note: Magic traps such as symbol of stunning are hard to detect 
  and disable.  A rogue (only) can use the Search skill to find a symbol of 
  stunning and Disable Device to thwart it.  The DC in each case is 25 + 
  spell level, or 32 for symbol of stunning. 
   
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 5,000 gp. 
   
  Symbol of Weakness 
  Necromancy 
  Level: Clr 7, Sor/Wiz 7 
  This spell functions like symbol of death, except that every creature 
  within 60 feet of a symbol of weakness instead suffers crippling 
  weakness that deals 3d6 points of Strength damage. 
   
  Unlike symbol of death, symbol of weakness has no hit point limit; 
  once triggered, a symbol of weakness simply remains active for 10 
  minutes per caster level. 
   
  Note: Magic traps such as symbol of weakness are hard to detect 
  and disable.  A rogue (only) can use the Search skill to find a symbol of 
  weakness and Disable Device to thwart it.  The DC in each case is 25 + 
  spell level, or 32 for symbol of weakness. 
   
  Material Component: Mercury and phosphorus, plus powdered 
  diamond and opal with a total value of at least 5,000 gp. 
   
  Sympathetic Vibration 
  Evocation [Sonic] 
  Level: Brd 6  
  Components: V, S, F  
  Casting Time: 10 minutes  
  Range: Touch  
  Target: One freestanding structure  
  Duration: Up to 1 round/level  
  Saving Throw: None; see text  
  Spell Resistance: Yes 
  By attuning yourself to a freestanding structure such you can create a 
  damaging vibration within it.  Once it begins, the vibration deals 2d10 
  points of damage per round to the target structure.  (Hardness has no 
  effect on the spell’s damage.) You can choose at the time of casting to 
  limit the duration of the spell; otherwise it lasts for 1 round/level.  If 
  the spell is cast upon a target that is not freestanding the surrounding 
  stone dissipates the effect and no damage occurs. 
   
  Sympathetic 
  vibration 
  cannot 
  affect 
  creatures 
  (including 
  constructs).  Since a structure is an unattended object, it gets no saving 
  throw to resist the effect. 
   
  Focus: A tuning fork. 
   
  Sympathy 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Drd 9, Sor/Wiz 8  
  Components: V, S, M  
  Casting Time: 1 hour  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One location (up to a 10-ft. cube/level) or one object  
  Duration: 2 hours/level (D)  
  Saving Throw: Will negates; see text  
  Spell Resistance: Yes 
  You cause an object or location to emanate magical vibrations that 
  attract either a specific kind of intelligent creature or creatures of a 
  particular alignment, as defined by you.  The particular kind of 
  creature to be affected must be named specifically.  A creature subtype 
  is not specific enough.  Likewise, the specific alignment must be 
  named. 
   
  Creatures of the specified kind or alignment feel elated and 
  pleased to be in the area or desire to touch or to possess the object.  
  The compulsion to stay in the area or touch the object is overpowering.  
  If the save is successful, the creature is released from the enchantment, 
  but a subsequent save must be made 1d6x10 minutes later.  If this save 
  fails, the affected creature attempts to return to the area or object. 
   
  Sympathy counters and dispels antipathy. 
   
  Material Component: 1,500 gp worth of crushed pearls and a 
  drop of honey. 
   
   
  Telekinesis 
  Transmutation 
  Level: Sor/Wiz 5  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level) Target or  
  Targets: See text  
  Duration: Concentration (up to 1 round/level) or instantaneous; see 
  text  
  Saving Throw: Will negates (object) or None; see text  
  Spell Resistance: Yes (object); see text 
  You move objects or creatures by concentrating on them.  Depending 
  on the version selected, the spell can provide a gentle, sustained force, 
  perform a variety of combat maneuvers, or exert a single short, violent 
  thrust. 
   
  Sustained Force: A sustained force moves an object weighing no 
  more than 25 pounds per caster level (maximum 375 pounds at 15th 
  level) up to 20 feet per round.  A creature can negate the effect on an 
  object it possesses with a successful Will save or with spell resistance. 
   
  This version of the spell can last 1 round per caster level, but it 
  ends if you cease concentration.  The weight can be moved vertically, 
  11: Spell Descriptions 
  
  horizontally, or in both directions.  An object cannot be moved beyond 
  your range.  The spell ends if the object is forced beyond the range.  If 
  you cease concentration for any reason, the object falls or stops. 
   
  An object can be telekinetically manipulated as if with one hand.  
  For example, a lever or rope can be pulled, a key can be turned, an 
  object rotated, and so on, if the force required is within the weight 
  limitation.  You might even be able to untie simple knots, though 
  delicate activities such as these require Intelligence checks. 
   
  Combat Maneuver: Alternatively, once per round, you can use 
  telekinesis to perform a bull rush, disarm, grapple (including pin), or 
  trip.  Resolve these attempts as normal, except that they don’t provoke 
  attacks of opportunity, you use your caster level in place of your base 
  attack bonus (for disarm and grapple), you use your Intelligence 
  modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of 
  your Strength or Dexterity modifier, and a failed attempt doesn’t allow 
  a reactive attempt by the target (such as for disarm or trip).  No save is 
  allowed against these attempts, but spell resistance applies normally.  
  This version of the spell can last 1 round per caster level, but it ends if 
  you cease concentration. 
   
  Violent Thrust: Alternatively, the spell energy can be spent in a 
  single round.  You can hurl one object or creature per caster level 
  (maximum 15) that are within range and all within 10 feet of each 
  other toward any target within 10 feet per level of all the objects.  You 
  can hurl up to a total weight of 25 pounds per caster level (maximum 
  375 pounds at 15th level). 
   
  You must succeed on attack rolls (one per creature or object 
  thrown) to hit the target with the items, using your base attack bonus + 
  your Intelligence modifier (if a wizard) or Charisma modifier (if a 
  sorcerer).  Weapons cause standard damage (with no Strength bonus; 
  note that arrows or bolts deal damage as daggers of their size when 
  used in this manner).  Other objects cause damage ranging from 1 
  point per 25 pounds (for less dangerous objects) to 1d6 points of 
  damage per 25 pounds (for hard, dense objects). 
   
  Creatures who fall within the weight capacity of the spell can be 
  hurled, but they are allowed Will saves (and spell resistance) to negate 
  the effect, as are those whose held possessions are targeted by the 
  spell.  If a telekinesed creature is hurled against a solid surface, it takes 
  damage as if it had fallen 10 feet (1d6 points). 
   
  Telekinetic Sphere 
  Evocation [Force] 
  Level: Sor/Wiz 8  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: 1-ft.-diameter/level sphere, centered around creatures or 
  objects  
  Duration: 1 minutes/level (D)  
  Saving Throw: Reflex negates (object)  
  Spell Resistance: Yes (object) 
  This spell functions like resilient sphere, with the addition that the 
  creatures or objects inside the globe are nearly weightless.  Anything 
  contained within an telekinetic sphere weighs only one-sixteenth of its 
  normal weight.  You can telekinetically lift anything in the sphere that 
  normally weighs 5,000 pounds or less.  The telekinetic control extends 
  from you out to medium range (100 feet + 10 feet per caster level) 
  after the sphere has succeeded in encapsulating its contents. 
   
  You can move objects or creatures in the sphere that weigh a total 
  of 5,000 pounds or less by concentrating on the sphere.  You can begin 
  moving a sphere in the round after casting the spell.  If you concentrate 
  on doing so (a standard action), you can move the sphere as much as 
  30 feet in a round.  If you cease concentrating, the sphere does not 
  move in that round (if on a level surface) or descends at its falling rate 
  (if aloft) until it reaches a level surface, or the spell’s duration expires, 
  or you begin concentrating again.  If you cease concentrating 
  (voluntarily or due to failing a Concentration check), you can resume 
  concentrating on your next turn or any later turn during the spell’s 
  duration. 
   
  The sphere falls at a rate of only 60 feet per round, which is not 
  fast enough to cause damage to the contents of the sphere. 
   
  You can move the sphere telekinetically even if you are in it. 
   
  Material Component: A hemispherical piece of clear crystal, a 
  matching hemispherical piece of gum arabic, and a pair of small bar 
  magnets. 
   
  Telepathic Bond 
  Divination 
  Level: Sor/Wiz 5  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Targets: You plus one willing creature per three levels, no two of 
  which can be more than 30 ft. apart  
  Duration: 10 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  You forge a telepathic bond among yourself and a number of willing 
  creatures, each of which must have an Intelligence score of 3 or higher.  
  Each creature included in the link is linked to all the others.  The 
  creatures 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). 
   
  If desired, you may leave yourself out of the telepathic bond 
  forged.  This decision must be made at the time of casting. 
   
  Telepathic bond can be made permanent with a permanency spell, 
  though it only bonds two creatures per casting of permanency. 
   
  Material Component: Pieces of eggshell from two different 
  kinds of creatures. 
   
  Teleport 
  Conjuration (Teleportation) 
  Level: Sor/Wiz 5, Travel 5  
  Components: V  
  Casting Time: 1 standard action  
  Range: Personal and touch  
  Target: You and touched objects or other touched willing creatures  
  Duration: Instantaneous  
  Saving Throw: None and Will negates (object)  
  Spell Resistance: No and Yes (object) 
  This spell instantly transports you to a designated destination, which 
  may be as distant as 100 miles per caster level.  Interplanar travel is not 
  possible.  You can bring along objects as long as their weight doesn’t 
  exceed your maximum load.  You may also bring one additional 
  willing Medium or smaller creature (carrying gear or objects up to its 
  maximum load) or its equivalent (see below) per three caster levels.  A 
  Large creature counts as two Medium creatures, a Huge creature 
  counts as two Large creatures, and so forth.  All creatures to be 
  transported must be in contact with one another, and at least one of 
  those creatures must be in contact with you.  As with all spells where 
  the range is personal and the target is you, you need not make a saving 
  throw, nor is spell resistance applicable to you.  Only objects held or in 
  use (attended) by another person receive saving throws and spell 
  resistance. 
   
  You must have some clear idea of the location and layout of the 
  destination.  The clearer your mental image, the more likely the 
  teleportation works.  Areas of strong physical or magical energy may 
  make teleportation more hazardous or even impossible. 
   
  To see how well the teleportation works, roll d% and consult the 
  Teleport table.  Refer to the following information for definitions of 
  the terms on the table. 
   
  Familiarity: “Very familiar” is a place where you have been very 
  often and where you feel at home.  “Studied carefully” is a place you 
  know well, either because you can currently see it, you’ve been there 
  often, or you have used other means (such as scrying) to study the 
  place for at least one hour.  “Seen casually” is a place that you have 
  seen more than once but with which you are not very familiar.  
  11: Spell Descriptions 
  
  “Viewed once” is a place that you have seen once, possibly using 
  magic. 
   
  “False destination” is a place that does not truly exist or if you are 
  teleporting to an otherwise familiar location that no longer exists as 
  such or has been so completely altered as to no longer be familiar to 
  you.  When traveling to a false destination, roll 1d20+80 to obtain 
  results on the table, rather than rolling d%, since there is no real 
  destination for you to hope to arrive at or even be off target from. 
   
  On Target: You appear where you want to be. 
   
  Off Target: You appear safely a random distance away from the 
  destination in a random direction.  Distance off target is 1d10x1d10% 
  of the distance that was to be traveled.  The direction off target is 
  determined randomly 
   
  Similar Area: You wind up in an area that’s visually or 
  thematically similar to the target area. 
   
  Generally, you appear in the closest similar place within range.  If 
  no such area exists within the spell’s range, the spell simply fails 
  instead. 
   
  Mishap: You and anyone else teleporting with you have gotten 
  “scrambled.” You each take 1d10 points of damage, and you reroll on 
  the chart to see where you wind up.  For these rerolls, roll 1d20+80.  
  Each time “Mishap” comes up, the characters take more damage and 
  must reroll. 
   
  On 
  Off 
  Similar 
  Familiarity  
  Target  Target  Area  
  Mishap  
  Very familiar  
  01-97  
  98-99  
   100  
     --- 
  Studied carefully  
  01-94  
  95-97  
  98-99  
    100 
   
  Seen casually  
  01-88  
  89-94  
  95-98  
  99-100 
  Viewed once  
  01-76  
  77-88  
  89-96  
  97-100 
   
  False destination (1d20+80)     ---  
     ---  
  81-92  
  93-100 
   
  Teleport Object 
  Conjuration (Teleportation) 
  Level: Sor/Wiz 7  
  Range: Touch  
  Target: One touched object of up to 50 lb./level and 3 cu. ft./level  
  Saving Throw: Will negates (object)  
  Spell Resistance: Yes (object) 
  This spell functions like teleport, except that it teleports an object, not 
  you.  Creatures and magical forces cannot be teleported. 
   
  If desired, the target object can be sent to a distant location on the 
  Ethereal Plane.  In this case, the point from which the object was 
  teleported remains faintly magical until the item is retrieved.  A 
  successful targeted dispel magic spell cast on that point brings the 
  vanished item back from the Ethereal Plane. 
   
  Teleport, Greater 
  Conjuration (Teleportation) 
  Level: Sor/Wiz 7, Travel 7 
  This spell functions like teleport, except that there is no range limit and 
  there is no chance you arrive off target.  In addition, you need not have 
  seen the destination, but in that case you must have at least a reliable 
  description of the place to which you are teleporting.  If you attempt to 
  teleport with insufficient information (or with misleading information), 
  you disappear and simply reappear in your original location.  
  Interplanar travel is not possible. 
   
  Teleportation Circle 
  Conjuration (Teleportation) 
  Level: Sor/Wiz 9  
  Components: V, M  
  Casting Time: 10 minutes  
  Range: 0 ft.  
  Effect: 5-ft.-radius circle that teleports those who activate it  
  Duration: 10 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: Yes 
  You create a circle on the floor or other horizontal surface that 
  teleports, as greater teleport, any creature who stands on it to a 
  designated spot.  Once you designate the destination for the circle, you 
  can’t change it.  The spell fails if you attempt to set the circle to 
  teleport creatures into a solid object, to a place with which you are not 
  familiar and have no clear description, or to another plane. 
   
  The circle itself is subtle and nearly impossible to notice.  If you 
  intend to keep creatures from activating it accidentally, you need to 
  mark the circle in some way. 
   
  Teleportation circle can be made permanent with a permanency 
  spell.  A permanent teleportation circle that is disabled becomes 
  inactive for 10 minutes, then can be triggered again as normal. 
   
  Note: Magic traps such as teleportation circle are hard to detect 
  and disable.  A rogue (only) can use the Search skill to find the circle 
  and Disable Device to thwart it.  The DC in each case is 25 + spell 
  level, or 34 in the case of teleportation circle. 
   
  Material Component: Amber dust to cover the area of the circle 
  (cost 1,000 gp). 
   
  Temporal Stasis 
  Transmutation 
  Level: Sor/Wiz 8  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: Permanent  
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes 
  You must succeed on a melee touch attack.  You place the subject into 
  a state of suspended animation.  For the creature, time ceases to flow 
  and its condition becomes fixed.  The creature does not grow older.  Its 
  body functions virtually cease, and no force or effect can harm it.  This 
  state persists until the magic is removed (such as by a successful dispel 
  magic spell or a freedom spell). 
   
  Material Component: A powder composed of diamond, 
  emerald, ruby, and sapphire dust with a total value of at least 5,000 gp. 
   
  Time Stop 
  Transmutation 
  Level: Sor/Wiz 9, Trickery 9  
  Components: V  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1d4+1 rounds (apparent time); see text 
  This spell seems to make time cease to flow for everyone but you.  In 
  fact, you speed up so greatly that all other creatures seem frozen, 
  though they are actually still moving at their normal speeds.  You are 
  free to act for 1d4+1 rounds of apparent time.  Normal and magical 
  fire, cold, gas, and the like can still harm you.  While the time stop is in 
  effect, other creatures are invulnerable to your attacks and spells; you 
  cannot target such creatures with any attack or spell.  A spell that 
  affects an area and has a duration longer than the remaining duration of 
  the time stop have their normal effects on other creatures once the time 
  stop ends.  Most spellcasters use the additional time to improve their 
  defenses, summon allies, or flee from combat. 
   
  You cannot move or harm items held, carried, or worn by a 
  creature stuck in normal time, but you can affect any item that is not in 
  another creature’s possession. 
   
  You are undetectable while time stop lasts.  You cannot enter an 
  area protected by an antimagic field while under the effect of time stop. 
   
  11: Spell Descriptions 
  
  Tiny Hut 
  Evocation [Force] 
  Level: Brd 3, Sor/Wiz 3  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: 20 ft.  
  Effect: 20-ft.-radius sphere centered on your location  
  Duration: 2 hours/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  You create an unmoving, opaque sphere of force of any color you 
  desire around yourself.  Half the sphere projects above the ground, and 
  the lower hemisphere passes through the ground.  As many as nine 
  other Medium creatures can fit into the field with you; they can freely 
  pass into and out of the hut without harming it.  However, if you 
  remove yourself from the hut, the spell ends. 
   
  The temperature inside the hut is 70° F if the exterior temperature 
  is between 0° and 100° F.  An exterior temperature below 0° or above 
  100° lowers or raises the interior temperature on a 1-degree-for-1 
  basis.  The hut also provides protection against the elements, such as 
  rain, dust, and sandstorms.  The hut withstands any wind of less than 
  hurricane force, but a hurricane (75+ mph wind speed) or greater force 
  destroys it. 
   
  The interior of the hut is a hemisphere.  You can illuminate it 
  dimly upon command or extinguish the light as desired.  Although the 
  force field is opaque from the outside, it is transparent from within.  
  Missiles, weapons, and most spell effects can pass through the hut 
  without affecting it, although the occupants cannot be seen from 
  outside the hut (they have total concealment). 
   
  Material Component: A small crystal bead that shatters when 
  the spell duration expires or the hut is dispelled. 
   
  Tongues 
  Divination 
  Level: Brd 2, Clr 4, Sor/Wiz 3  
  Components: V, M/DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 10 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: No 
  This spell grants the creature touched the ability to speak and 
  understand the language of any intelligent creature, whether it is a 
  racial tongue or a regional dialect.  The subject can speak only one 
  language at a time, although it may be able to understand several 
  languages.  Tongues does not enable the subject to speak with 
  creatures who don’t speak.  The subject can make itself understood as 
  far as its voice carries.  This spell does not predispose any creature 
  addressed toward the subject in any way. 
   
  Tongues can be made permanent with a permanency spell. 
   
  Arcane Material Component: A small clay model of a ziggurat, 
  which shatters when the verbal component is pronounced. 
   
  Touch of Fatigue 
  Necromancy 
  Level: Sor/Wiz 0  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 1 round/level  
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes 
  You channel negative energy through your touch, fatiguing the target.  
  You must succeed on a touch attack to strike a target. 
   
  The subject is immediately fatigued for the spell’s duration. 
   
  This spell has no effect on a creature that is already fatigued.  
  Unlike with normal fatigue, the effect ends as soon as the spell’s 
  duration expires. 
   
  Material Component: A drop of sweat. 
   
  Touch of Idiocy 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sor/Wiz 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Living creature touched  
  Duration: 10 minutes/level  
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  With a touch, you reduce the target’s mental faculties.  Your successful 
  melee touch attack applies a 1d6 penalty to the target’s Intelligence, 
  Wisdom, and Charisma scores.  This penalty can’t reduce any of these 
  scores below 1. 
   
  This spell’s effect may make it impossible for the target to cast 
  some or all of its spells, if the requisite ability score drops below the 
  minimum required to cast spells of that level. 
   
  Transformation 
  Transmutation 
  Level: Sor/Wiz 6  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 round/level 
  You become a virtual fighting machine - stronger, tougher, faster, and 
  more skilled in combat.  Your mind-set changes so that you relish 
  combat and you can’t cast spells, even from magic items. 
   
  You gain a +4 enhancement bonus to Strength, Dexterity, and 
  Constitution, a +4 natural armor bonus to AC, a +5 competence bonus 
  on Fortitude saves, and proficiency with all simple and martial 
  weapons.  Your base attack bonus equals your character level (which 
  may give you multiple attacks). 
   
  You lose your spellcasting ability, including your ability to use 
  spell activation or spell completion magic items, just as if the spells 
  were no longer on your class list. 
   
  Material Component: A potion of bull’s strength, which you 
  drink (and whose effects are subsumed by the spell effects). 
   
  Transmute Metal to Wood 
  Transmutation 
  Level: Drd 7  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Area: All metal objects within a 40-ft.-radius burst  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: Yes (object; see text) 
  This spell enables you to change all metal objects within its area to 
  wood.  Weapons, armor, and other metal objects carried by creatures 
  are affected as well.  A magic object made of metal effectively has 
  spell resistance equal to 20 + its caster level against this spell.  
  Artifacts cannot be transmuted.  Weapons converted from metal to 
  wood take a –2 penalty on attack and damage rolls.  The armor bonus 
  of any armor converted from metal to wood is reduced by 2.  Weapons 
  changed by this spell splinter and break on any natural attack roll of 1 
  or 2, and armor changed by this spell loses an additional point of armor 
  bonus every time it is struck with a natural attack roll of 19 or 20. 
   
  Only limited wish, miracle, wish, or similar magic can restore a 
  transmuted object to its metallic state. 
   
  11: Spell Descriptions 
  
  Transmute Mud to Rock 
  Transmutation [Earth] 
  Level: Drd 5, Sor/Wiz 5  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: Up to two 10-ft. cubes/level (S)  
  Duration: Permanent  
  Saving Throw: See text  
  Spell Resistance: No 
  This spell transforms normal mud or quicksand of any depth into soft 
  stone (sandstone or a similar mineral) permanently. 
   
  Any creature in the mud is allowed a Reflex save to escape before 
  the area is hardened to stone. 
   
  Transmute mud to rock counters and dispels transmute rock to 
  mud. 
   
  Arcane Material Component: Sand, lime, and water. 
   
  Transmute Rock to Mud 
  Transmutation [Earth] 
  Level: Drd 5, Sor/Wiz 5  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: Up to two 10-ft. cubes/level (S)  
  Duration: Permanent; see text  
  Saving Throw: See text  
  Spell Resistance: No 
  This spell turns natural, uncut or unworked rock of any sort into an 
  equal volume of mud.  Magical stone is not affected by the spell.  The 
  depth of the mud created cannot exceed 10 feet.  A creature unable to 
  levitate, fly, or otherwise free itself from the mud sinks until hip- or 
  chest-deep, reducing its speed to 5 feet and causing a –2 penalty on 
  attack rolls and AC.  Brush thrown atop the mud can support creatures 
  able to climb on top of it.  Creatures large enough to walk on the 
  bottom can wade through the area at a speed of 5 feet. 
   
  If transmute rock to mud is cast upon the ceiling of a cavern or 
  tunnel, the mud falls to the floor and spreads out in a pool at a depth of 
  5 feet.  The falling mud and the ensuing cave-in deal 8d6 points of 
  bludgeoning damage to anyone caught directly beneath the area, or 
  half damage to those who succeed on Reflex saves. 
   
  Castles and large stone buildings are generally immune to the 
  effect of the spell, since transmute rock to mud can’t affect worked 
  stone and doesn’t reach deep enough to undermine such buildings’ 
  foundations.  However, small buildings or structures often rest upon 
  foundations shallow enough to be damaged or even partially toppled 
  by this spell. 
   
  The mud remains until a successful dispel magic or transmute 
  mud to rock spell restores its substance - but not necessarily its form.  
  Evaporation turns the mud to normal dirt over a period of days.  The 
  exact time depends on exposure to the sun, wind, and normal drainage. 
   
  Arcane Material Component: Clay and water. 
   
  Transport via Plants 
  Conjuration (Teleportation) 
  Level: Drd 6  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Unlimited  
  Target: You and touched objects or other touched willing creatures  
  Duration: 1 round  
  Saving Throw: None  
  Spell Resistance: No 
  You can enter any normal plant (Medium or larger) and pass any 
  distance to a plant of the same kind in a single round, regardless of the 
  distance separating the two.  The entry plant must be alive.  The 
  destination plant need not be familiar to you, but it also must be alive.  
  If you are uncertain of the location of a particular kind of destination 
  plant, you need merely designate direction and distance and the 
  transport via plants spell moves you as close as possible to the desired 
  location.  If a particular destination plant is desired but the plant is not 
  living, the spell fails and you are ejected from the entry plant. 
   
  You can bring along objects as long as their weight doesn’t 
  exceed your maximum load.  You may also bring one additional 
  willing Medium or smaller creature (carrying gear or objects up to its 
  maximum load) or its equivalent per three caster levels.  Use the 
  following equivalents to determine the maximum number of larger 
  creatures you can bring along: A Large creature counts as two Medium 
  creatures, a Huge creature counts as two Large creatures, and so forth.  
  All creatures to be transported must be in contact with one another, and 
  at least one of those creatures must be in contact with you. 
   
  You can’t use this spell to travel through plant creatures. 
   
  The destruction of an occupied plant slays you and any creatures 
  you have brought along, and ejects the bodies and all carried objects 
  from the tree. 
   
  Trap the Soul 
  Conjuration (Summoning) 
  Level: Sor/Wiz 8  
  Components: V, S, M, (F); see text  
  Casting Time: 1 standard action or see text  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature  
  Duration: Permanent; see text  
  Saving Throw: See text  
  Spell Resistance: Yes; see text 
  Trap the soul forces a creature’s life force (and its material body) into 
  a gem.  The gem holds the trapped entity indefinitely or until the gem 
  is broken and the life force is released, which allows the material body 
  to reform.  If the trapped creature is a powerful creature from another 
  plane it can be required to perform a service immediately upon being 
  freed.  Otherwise, the creature can go free once the gem imprisoning it 
  is broken. 
   
  Depending on the version selected, the spell can be triggered in 
  one of two ways. 
   
  Spell Completion: First, the spell can be completed by speaking 
  its final word as a standard action as if you were casting a regular spell 
  at the subject.  This allows spell resistance (if any) and a Will save to 
  avoid the effect.  If the creature’s name is spoken as well, any spell 
  resistance is ignored and the save DC increases by 2.  If the save or 
  spell resistance is successful, the gem shatters. 
   
  Trigger Object: The second method is far more insidious, for it 
  tricks the subject into accepting a trigger object inscribed with the final 
  spell word, automatically placing the creature’s soul in the trap.  To 
  use this method, both the creature’s name and the trigger word must be 
  inscribed on the trigger object when the gem is enspelled.  A sympathy 
  spell can also be placed on the trigger object.  As soon as the subject 
  picks up or accepts the trigger object, its life force is automatically 
  transferred to the gem without the benefit of spell resistance or a save. 
   
  Material Component: Before the actual casting of trap the soul, 
  you must procure a gem of at least 1,000 gp value for every Hit Die 
  possessed by the creature to be trapped.  If the gem is not valuable 
  enough, it shatters when the entrapment is attempted.  (While creatures 
  have no concept of level or Hit Dice as such, the value of the gem 
  needed to trap an individual can be researched.  Remember that this 
  value can change over time as creatures gain more Hit Dice.) 
   
  Focus (Trigger Object Only): If the trigger object method is 
  used, a special trigger object, prepared as described above, is needed. 
   
  Tree Shape 
  Transmutation 
  Level: Drd 2, Rgr 3  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 hour/level (D) 
  11: Spell Descriptions 
  
  By means of this spell, you are able to assume the form of a Large 
  living tree or shrub or a Large dead tree trunk with a small number of 
  limbs.  The closest inspection cannot reveal that the tree in question is 
  actually a magically concealed creature.  To all normal tests you are, in 
  fact, a tree or shrub, although a detect magic spell reveals a faint 
  transmutation on the tree.  While in tree form, you can observe all that 
  transpires around you just as if you were in your normal form, and 
  your hit points and save bonuses remain unaffected.  You gain a +10 
  natural armor bonus to AC but have an effective Dexterity score of 0 
  and a speed of 0 feet.  You are immune to critical hits while in tree 
  form.  All clothing and gear carried or worn changes with you. 
   
  You can dismiss tree shape as a free action (instead of as a 
  standard action). 
   
  Tree Stride 
  Conjuration (Teleportation) 
  Level: Drd 5, Rgr 4  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 hour/level or until expended; see text 
  You gain the ability to enter trees and move from inside one tree to 
  inside another tree.  The first tree you enter and all others you enter 
  must be of the same kind, must be living, and must have girth at least 
  equal to yours.  By moving into an oak tree (for example), you 
  instantly know the location of all other oak trees within transport range 
  (see below) and may choose whether you want to pass into one or 
  simply step back out of the tree you moved into.  You may choose to 
  pass to any tree of the appropriate kind within the transport range as 
  shown on the following table. 
  Type of Tree  
  Transport Range 
  Oak, ash, yew  
  3,000 feet 
  Elm, linden  
  2,000 feet 
   
  Other deciduous  
  1,500 feet 
  Any coniferous  
  1,000 feet 
   
  All other trees  
  500 feet 
   
  You may move into a tree up to one time per caster level (passing 
  from one tree to another counts only as moving into one tree).  The 
  spell lasts until the duration expires or you exit a tree.  Each transport 
  is a full-round action. 
   
  You can, at your option, remain within a tree without transporting 
  yourself, but you are forced out when the spell ends.  If the tree in 
  which you are concealed is chopped down or burned, you are slain if 
  you do not exit before the process is complete. 
   
  True Resurrection 
  Conjuration (Healing) 
  Level: Clr 9  
  Casting Time: 10 minutes 
  This spell functions like raise dead, except that you can resurrect a 
  creature that has been dead for as long as 10 years per caster level.  
  This spell can even bring back creatures whose bodies have been 
  destroyed, provided that you unambiguously identify the deceased in 
  some fashion (reciting the deceased’s time and place of birth or death 
  is the most common method). 
   
  Upon completion of the spell, the creature is immediately restored 
  to full hit points, vigor, and health, with no loss of level (or 
  Constitution points) or prepared spells. 
   
  You can revive someone killed by a death effect or someone who 
  has been turned into an undead creature and then destroyed.  This spell 
  can also resurrect elementals or outsiders, but it can’t resurrect 
  constructs or undead creatures. 
   
  Even true resurrection can’t restore to life a creature who has 
  died of old age. 
   
  Material Component: A sprinkle of holy water and diamonds 
  worth a total of at least 25,000 gp. 
   
  True Seeing 
  Divination 
  Level: Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 1 minutes/level  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  You confer on the subject the ability to see all things as they actually 
  are.  The subject sees through normal and magical darkness, notices 
  secret doors hidden by magic, sees the exact locations of creatures or 
  objects under blur or displacement effects, sees invisible creatures or 
  objects normally, sees through illusions, and sees the true form of 
  polymorphed, changed, or transmuted things.  Further, the subject can 
  focus its vision to see into the Ethereal Plane (but not into 
  extradimensional spaces).  The range of true seeing conferred is 120 
  feet. 
   
  True seeing, however, does not penetrate solid objects.  It in no 
  way confers X-ray vision or its equivalent.  It does not negate 
  concealment, including that caused by fog and the like.  True seeing 
  does not help the viewer see through mundane disguises, spot creatures 
  who are simply hiding, or notice secret doors hidden by mundane 
  means.  In addition, the spell effects cannot be further enhanced with 
  known magic, so one cannot use true seeing through a crystal ball or in 
  conjunction with clairaudience/clairvoyance. 
   
  Material Component: An ointment for the eyes that costs 250 gp 
  and is made from mushroom powder, saffron, and fat. 
   
  True Strike 
  Divination 
  Level: Sor/Wiz 1  
  Components: V, F  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: See text 
  You gain temporary, intuitive insight into the immediate future during 
  your next attack.  Your next single attack roll (if it is made before the 
  end of the next round) gains a +20 insight bonus.  Additionally, you 
  are not affected by the miss chance that applies to attackers trying to 
  strike a concealed target. 
   
  Focus: A small wooden replica of an archery target. 
   
  Undeath to Death 
  Necromancy 
  Level: Clr 6, Sor/Wiz 6  
  Components: V, S, M/DF  
  Area: Several undead creatures within a 40-ft.-radius burst  
  Saving Throw: Will negates 
  This spell functions like circle of death, except that it destroys undead 
  creatures as noted above. 
   
  Material Component: The powder of a crushed diamond worth 
  at least 500 gp. 
   
  Undetectable Alignment 
  Abjuration 
  Level: Brd 1, Clr 2, Pal 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature or object  
  Duration: 24 hours  
  Saving Throw: Will negates (object)  
  Spell Resistance: Yes (object) 
  An undetectable alignment spell conceals the alignment of an object or 
  a creature from all forms of divination. 
   
  11: Spell Descriptions 
  
  Unhallow 
  Evocation [Evil] 
  Level: Clr 5, Drd 5, Undead 4 
  Components: V, S, M  
  Casting Time: 24 hours  
  Range: Touch  
  Area: 40-ft. radius emanating from the touched point  
  Duration: Instantaneous  
  Saving Throw: See text  
  Spell Resistance: See text 
  Unhallow makes a particular site, building, or structure an unholy site.  
  This has three major effects. 
   
  First, the site or structure is guarded by a magic circle against 
  good effect. 
   
  Second, all turning checks made to turn undead take a –4 penalty, 
  and turning checks to rebuke undead gain a +4 profane bonus.  Spell 
  resistance does not apply to this effect.  (This provision does not apply 
  to the druid version of the spell.) 
   
  Finally, you may choose to fix a single spell effect to the 
  unhallowed site.  The spell effect lasts for one year and functions 
  throughout the entire site, regardless of its normal duration and area or 
  effect.  You may designate whether the effect applies to all creatures, 
  creatures that share your faith or alignment, or creatures that adhere to 
  another faith or alignment.  At the end of the year, the chosen effect 
  lapses, but it can be renewed or replaced simply by casting unhallow 
  again. 
   
  Spell effects that may be tied to an unhallowed site include aid, 
  bane, bless, cause fear, darkness, daylight, death ward, deeper 
  darkness, detect magic, detect good, dimensional anchor, discern lies, 
  dispel magic, endure elements, freedom of movement, invisibility 
  purge, protection from energy, remove fear, resist energy, silence, 
  tongues, and zone of truth. 
   
  Saving throws and spell resistance might apply to these spells’ 
  effects.  (See the individual spell descriptions for details.) 
   
  An area can receive only one unhallow spell (and its associated 
  spell effect) at a time. 
   
  Unhallow counters but does not dispel hallow. 
   
  Material Component: Herbs, oils, and incense worth at least 
  1,000 gp, plus 1,000 gp per level of the spell to be tied to the 
  unhallowed area. 
   
  Unholy Aura 
  Abjuration [Evil] 
  Level: Clr 8, Evil 8  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: 20 ft.  
  Targets: One creature/level in a 20-ft.-radius burst centered on you  
  Duration: 1 round/level (D)  
  Saving Throw: See text  
  Spell Resistance: Yes (harmless) 
  A malevolent darkness surrounds the subjects, protecting them from 
  attacks, granting them resistance to spells cast by good creatures, and 
  weakening good creatures when they strike the subjects.  This 
  abjuration has four effects. 
   
  First, each warded creature gains a +4 deflection bonus to AC and 
  a +4 resistance bonus on saves.  Unlike the effect of protection from 
  good, this benefit applies against all attacks, not just against attacks by 
  good creatures. 
   
  Second, a warded creature gains spell resistance 25 against good 
  spells and spells cast by good creatures. 
   
  Third, the abjuration blocks possession and mental influence, just 
  as protection from good does. 
   
  Finally, if a good creature succeeds on a melee attack against a 
  warded creature, the offending attacker takes 1d6 points of temporary 
  Strength damage (Fortitude negates). 
   
  Focus: A tiny reliquary containing some sacred relic, such as a 
  piece of parchment from an unholy text.  The reliquary costs at least 
  500 gp. 
  Unholy Blight 
  Evocation [Evil] 
  Level: Evil 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Area: 20-ft.-radius spread  
  Duration: Instantaneous (1d4 rounds); see text  
  Saving Throw: Will partial  
  Spell Resistance: Yes 
  You call up unholy power to smite your enemies.  The power takes the 
  form of a cold, cloying miasma of greasy darkness. 
   
  Only good and neutral (not evil) creatures are harmed by the 
  spell. 
   
  The spell deals 1d8 points of damage per two caster levels 
  (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 
  10d6, to a good outsider) and causes it to be sickened for 1d4 rounds.  
  A successful Will save reduces damage to half and negates the 
  sickened effect.  The effects cannot be negated by remove disease or 
  heal, but remove curse is effective. 
   
  The spell deals only half damage to creatures who are neither evil 
  nor good, and they are not sickened.  Such a creature can reduce the 
  damage in half again (down to one-quarter) with a successful Will 
  save. 
   
  Unseen Servant 
  Conjuration (Creation) 
  Level: Brd 1, Sor/Wiz 1  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One invisible, mindless, shapeless servant  
  Duration: 1 hour/level  
  Saving Throw: None  
  Spell Resistance: No 
  An unseen servant is an invisible, mindless, shapeless force that 
  performs simple tasks at your command.  It can run and fetch things, 
  open unstuck doors, and hold chairs, as well as clean and mend.  The 
  servant can perform only one activity at a time, but it repeats the same 
  activity over and over again if told to do so as long as you remain 
  within range.  It can open only normal doors, drawers, lids, and the 
  like.  It has an effective Strength score of 2 (so it can lift 20 pounds or 
  drag 100 pounds).  It can trigger traps and such, but it can exert only 
  20 pounds of force, which is not enough to activate certain pressure 
  plates and other devices.  It can’t perform any task that requires a skill 
  check with a DC higher than 10 or that requires a check using a skill 
  that can’t be used untrained.  Its speed is 15 feet. 
   
  The servant cannot attack in any way; it is never allowed an 
  attack roll.  It cannot be killed, but it dissipates if it takes 6 points of 
  damage from area attacks.  (It gets no saves against attacks.) If you 
  attempt to send it beyond the spell’s range (measured from your 
  current position), the servant ceases to exist. 
   
  Material Component: A piece of string and a bit of wood. 
   
  Vampiric Touch 
  Necromancy 
  Level: Sor/Wiz 3  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Living creature touched  
  Duration: Instantaneous/1 hour; see text  
  Saving Throw: None  
  Spell Resistance: Yes 
  You must succeed on a melee touch attack.  Your touch deals 1d6 
  points of damage per two caster levels (maximum 10d6).  You gain 
  temporary hit points equal to the damage you deal.  However, you 
  can’t gain more than the subject’s current hit points +10, which is 
  11: Spell Descriptions 
  
  enough to kill the subject.  The temporary hit points disappear 1 hour 
  later. 
   
  Veil 
  Illusion (Glamer) 
  Level: Brd 6, Sor/Wiz 6  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Targets: One or more creatures, no two of which can be more than 30 
  ft. apart  
  Duration: Concentration + 1 hour/level (D)  
  Saving Throw: Will negates; see text  
  Spell Resistance: Yes; see text 
  You instantly change the appearance of the subjects and then maintain 
  that appearance for the spell’s duration.  You can make the subjects 
  appear to be anything you wish.  The subjects look, feel, and smell just 
  like the creatures the spell makes them resemble.  Affected creatures 
  resume their normal appearances if slain.  You must succeed on a 
  Disguise check to duplicate the appearance of a specific individual.  
  This spell gives you a +10 bonus on the check. 
   
  Unwilling targets can negate the spell’s effect on them by making 
  Will saves or with spell resistance.  Those who interact with the 
  subjects can attempt Will disbelief saves to see through the glamer, but 
  spell resistance doesn’t help. 
   
  Ventriloquism 
  Illusion (Figment) 
  Level: Brd 1, Sor/Wiz 1  
  Components: V, F  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: Intelligible sound, usually speech  
  Duration: 1 minutes/level (D)  
  Saving Throw: Will disbelief (if interacted with)  
  Spell Resistance: No 
  You can make your voice (or any sound that you can normally make 
  vocally) seem to issue from someplace else.  You can speak in any 
  language you know.  With respect to such voices and sounds, anyone 
  who hears the sound and rolls a successful save recognizes it as 
  illusory (but still hears it). 
   
  Focus: A parchment rolled up into a small cone. 
   
  Virtue 
  Transmutation 
  Level: Clr 0, Drd 0, Pal 1  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Creature touched  
  Duration: 1 min.   
  Saving Throw: Fortitude negates (harmless)  
  Spell Resistance: Yes (harmless) 
  The subject gains 1 temporary hit point. 
   
  Vision 
  Divination 
  Level: Sor/Wiz 7  
  Components: V, S, M, XP  
  Casting Time: 1 standard action 
  This spell functions like legend lore, except that it works more quickly 
  but produces some strain on you.  You pose a question about some 
  person, place, or object, then cast the spell.  If the person or object is at 
  hand or if you are in the place in question, you receive a vision about it 
  by succeeding on a caster level check (1d20 +1 per caster level; 
  maximum +25) against DC 20.  If only detailed information on the 
  person, place, or object is known, the DC is 25, and the information 
  gained is incomplete.  If only rumors are known, the DC is 30, and the 
  information gained is vague. 
   
  XP Cost: 100 XP. 
   
  Wail of the Banshee 
  Necromancy [Death, Sonic] 
  Level: Death 9, Sor/Wiz 9  
  Components: V  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Area: One living creature/level within a 40-ft.-radius spread  
  Duration: Instantaneous  
  Saving Throw: Fortitude negates  
  Spell Resistance: Yes 
  You emit a terrible scream that kills creatures that hear it (except for 
  yourself ).  Creatures closest to the point of origin are affected first. 
   
  Wall of Fire 
  Evocation [Fire] 
  Level: Drd 5, Fire 4, Sor/Wiz 4  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Opaque sheet of flame up to 20 ft. long/level or a ring of fire 
  with a radius of up to 5 ft. per two levels; either form 20 ft. high  
  Duration: Concentration + 1 round/level  
  Saving Throw: None  
  Spell Resistance: Yes 
  An immobile, blazing curtain of shimmering violet fire springs into 
  existence.  One side of the wall, selected by you, sends forth waves of 
  heat, dealing 2d4 points of fire damage to creatures within 10 feet and 
  1d4 points of fire damage to those past 10 feet but within 20 feet.  The 
  wall deals this damage when it appears and on your turn each round to 
  all creatures in the area.  In addition, the wall deals 2d6 points of fire 
  damage +1 point of fire damage per caster level (maximum +20) to 
  any creature passing through it.  The wall deals double damage to 
  undead creatures. 
   
  If you evoke the wall so that it appears where creatures are, each 
  creature takes damage as if passing through the wall.  If any 5-foot 
  length of wall takes 20 points of cold damage or more in 1 round, that 
  length goes out.  (Do not divide cold damage by 4, as normal for 
  objects.) 
   
  Wall of fire can be made permanent with a permanency spell.  A 
  permanent wall of fire that is extinguished by cold damage becomes 
  inactive for 10 minutes, then reforms at normal strength. 
   
  Arcane Material Component: A small piece of phosphorus. 
   
  Wall of Force 
  Evocation [Force] 
  Level: Sor/Wiz 5  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: Wall whose area is up to one 10-ft. square/level  
  Duration: 1 round /level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  A wall of force spell creates an invisible wall of force.  The wall cannot 
  move, it is immune to damage of all kinds, and it is unaffected by most 
  spells, including dispel magic.  However, disintegrate immediately 
  destroys it, as does a rod of cancellation, a sphere of annihilation, or a 
  mage’s disjunction spell.  Breath weapons and spells cannot pass 
  through the wall in either direction, although dimension door, teleport, 
  and similar effects can bypass the barrier.  It blocks ethereal creatures 
  as well as material ones (though ethereal creatures can usually get 
  around the wall by floating under or over it through material floors and 
  ceilings).  Gaze attacks can operate through a wall of force. 
   
  The caster can form the wall into a flat, vertical plane whose area 
  is up to one 10- foot square per level.  The wall must be continuous 
  and unbroken when formed.  If its surface is broken by any object or 
  creature, the spell fails. 
  11: Spell Descriptions 
  
   
  Wall of force can be made permanent with a permanency spell. 
   
  Material Component: A pinch of powder made from a clear 
  gem. 
   
  Wall of Ice 
  Evocation [Cold] 
  Level: Sor/Wiz 4  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Anchored plane of ice, up to one 10-ft. square/level, or 
  hemisphere of ice with a radius of up to 3 ft. + 1 ft./level  
  Duration: 1 minutes/level  
  Saving Throw: Reflex negates; see text  
  Spell Resistance: Yes 
  This spell creates an anchored plane of ice or a hemisphere of ice, 
  depending on the version selected.  A wall of ice cannot form in an 
  area occupied by physical objects or creatures.  Its surface must be 
  smooth and unbroken when created.  Any creature adjacent to the wall 
  when it is created may attempt a Reflex save to disrupt the wall as it is 
  being formed.  A successful save indicates that the spell automatically 
  fails.  Fire can melt a wall of ice, and it deals full damage to the wall 
  (instead of the normal half damage taken by objects).  Suddenly 
  melting a wall of ice creates a great cloud of steamy fog that lasts for 
  10 minutes. 
   
  Ice Plane: A sheet of strong, hard ice appears.  The wall is 1 inch 
  thick per caster level.  It covers up to a 10-foot-square area per caster 
  level (so a 10th-level wizard can create a wall of ice 100 feet long and 
  10 feet high, a wall 50 feet long and 20 feet high, or some other 
  combination of length and height that does not exceed 1,000 square 
  feet).  The plane can be oriented in any fashion as long as it is 
  anchored.  A vertical wall need only be anchored on the floor, while a 
  horizontal or slanting wall must be anchored on two opposite sides. 
   
  Each 10-foot square of wall has 3 hit points per inch of thickness.  
  Creatures can hit the wall automatically.  A section of wall whose hit 
  points drop to 0 is breached.  If a creature tries to break through the 
  wall with a single attack, the DC for the Strength check is 15 + caster 
  level. 
   
  Even when the ice has been broken through, a sheet of frigid air 
  remains.  Any creature stepping through it (including the one who 
  broke through the wall) takes 1d6 points of cold damage +1 point per 
  caster level (no save). 
   
  Hemisphere: The wall takes the form of a hemisphere whose 
  maximum radius is 3 feet + 1 foot per caster level.  The hemisphere is 
  as hard to break through as the ice plane form, but it does not deal 
  damage to those who go through a breach. 
   
  Material Component: A small piece of quartz or similar rock 
  crystal. 
   
  Wall of Iron 
  Conjuration (Creation) 
  Level: Sor/Wiz 6  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Iron wall whose area is up to one 5-ft. square/level; see text  
  Duration: Instantaneous  
  Saving Throw: See text  
  Spell Resistance: No 
  You cause a flat, vertical iron wall to spring into being.  The wall 
  inserts itself into any surrounding nonliving material if its area is 
  sufficient to do so.  The wall cannot be conjured so that it occupies the 
  same space as a creature or another object.  It must always be a flat 
  plane, though you can shape its edges to fit the available space. 
   
  A wall of iron is 1 inch thick per four caster levels.  You can 
  double the wall’s area by halving its thickness.  Each 5- foot square of 
  the wall has 30 hit points per inch of thickness and hardness 10.  A 
  section of wall whose hit points drop to 0 is breached.  If a creature 
  tries to break through the wall with a single attack, the DC for the 
  Strength check is 25 + 2 per inch of thickness. 
   
  If you desire, the wall can be created vertically resting on a flat 
  surface but not attached to the surface, so that it can be tipped over to 
  fall on and crush creatures beneath it.  The wall is 50% likely to tip in 
  either direction if left unpushed.  Creatures can push the wall in one 
  direction rather than letting it fall randomly.  A creature must make a 
  DC 40 Strength check to push the wall over.  Creatures with room to 
  flee the falling wall may do so by making successful Reflex saves.  
  Any Large or smaller creature that fails takes 10d6 points of damage.  
  The wall cannot crush Huge and larger creatures. 
   
  Like any iron wall, this wall is subject to rust, perforation, and 
  other natural phenomena. 
   
  Material Component: A small piece of sheet iron plus gold dust 
  worth 50 gp (1 pound of gold dust). 
   
  Wall of Stone 
  Conjuration (Creation) [Earth] 
  Level: Clr 5, Drd 6, Earth 5, Sor/Wiz 5  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Stone wall whose area is up to one 5-ft. square/level (S)  
  Duration: Instantaneous  
  Saving Throw: See text  
  Spell Resistance: No 
  This spell creates a wall of rock that merges into adjoining rock 
  surfaces.  A wall of stone is 1 inch thick per four caster levels and 
  composed of up to one 5-foot square per level.  You can double the 
  wall’s area by halving its thickness.  The wall cannot be conjured so 
  that it occupies the same space as a creature or another object. 
   
  Unlike a wall of iron, you can create a wall of stone in almost any 
  shape you desire.  The wall created need not be vertical, nor rest upon 
  any firm foundation; however, it must merge with and be solidly 
  supported by existing stone.  It can be used to bridge a chasm, for 
  instance, or as a ramp.  For this use, if the span is more than 20 feet, 
  the wall must be arched and buttressed.  This requirement reduces the 
  spell’s area by half.  The wall can be crudely shaped to allow 
  crenellations, battlements, and so forth by likewise reducing the area. 
   
  Like any other stone wall, this one can be destroyed by a 
  disintegrate spell or by normal means such as breaking and chipping.  
  Each 5-foot square of the wall has 15 hit points per inch of thickness 
  and hardness 8.  A section of wall whose hit points drop to 0 is 
  breached.  If a creature tries to break through the wall with a single 
  attack, the DC for the Strength check is 20 + 2 per inch of thickness. 
   
  It is possible, but difficult, to trap mobile opponents within or 
  under a wall of stone, provided the wall is shaped so it can hold the 
  creatures.  Creatures can avoid entrapment with successful Reflex 
  saves. 
   
  Arcane Material Component: A small block of granite. 
   
  Wall of Thorns 
  Conjuration (Creation) 
  Level: Drd 5, Plant 5  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Wall of thorny brush, up to one 10-ft. cube/level (S)  
  Duration: 10 minutes/level (D)  
  Saving Throw: None  
  Spell Resistance: No 
  A wall of thorns spell creates a barrier of very tough, pliable, tangled 
  brush bearing needle-sharp thorns as long as a human’s finger.  Any 
  creature forced into or attempting to move through a wall of thorns 
  takes slashing damage per round of movement equal to 25 minus the 
  creature’s AC.  Dexterity and dodge bonuses to AC do not count for 
  this calculation.  (Creatures with an Armor Class of 25 or higher, 
  without considering Dexterity and dodge bonuses, take no damage 
  from contact with the wall.) 
  11: Spell Descriptions 
  
   
  You can make the wall as thin as 5 feet thick, which allows you to 
  shape the wall as a number of 10-by-10-by-5-foot blocks equal to 
  twice your caster level.  This has no effect on the damage dealt by the 
  thorns, but any creature attempting to break through takes that much 
  less time to force its way through the barrier. 
   
  Creatures can force their way slowly through the wall by making 
  a Strength check as a full-round action.  For every 5 points by which 
  the check exceeds 20, a creature moves 5 feet (up to a maximum 
  distance equal to its normal land speed).  Of course, moving or 
  attempting to move through the thorns incurs damage as described 
  above.  A creature trapped in the thorns can choose to remain 
  motionless in order to avoid taking any more damage. 
   
  Any creature within the area of the spell when it is cast takes 
  damage as if it had moved into the wall and is caught inside.  In order 
  to escape, it must attempt to push its way free, or it can wait until the 
  spell ends.  Creatures with the ability to pass through overgrown areas 
  unhindered can pass through a wall of thorns at normal speed without 
  taking damage. 
   
  A wall of thorns can be breached by slow work with edged 
  weapons.  Chopping away at the wall creates a safe passage 1 foot 
  deep for every 10 minutes of work.  Normal fire cannot harm the 
  barrier, but magical fire burns it away in 10 minutes. 
   
  Despite its appearance, a wall of thorns is not actually a living 
  plant, and thus is unaffected by spells that affect plants. 
   
  Warp Wood 
  Transmutation 
  Level: Drd 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: 1 Small wooden object/level, all within a 20-ft. radius  
  Duration: Instantaneous  
  Saving Throw: Will negates (object)  
  Spell Resistance: Yes (object) 
  You cause wood to bend and warp, permanently destroying its 
  straightness, form, and strength.  A warped door springs open (or 
  becomes stuck, requiring a Strength check to open, at your option).  A 
  boat or ship springs a leak.  Warped ranged weapons are useless.  A 
  warped melee weapon causes a –4 penalty on attack rolls. 
   
  You may warp one Small or smaller object or its equivalent per 
  caster level.  A Medium object counts as two Small objects, a Large 
  object as four, a Huge object as eight, a Gargantuan object as sixteen, 
  and a Colossal object as thirty-two. 
   
  Alternatively, you can unwarp wood (effectively warping it back 
  to normal) with this spell, straightening wood that has been warped by 
  this spell or by other means.  Make whole, on the other hand, does no 
  good in repairing a warped item. 
   
  You can combine multiple consecutive warp wood spells to warp 
  (or unwarp) an object that is too large for you to warp with a single 
  spell. 
   
  Until the object is completely warped, it suffers no ill effects. 
   
  Water Breathing 
  Transmutation 
  Level: Clr 3, Drd 3, Sor/Wiz 3, Water 3  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: Living creatures touched  
  Duration: 2 hours/level; see text  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  The transmuted creatures can breathe water freely.  Divide the duration 
  evenly among all the creatures you touch. 
   
  The spell does not make creatures unable to breathe air. 
   
  Arcane Material Component: A short reed or piece of straw. 
   
  Water Walk 
  Transmutation [Water] 
  Level: Clr 3, Rgr 3  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: One touched creature/level  
  Duration: 10 minutes/level (D)  
  Saving Throw: Will negates (harmless)  
  Spell Resistance: Yes (harmless) 
  The transmuted creatures can tread on any liquid as if it were firm 
  ground.  Mud, oil, snow, quicksand, running water, ice, and even lava 
  can be traversed easily, since the subjects’ feet hover an inch or two 
  above the surface.  (Creatures crossing molten lava still take damage 
  from the heat because they are near it.) The subjects can walk, run, 
  charge, or otherwise move across the surface as if it were normal 
  ground. 
   
  If the spell is cast underwater (or while the subjects are partially 
  or wholly submerged in whatever liquid they are in), the subjects are 
  borne toward the surface at 60 feet per round until they can stand on it. 
   
  Waves of Exhaustion 
  Necromancy 
  Level: Sor/Wiz 7  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 60 ft.  
  Area: Cone-shaped burst  
  Duration: Instantaneous  
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  Waves of negative energy cause all living creatures in the spell’s area 
  to become exhausted.  This spell has no effect on a creature that is 
  already exhausted. 
   
  Waves of Fatigue 
  Necromancy 
  Level: Sor/Wiz 5  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 30 ft.  
  Area: Cone-shaped burst  
  Duration: Instantaneous  
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  Waves of negative energy render all living creatures in the spell’s area 
  fatigued.  This spell causes a creature that is already fatigued, to 
  instead become exhausted. 
   
  Web 
  Conjuration (Creation) 
  Level: Sor/Wiz 2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Webs in a 20-ft.-radius spread  
  Duration: 10 minutes/level (D)  
  Saving Throw: Reflex negates; see text  
  Spell Resistance: No 
  Web creates a many-layered mass of strong, sticky strands.  These 
  strands trap those caught in them.  The strands are similar to spider 
  webs but far larger and tougher.  These masses must be anchored to 
  two or more solid and diametrically opposed points or else the web 
  collapses upon itself and disappears.  Creatures caught within a web 
  become entangled among the gluey fibers.  Attacking a creature in a 
  web won’t cause you to become entangled. 
   
  Anyone in the effect’s area when the spell is cast must make a 
  Reflex save.  If this save succeeds, the creature is entangled, but not 
  prevented from moving, though moving is more difficult than normal 
  11: Spell Descriptions 
  
  for being entangled (see below).  If the save fails, the creature is 
  entangled and can’t move from its space, but can break loose by 
  spending 1 round and making a DC 20 Strength check or a DC 25 
  Escape Artist check.  Once loose (either by making the initial Reflex 
  save or a later Strength check or Escape Artist check), a creature 
  remains entangled, but may move through the web very slowly.  Each 
  round devoted to moving allows the creature to make a new Strength 
  check or Escape Artist check.  The creature moves 5 feet for each full 
  5 points by which the check result exceeds 10. 
   
  If you have at least 5 feet of web between you and an opponent, it 
  provides cover.  If you have at least 20 feet of web between you, it 
  provides total cover. 
   
  The strands of a web spell are flammable.  A magic flaming 
  sword can slash them away as easily as a hand brushes away cobwebs.  
  Any fire can set the webs alight and burn away 5 square feet in 1 
  round.  All creatures within flaming webs take 2d4 points of fire 
  damage from the flames. 
   
  Web can be made permanent with a permanency spell.  A 
  permanent web that is damaged (but not destroyed) regrows in 10 
  minutes. 
   
  Material Component: A bit of spider web. 
   
  Weird 
  Illusion (Phantasm) [Fear, Mind-Affecting] 
  Level: Sor/Wiz 9  
  Targets: Any number of creatures, no two of which can be more than 
  30 ft. apart 
   
  This spell functions like phantasmal killer, except it can affect 
  more than one creature.  Only the affected creatures see the phantasmal 
  creatures attacking them, though you see the attackers as shadowy 
  shapes. 
   
  If a subject’s Fortitude save succeeds, it still takes 3d6 points of 
  damage and is stunned for 1 round.  The subject also takes 1d4 points 
  of temporary Strength damage. 
   
  Whirlwind 
  Evocation [Air] 
  Level: Air 8, Drd 8  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Effect: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall  
  Duration: 1 round/level (D)  
  Saving Throw: Reflex negates; see text  
  Spell Resistance: Yes 
  This spell creates a powerful cyclone of raging wind that moves 
  through the air, along the ground, or over water at a speed of 60 feet 
  per round.  You can concentrate on controlling the cyclone’s every 
  movement or specify a simple program.  Directing the cyclone’s 
  movement or changing its programmed movement is a standard action 
  for you.  The cyclone always moves during your turn.  If the cyclone 
  exceeds the spell’s range, it moves in a random, uncontrolled fashion 
  for 1d3 rounds and then dissipates.  (You can’t regain control of the 
  cyclone, even if comes back within range.) 
   
  Any Large or smaller creature that comes in contact with the spell 
  effect must succeed on a Reflex save or take 3d6 points of damage.  A 
  Medium or smaller creature that fails its first save must succeed on a 
  second one or be picked up bodily by the cyclone and held suspended 
  in its powerful winds, taking 1d8 points of damage each round on your 
  turn with no save allowed.  You may direct the cyclone to eject any 
  carried creatures whenever you wish, depositing the hapless souls 
  wherever the cyclone happens to be when they are released. 
   
  Whispering Wind 
  Transmutation [Air] 
  Level: Brd 2, Sor/Wiz 2  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: 1 mile/level  
  Area: 10-ft.-radius spread  
  Duration: No more than 1 hour/level or until discharged (destination 
  is reached)  
  Saving Throw: None  
  Spell Resistance: No 
  You send a message or sound on the wind to a designated spot.  The 
  whispering wind travels to a specific location within range that is 
  familiar to you, provided that it can find a way to the location.  A 
  whispering wind is as gentle and unnoticed as a zephyr until it reaches 
  the location.  It then delivers its whisper-quiet message or other sound.  
  Note that the message is delivered regardless of whether anyone is 
  present to hear it.  The wind then dissipates. 
   
  You can prepare the spell to bear a message of no more than 
  twenty-five words, cause the spell to deliver other sounds for 1 round, 
  or merely have the whispering wind seem to be a faint stirring of the 
  air.  You can likewise cause the whispering wind to move as slowly as 
  1 mile per hour or as quickly as 1 mile per 10 minutes. 
   
  When the spell reaches its objective, it swirls and remains in place 
  until the message is delivered.  As with magic mouth, whispering wind 
  cannot speak verbal components, use command words, or activate 
  magical effects. 
   
  Wind Walk 
  Transmutation [Air] 
  Level: Clr 6, Drd 7  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: You and one touched creature per three levels  
  Duration: 1 hour/level (D); see text  
  Saving Throw: No and Will negates (harmless)  
  Spell Resistance: No and Yes (harmless) 
  You alter the substance of your body to a cloudlike vapor (as the 
  gaseous form spell) and move through the air, possibly at great speed.  
  You can take other creatures with you, each of which acts 
  independently. 
   
  Normally, a wind walker flies at a speed of 10 feet with perfect 
  maneuverability.  If desired by the subject, a magical wind wafts a 
  wind walker along at up to 600 feet per round (60 mph) with poor 
  maneuverability.  Wind walkers are not invisible but rather appear 
  misty and translucent.  If fully clothed in white, they are 80% likely to 
  be mistaken for clouds, fog, vapors, or the like. 
   
  A wind walker can regain its physical form as desired and later 
  resume the cloud form.  Each change to and from vaporous form takes 
  5 rounds, which counts toward the duration of the spell (as does any 
  time spent in physical form).  As noted above, you can dismiss the 
  spell, and you can even dismiss it for individual wind walkers and not 
  others. 
   
  For the last minute of the spell’s duration, a wind walker in cloud 
  form automatically descends 60 feet per round (for a total of 600 feet), 
  though it may descend faster if it wishes.  This descent serves as a 
  warning that the spell is about to end. 
   
  Wind Wall 
  Evocation [Air] 
  Level: Air 2, Clr 3, Drd 3, Rgr 2, Sor/Wiz 3  
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Wall up to 10 ft./level long and 5 ft./level high (S)  
  Duration: 1 round/level  
  Saving Throw: None; see text  
  Spell Resistance: Yes 
  11: Spell Descriptions 
  
  An invisible vertical curtain of wind appears.  It is 2 feet thick and of 
  considerable strength.  It is a roaring blast sufficient to blow away any 
  bird smaller than an eagle, or tear papers and similar materials from 
  unsuspecting hands.  (A Reflex save allows a creature to maintain its 
  grasp on an object.) Tiny and Small flying creatures cannot pass 
  through the barrier.  Loose materials and cloth garments fly upward 
  when caught in a wind wall.  Arrows and bolts are deflected upward 
  and miss, while any other normal ranged weapon passing through the 
  wall has a 30% miss chance.  (A giant-thrown boulder, a siege engine 
  projectile, and other massive ranged weapons are not affected.) Gases, 
  most gaseous breath weapons, and creatures in gaseous form cannot 
  pass through the wall (although it is no barrier to incorporeal 
  creatures). 
   
  While the wall must be vertical, you can shape it in any 
  continuous path along the ground that you like.  It is possible to create 
  cylindrical or square wind walls to enclose specific points. 
   
  Arcane Material Component: A tiny fan and a feather of exotic 
  origin. 
   
  Wish 
  Universal 
  Level: Sor/Wiz 9  
  Components: V, XP  
  Casting Time: 1 standard action  
  Range: See text Target, Effect, or  
  Area: See text 
  Duration: See text 
  Saving Throw: See text 
  Spell Resistance: Yes 
  Wish is the mightiest spell a wizard or sorcerer can cast.  By simply 
  speaking aloud, you can alter reality to better suit you. 
   
  Even wish, however, has its limits. 
   
  A wish can produce any one of the following effects. 
  * Duplicate any wizard or sorcerer spell of 8th level or lower, 
  provided the spell is not of a school prohibited to you. 
  * Duplicate any other spell of 6th level or lower, provided the spell is 
  not of a school prohibited to you. 
  * Duplicate any wizard or sorcerer spell of 7th level or lower even if 
  it’s of a prohibited school. 
  * Duplicate any other spell of 5th level or lower even if it’s of a 
  prohibited school. 
  * Undo the harmful effects of many other spells, such as geas/quest or 
  insanity. 
  * Create a nonmagical item of up to 25,000 gp in value. 
  * Create a magic item, or add to the powers of an existing magic item. 
  *Grant a creature a +1 inherent bonus to an ability score.  Two to five 
  wish spells cast in immediate succession can grant a creature a +2 to 
  +5 inherent bonus to an ability score (two wishes for a +2 inherent 
  bonus, three for a +3 inherent bonus, and so on).  Inherent bonuses are 
  instantaneous, so they cannot be dispelled.  Note: An inherent bonus 
  may not exceed +5 for a single ability score, and inherent bonuses to a 
  particular ability score do not stack, so only the best one applies. 
  * Remove injuries and afflictions.  A single wish can aid one creature 
  per caster level, and all subjects are cured of the same kind of 
  affliction.  For example, you could heal all the damage you and your 
  companions have taken, or remove all poison effects from everyone in 
  the party, but not do both with the same wish.  A wish can never 
  restore the experience point loss from casting a spell or the level or 
  Constitution loss from being raised from the dead. 
  * Revive the dead.  A wish can bring a dead creature back to life by 
  duplicating a resurrection spell.  A wish can revive a dead creature 
  whose body has been destroyed, but the task takes two wishes, one to 
  recreate the body and another to infuse the body with life again.  A 
  wish cannot prevent a character who was brought back to life from 
  losing an experience level. 
  * Transport travelers.  A wish can lift one creature per caster level 
  from anywhere on any plane and place those creatures anywhere else 
  on any plane regardless of local conditions.  An unwilling target gets a 
  Will save to negate the effect, and spell resistance (if any) applies. 
  * Undo misfortune.  A wish can undo a single recent event.  The wish 
  forces a reroll of any roll made within the last round (including your 
  last turn).  Reality reshapes itself to accommodate the new result.  For 
  example, a wish could undo an opponent’s successful save, a foe’s 
  successful critical hit (either the attack roll or the critical roll), a 
  friend’s failed save, and so on.  The reroll, however, may be as bad as 
  or worse than the original roll.  An unwilling target gets a Will save to 
  negate the effect, and spell resistance (if any) applies. 
   
  You may try to use a wish to produce greater effects than these, 
  but doing so is dangerous.  (The wish may pervert your intent into a 
  literal but undesirable fulfillment or only a partial fulfillment.) 
   
  Duplicated spells allow saves and spell resistance as normal (but 
  save DCs are for 9th-level spells). 
   
  Material Component: When a wish duplicates a spell with a 
  material component that costs more than 10,000 gp, you must provide 
  that component. 
   
  XP Cost: The minimum XP cost for casting wish is 5,000 XP.  
  When a wish duplicates a spell that has an XP cost, you must pay 
  5,000 XP or that cost, whichever is more.  When a wish creates or 
  improves a magic item, you must pay twice the normal XP cost for 
  crafting or improving the item, plus an additional 5,000 XP. 
   
  Wood Shape 
  Transmutation 
  Level: Drd 2  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Touch  
  Target: One touched piece of wood no larger than 10 cu. ft. + 1 cu. 
  ft./level  
  Duration: Instantaneous  
  Saving Throw: Will negates (object)  
  Spell Resistance: Yes (object) 
  Wood shape enables you to form one existing piece of wood into any 
  shape that suits your purpose.  While it is possible to make crude 
  coffers, doors, and so forth, fine detail isn’t possible.  There is a 30% 
  chance that any shape that includes moving parts simply doesn’t work. 
   
  Word of Chaos 
  Evocation [Chaotic, Sonic] 
  Level: Chaos 7, Clr 7  
  Components: V  
  Casting Time: 1 standard action  
  Range: 40 ft.  
  Area: Nonchaotic creatures in a 40-ft.- radius spread centered on you  
  Duration: Instantaneous  
  Saving Throw: None or Will negates; see text  
  Spell Resistance: Yes 
  Any nonchaotic creature within the area who hears the word of chaos 
  suffers the following ill effects. 
   
  The effects are cumulative and concurrent.  No saving throw is 
  allowed against these effects. 
   
  Deafened: The creature is deafened for 1d4 rounds. 
   
  Stunned: The creature is stunned for 1 round. 
   
  Confused: The creature is confused, as by the confusion spell, for 
  1d10 minutes.  This is a mind-affecting enchantment effect. 
   
  Killed: Living creatures die.  Undead creatures are destroyed. 
  HD  
  Effect 
   
  Equal to caster level  
  Deafened 
  Up to caster level –1  
  Stunned, deafened 
   
  Up to caster level –5  
  Confused, stunned, deafened 
  Up to caster level –10  Killed, confused, stunned, deafened  
   
  Furthermore, if you are on your home plane when you cast this 
  spell, nonchaotic extraplanar creatures within the area are instantly 
  banished back to their home planes.  Creatures so banished cannot 
  return for at least 24 hours.  This effect takes place regardless of 
  whether the creatures hear the word of chaos.  The banishment effect 
  allows a Will save (at a –4 penalty) to negate. 
  11: Spell Descriptions 
  
   
  Creatures whose HD exceed your caster level are unaffected by 
  word of chaos. 
   
  Word of Recall 
  Conjuration (Teleportation) 
  Level: Clr 6, Drd 8  
  Components: V  
  Casting Time: 1 standard action  
  Range: Unlimited  
  Target: You and touched objects or other willing creatures  
  Duration: Instantaneous  
  Saving Throw: None or Will negates (harmless, object)  
  Spell Resistance: No or Yes (harmless, object) 
  Word of recall teleports you instantly back to your sanctuary when the 
  word is uttered.  You must designate the sanctuary when you prepare 
  the spell, and it must be a very familiar place.  The actual point of 
  arrival is a designated area no larger than 10 feet by 10 feet.  You can 
  be transported any distance within a plane but cannot travel between 
  planes.  You can transport, in addition to yourself, any objects you 
  carry, as long as their weight doesn’t exceed your maximum load.  
  You may also bring one additional willing Medium or smaller creature 
  (carrying gear or objects up to its maximum load) or its equivalent per 
  three caster levels.  A Large creature counts as two Medium creatures, 
  a Huge creature counts as two Large creatures, and so forth.  All 
  creatures to be transported must be in contact with one another, and at 
  least one of those creatures must be in contact with you.  Exceeding 
  this limit causes the spell to fail. 
   
  An unwilling creature can’t be teleported by word of recall.  
  Likewise, a creature’s Will save (or spell resistance) prevents items in 
  its possession from being teleported.  Unattended, nonmagical objects 
  receive no saving throw. 
   
  Zone of Silence 
  Illusion (Glamer) 
  Level: Brd 4  
  Components: V, S  
  Casting Time: 1 round  
  Range: Personal  
  Area: 5-ft.-radius emanation centered on you  
  Duration: 1 hour/level (D) 
  By casting zone of silence, you manipulate sound waves in your 
  immediate vicinity so that you and those within the spell’s area can 
  converse normally, yet no one outside can hear your voices or any 
  other noises from within, including language-dependent or sonic spell 
  effects.  This effect is centered on you and moves with you.  Anyone 
  who enters the zone immediately becomes subject to its effects, but 
  those who leave are no longer affected.  Note, however, that a 
  successful Spot check to read lips can still reveal what’s said inside a 
  zone of silence. 
   
  Zone of Truth 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Clr 2, Pal 2  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Area: 20-ft.-radius emanation  
  Duration: 1 minutes/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
  Creatures within the emanation area (or those who enter it) can’t speak 
  any deliberate and intentional lies.  Each potentially affected creature 
  is allowed a save to avoid the effects when the spell is cast or when the 
  creature first enters the emanation area.  Affected creatures are aware 
  of this enchantment.  Therefore, they may avoid answering questions 
  to which they would normally respond with a lie, or they may be 
  evasive as long as they remain within the boundaries of the truth.  
  Creatures who leave the area are free to speak as they choose. 
   
  11: Spell Descriptions 
  
  TABLE 11-1: SPELLS A TO Z 
  Spell  
  School  
  Subschool  
  Descriptor  
  Level  
  Components 
   
  Acid Arrow  
  Conjuration  
  Creation  
  Acid  
  S/W 2  
  V, S, M, F 
   
  Acid Fog  
  Conjuration  
  Creation  
  Acid  
  S/W 6, Water 7  
  V, S, M/DF 
   
  Acid Splash  
  Conjuration  
  Creation  
  Acid  
  S/W 0  
  V, S 
   
  Aid  
  Enchantment  
  Compulsion  Mind-Affecting  
  Clr 2, Good 2, Luck 2  
  V, S, DF 
   
  Air Walk  
  Transmutation   
  Air  
  Air 4, Clr 4, Drd 4  
  V, S, DF 
   
  Alarm  
  Abjuration  
   
   
  Brd 1, Rgr 1, S/W 1  
  V, S, F/DF 
   
  Align Weapon  
  Transmutation   
  see text  
  Clr 2  
  V, S, DF 
   
  Alter Self  
  Transmutation   
   
  Brd 2, S/W 2  
  V, S 
   
  Analyze Dweomer  
  Divination  
   
   
  Brd 6, S/W 6  
  V, S, F 
   
  Animal Growth  
  Transmutation   
   
  Drd 5, Rgr 4, S/W 5  
  V, S 
   
  Animal Messenger  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 2, Drd 2, Rgr 1  
  V, S, M 
   
  Animal Shapes  
  Transmutation   
   
  Animal 7, Drd 8  
  V, S, DF 
   
  Animal Trance  
  Enchantment  
  Compulsion  Mind-Affecting, Sonic  Brd 2, Drd 2  
  V, S 
   
  Animate Dead  
  Necromancy  
   
  Evil  
  Clr 3, S/W 4, Undead 3  
  V, S, M 
   
  Animate Objects  
  Transmutation   
   
  Brd 6, Chaos 6, Clr 6  
  V, S 
   
  Animate Plants  
  Transmutation   
   
  Drd 7, Plant 7  
  V 
   
  Animate Rope  
  Transmutation   
   
  Brd 1, S/W 1  
  V, S 
   
  Antilife Shell  
  Abjuration  
   
   
  Animal 6, Clr 6, Drd 6  
  V, S, DF 
   
  Antimagic Field  
  Abjuration  
   
   
  Clr 8, Magic 6, Protection 6, S/W 6  
  V, S, M/DF 
   
  Antipathy  
  Enchantment  
  Compulsion  Mind-Affecting  
  Drd 9, S/W 8  
  V, S, M/DF 
   
  Antiplant Shell  
  Abjuration  
   
   
  Drd 4  
  V, S, DF 
   
  Arcane Eye  
  Divination  
  Scrying  
   
  S/W 4  
  V, S, M 
   
  Arcane Lock  
  Abjuration  
   
   
  S/W 2  
  V, S, M 
   
  Arcane Mark  
  Universal  
   
   
  S/W 0  
  V, S 
   
  Arcane Sight  
  Divination  
   
   
  S/W 3  
  V, S 
   
  Arcane Sight, Greater  
  Divination  
   
   
  S/W 7  
  V, S 
   
  Astral Projection  
  Necromancy  
   
   
  Clr 9, S/W 9, Travel 9  
  V, S, M 
   
  Atonement  
  Abjuration  
   
   
  Clr 5, Drd 5  
  V,S,M,F,DF,XP  
  Augury  
  Divination  
   
   
  Clr 2  
  V, S, M, F 
   
  Awaken  
  Transmutation   
   
  Drd 5  
  V, S, DF, XP 
   
  Baleful Polymorph  
  Transmutation   
   
  Drd 5, S/W 5  
  V, S 
   
  Bane  
  Enchantment  
  Compulsion  Fear, Mind-Affecting  
  Clr 1  
  V, S, DF 
   
  Banishment  
  Abjuration  
   
   
  Clr 6, S/W 7  
  V, S, F 
   
  Barkskin  
  Transmutation   
   
  Drd 2, Rgr 2, Plant 2  
  V, S, DF 
   
  Bear’s Endurance  
  Transmutation   
   
  Clr 2, Drd 2, Rgr 2, S/W 2  
  V, S, DF 
   
  Bear’s Endurance, Mass  
  Transmutation   
   
  Clr 6, Drd 6, S/W 6  
  V, S, DF 
   
  Bestow Curse  
  Necromancy  
   
   
  Clr 3, S/W 4  
  V, S 
   
  Binding  
  Enchantment  
  Compulsion  Mind-Affecting  
  S/W 8  
  V, S, M 
   
  Black Tentacles  
  Conjuration  
  Creation  
   
  Darkness 4, S/W 4 
  V, S, M 
   
  Blade Barrier  
  Evocation  
   
  Force  
  Clr 6, Good 6, War 6  
  V, S 
   
  Blasphemy  
  Evocation  
   
  Evil, Sonic  
  Clr 7, Evil 7  
  V 
   
  Bless  
  Enchantment  
  Compulsion  Mind-Affecting  
  Clr 1, Pal 1  
  V, S, DF 
   
  Bless Water  
  Transmutation   
  Good  
  Clr 1, Pal 1  
  V, S, M 
   
  Bless Weapon  
  Transmutation   
   
  Pal 1  
  V, S 
   
  Blight  
  Necromancy  
   
   
  Drd 4, S/W 5  
  V, S, DF 
   
  Blindness/Deafness  
  Necromancy  
   
   
  Brd 2, Clr 3, S/W 2  
  V 
   
  Blink  
  Transmutation   
   
  Brd 3, S/W 3  
  V, S 
   
  Blur  
  Illusion  
  Glamer  
   
  Brd 2,S/W 2  
  V 
   
  Break Enchantment  
  Abjuration  
   
   
  Brd 4, Clr 5, Luck 5, Pal 4, S/W 5  
  V, S 
   
  Bull’s Strength  
  Transmutation   
   
  Clr 2, Drd 2, Pal 2, S/W 2, Strength 2  V, S, M/DF 
   
  Bull’s Strength, Mass  
  Transmutation   
   
  Clr 6, Drd 6, S/W 6  
  V, S, M/DF 
   
  Burning Hands  
  Evocation  
   
  Fire  
  Fire 1, S/W 1  
  V, S 
   
  Call Lightning  
  Evocation  
   
  Electricity  
  Drd 3  
  V, S 
   
  Call Lightning Storm  
  Evocation  
   
  Electricity  
  Drd 5  
  V, S 
   
  Calm Animals  
  Enchantment  
  Compulsion  Mind-Affecting  
  Animal 1, Drd 1, Rgr 1  
  V, S 
   
  Calm Emotions  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 2, Clr 2, Law 2  
  V, S, DF 
   
  Cat’s Grace  
  Transmutation   
   
  Brd 2, Drd 2, Rgr 2, S/W 2  
  V, S, M 
   
  Cat’s Grace, Mass  
  Transmutation   
   
  Brd 6, Drd 6, S/W 6  
  V, S, M 
   
  Cause Fear  
  Necromancy  
   
  Fear, Mind-Affecting  
  Brd 1, Clr 1, Death 1, S/W 1  
  V, S 
   
  Chain Lightning  
  Evocation  
   
  Electricity  
  Air 6, S/W 6  
  V, S, F 
   
  Changestaff  
  Transmutation   
   
  Drd 7  
  V, S, F 
   
  Chaos Hammer  
  Evocation  
   
  Chaotic  
  Chaos 4  
  V, S 
   
  Charm Animal  
  Enchantment  
  Charm  
  Mind-Affecting  
  Drd 1, Rgr 1  
  V, S 
   
  Charm Monster  
  Enchantment  
  Charm  
  Mind-Affecting  
  Brd 3, S/W 4  
  V, S 
   
  Charm Monster, Mass  
  Enchantment  
  Charm  
  Mind-Affecting  
  Brd 6, S/W 8  
  V 
   
  Charm Person  
  Enchantment  
  Charm  
  Mind-Affecting  
  Brd 1, S/W 1  
  V, S 
   
  11: Spell Descriptions 
  
  Spell  
  School  
  Subschool  
  Descriptor  
  Level  
  Components 
   
  Chill Metal  
  Transmutation   
  Cold  
  Drd 2  
  V, S, DF 
   
  Chill Touch  
  Necromancy  
   
   
  S/W 1  
  V, S 
   
  Circle of Death  
  Necromancy  
   
  Death  
  Death 6, S/W 6 
  V, S, M 
   
  Clairaudience/Clairvoyance  Divination  
  Scrying  
   
  Brd 3, Knowledge 3, S/W 3  
  V, S, F/DF 
   
  Clenched Fist  
  Evocation  
   
  Force  
  S/W 8, Strength 8  
  V, S, F/DF 
   
  Cloak of Chaos  
  Abjuration  
   
  Chaotic  
  Chaos 8, Clr 8  
  V, S, F 
   
  Clone  
  Necromancy  
   
   
  S/W 8  
  V, S, M, F 
   
  Cloudkill  
  Conjuration  
  Creation  
   
  S/W 5  
  V, S 
   
  Color Spray  
  Illusion  
  Pattern  
  Mind-Affecting  
  S/W 1  
  V, S, M 
   
  Command  
  Enchantment  
  Compulsion  Lang-Dep, Mnd-Affect  Clr 1  
  V 
   
  Command, Greater  
  Enchantment  
  Compulsion  Lang-Dep, Mnd-Affect  Clr 5  
  V 
   
  Command Plants  
  Transmutation   
   
  Drd 4, Plant 4, Rgr 3  
  V 
   
  Command Undead  
  Necromancy  
   
   
  S/W 2  
  V, S, M 
   
  Commune  
  Divination  
   
   
  Clr 5  
  V, S, M, DF, XP  
  Commune with Nature  
  Divination  
   
   
  Animal 5, Drd 5, Rgr 4  
  V, S 
   
  Comprehend Languages  
  Divination  
   
   
  Brd 1, Clr 1, S/W 1  
  V, S, M/DF 
   
  Cone of Cold  
  Evocation  
   
  Cold  
  S/W 5, Water 6  
  V, S, M/DF 
   
  Confusion  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 3, S/W 4, Trickery 4  
  V, S, M/DF 
   
  Confusion, Lesser  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 1  
  V, S, DF 
   
  Consecrate  
  Evocation  
   
  Good  
  Clr 2  
  V, S, M, DF 
   
  Contact Other Plane  
  Divination  
   
   
  S/W 5  
  V 
   
  Contagion  
  Necromancy  
   
  Evil  
  Clr 3, Destruction 3, Drd 3, S/W 4  
  V, S 
   
  Contingency  
  Evocation  
   
   
  S/W 6  
  V, S, M, F 
   
  Continual Flame  
  Evocation  
   
  Light  
  Clr 3, S/W 2  
  V, S, M 
   
  Control Plants  
  Transmutation   
   
  Drd 8, Plant 8  
  V, S, DF 
   
  Control Undead  
  Necromancy  
   
   
  S/W 7  
  V, S, M 
   
  Control Water  
  Transmutation   
  Water  
  Clr 4, Drd 4, S/W 6, Water 4  
  V, S, M/DF 
   
  Control Weather  
  Transmutation   
   
  Air 7, Clr 7, Drd 7, S/W 7  
  V, S 
   
  Control Winds  
  Transmutation   
  Air  
  Air 5, Drd 5  
  V, S 
   
  Create Food and Water  
  Conjuration  
  Creation  
   
  Clr 3  
  V, S 
   
  Create Greater Undead  
  Necromancy  
   
  Evil  
  Clr 8, S/W 8, Undead 8 
  V, S, M 
   
  Create Undead  
  Necromancy  
   
  Evil  
  Clr 6, Evil 6, S/W 6, Undead 6 
  V, S, M 
   
  Create Water  
  Conjuration  
  Creation  
  Water  
  Clr 0, Drd 0, Pal 1  
  V, S 
   
  Creeping Doom  
  Conjuration  
  Summoning   
  Drd 7  
  V, S 
   
  Crushing Despair  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 3, S/W 4  
  V, S, M 
   
  Crushing Hand  
  Evocation  
   
  Force  
  S/W 9, Strength 9  
  V, S, M, F/DF 
   
  Cure Critical Wounds  
  Conjuration  
  Healing  
   
  Brd 4, Clr 4, Drd 5, Healing 4  
  V, S 
   
  Cure Critical Wounds, Mass  Conjuration  
  Healing  
   
  Clr 8, Drd 9, Healing 8  
  V, S 
   
  Cure Light Wounds  
  Conjuration  
  Healing  
   
  Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2  V, S 
   
  Cure Light Wounds, Mass  
  Conjuration  
  Healing  
   
  Brd 5, Clr 5, Drd 6, Healing 5  
  V, S 
   
  Cure Minor Wounds  
  Conjuration  
  Healing  
   
  Clr 0, Drd 0  
  V, S 
   
  Cure Moderate Wounds  
  Conjuration  
  Healing  
   
  Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3  V, S 
   
  Cure Mod. Wounds, Mass  
  Conjuration  
  Healing  
   
  Brd 6, Clr 6, Drd 7  
  V, S 
   
  Cure Serious Wounds  
  Conjuration  
  Healing  
   
  Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3  V, S 
   
  Cure Serious Wounds, Mass  Conjuration  
  Healing  
   
  Clr 7, Drd 8  
  V, S 
   
  Curse Water  
  Necromancy  
   
  Evil  
  Clr 1  
  V, S, M 
   
  Dancing Lights  
  Evocation  
   
  Light  
  Brd 0, S/W 0  
  V, S 
   
  Darkness  
  Evocation  
   
  Darkness  
  Brd 2, Clr 2, Darkness 2, S/W 2  
  V, M/DF 
   
  Darkvision  
  Transmutation   
   
  Rgr 3, S/W 2  
  V, S, M 
   
  Daylight  
  Evocation  
   
  Light  
  Brd 3, Clr 3, Drd 3, Pal 3, S/W 3, Sun 2 V, S 
   
  Daze  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 0, S/W 0  
  V, S, M 
   
  Daze Monster  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 2, S/W 2  
  V, S, M 
   
  Death Knell  
  Necromancy  
   
  Death, Evil  
  Clr 2, Death 2  
  V, S 
   
  Death Ward  
  Necromancy  
   
   
  Clr 4, Death 4, Drd 5, Pal 4  
  V, S, DF 
   
  Deathwatch  
  Necromancy  
   
  Evil  
  Clr 1  
  V, S 
   
  Deep Slumber  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 3, S/W 3  
  V, S, M 
   
  Deeper Darkness  
  Evocation  
   
  Darkness  
  Clr 3, Darkness 3 
  V, S 
   
  Delay Poison  
  Conjuration  
  Healing  
   
  Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1  
  V, S, DF 
   
  Delayed Blast Fireball  
  Evocation  
   
  Fire  
  S/W 7  
  V, S, M 
   
  Demand  
  Enchantment  
  Compulsion  Mind-Affecting  
  S/W 8  
  V, S, M/DF 
   
  Desecrate  
  Evocation  
   
  Evil  
  Clr 2, Evil 2, Undead 2 
  V, S, M, DF 
   
  Destruction  
  Necromancy  
   
  Death  
  Clr 7, Death 7  
  V, S, F 
   
  Detect Animals or Plants  
  Divination  
   
   
  Drd 1, Rgr 1  
  V, S 
   
  Detect Chaos  
  Divination  
   
   
  Clr 1  
  V, S, DF 
   
  Detect Evil  
  Divination  
   
   
  Clr 1  
  V, S, DF 
   
  Detect Good  
  Divination  
   
   
  Clr 1  
  V, S, DF 
   
  Detect Law  
  Divination  
   
   
  Clr 1  
  V, S, DF 
   
  Detect Magic  
  Divination  
   
   
  Brd 0, Clr 0, Drd 0, S/W 0  
  V, S 
   
  11: Spell Descriptions 
  
  Spell  
  School  
  Subschool  
  Descriptor  
  Level  
  Components 
   
  Detect Poison  
  Divination  
   
   
  Clr 0, Drd 0, Pal 1, Rgr 1, S/W 0  
  V, S 
   
  Detect Psionics 
  Divination 
   
   
  Brd 1, Clr 1, Drd 1, S/W 1 
  V, S 
   
  Detect Scrying  
  Divination  
   
   
  Brd 4, S/W 4  
  V, S, M 
   
  Detect Secret Doors  
  Divination  
   
   
  Brd 1, Knowledge 1, S/W 1  
  V, S 
   
  Detect Snares and Pits  
  Divination  
   
   
  Drd 1, Rgr 1  
  V, S 
   
  Detect Thoughts  
  Divination  
   
  Mind-Affecting  
  Brd 2, Knowledge 2, S/W 2  
  V, S, F/DF 
   
  Detect Undead  
  Divination  
   
   
  Clr 1, Pal 1, S/W 1  
  V, S, M/DF 
   
  Dictum  
  Evocation  
   
  Lawful, Sonic  
  Clr 7, Law 7  
  V 
   
  Dimension Door  
  Conjuration  
  Teleportation   
  Brd 4, S/W 4, Travel 4  
  V 
   
  Dimensional Anchor  
  Abjuration  
   
   
  Clr 4, S/W 4  
  V, S 
   
  Dimensional Lock  
  Abjuration  
   
   
  Clr 8, Mentalism 8, S/W 8 
  V, S 
   
  Diminish Plants  
  Transmutation   
   
  Drd 3, Rgr 3  
  V, S, DF 
   
  Discern Lies  
  Divination  
   
   
  Clr 4, Pal 3  
  V, S, DF 
   
  Discern Location  
  Divination  
   
   
  Clr 8, Knowledge 8, S/W 8  
  V, S, DF 
   
  Disguise Self  
  Illusion  
  Glamer  
   
  Brd 1, S/W 1, Trickery 1  
  V, S 
   
  Disintegrate  
  Transmutation   
   
  Destruction 7, S/W 6  
  V, S, M/DF 
   
  Dismissal  
  Abjuration  
   
   
  Clr 4, S/W 5  
  V, S, DF 
   
  Dispel Chaos  
  Abjuration  
   
  Lawful  
  Clr 5, Law 5, Pal 4  
   
   
  Dispel Evil  
  Abjuration  
   
  Good  
  Clr 5, Good 5, Pal 4  
  V, S, DF 
   
  Dispel Good  
  Abjuration  
   
  Evil  
  Clr 5, Evil 5  
   
   
  Dispel Law  
  Abjuration  
   
  Chaotic  
  Chaos 5, Clr 5  
   
   
  Dispel Magic  
  Abjuration  
   
   
  Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, S/W 3  V, S 
   
  Dispel Magic, Greater  
  Abjuration  
   
   
  Brd 5, Clr 6, Drd 6, S/W 6  
  V, S 
   
  Dispel Psionics  
  Abjuration  
   
   
  Brd 4, Clr 4, Drd 5, Pal 4, S/W 4  
  V, S 
   
  Dispel Psionics, Greater  
  Abjuration  
   
   
  Brd 6, Clr 7, Drd 7, S/W 7 
  V, S 
   
  Displacement  
  Illusion  
  Glamer  
   
  Brd 3, S/W 3  
  V, M 
   
  Disrupt Undead  
  Necromancy  
   
   
  S/W 0  
  V, S 
   
  Disrupting Weapon  
  Transmutation   
   
  Clr 5  
  V, S 
   
  Divination  
  Divination  
   
   
  Clr 4, Knowledge 4  
  V, S, M 
   
  Divine Favor  
  Evocation  
   
   
  Clr 1, Pal 1  
  V, S, DF 
   
  Divine Power  
  Evocation  
   
   
  Clr 4, War 4  
  V, S, DF 
   
  Dominate Animal  
  Enchantment  
  Compulsion  Mind-Affecting  
  Animal 3, Drd 3  
  V, S 
   
  Dominate Monster  
  Enchantment  
  Compulsion  Mind-Affecting  
  S/W 9  
  V, S 
   
  Dominate Person  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 4, S/W 5  
  V, S 
   
  Doom  
  Necromancy  
   
  Fear, Mind-Affecting  
  Clr 1  
  V, S, DF 
   
  Dream  
  Illusion  
  Phantasm  
  Mind-Affecting  
  Brd 5, S/W 5  
  V, S 
   
  Eagle’s Splendor  
  Transmutation   
   
  Brd 2, Clr 2, Pal 2, S/W 2  
  V, S, M/DF 
   
  Eagle’s Splendor, Mass  
  Transmutation   
   
  Brd 6, Clr 6, S/W 6  
  V, S, M/DF 
   
  Earthquake  
  Evocation  
   
  Earth  
  Clr 8, Destruction 8, Drd 8, Earth 7  
  V, S, DF 
   
  Elemental Swarm  
  Conjuration  
  Summoning  see text  
  Air 9, Drd 9, Earth 9, Fire 9, Water 9  V, S 
   
  Endure Elements  
  Abjuration  
   
  see text 
  Clr 1, Drd 1, Pal 1, Rgr 1, S/W 1, Sun 1 V, S 
   
  Energy Drain  
  Necromancy  
   
   
  Clr 9, S/W 9, Undead 9 
  V, S 
   
  Enervation  
  Necromancy  
   
   
  S/W 4, Undead 4 
  V, S 
   
  Enlarge Person  
  Transmutation   
   
  S/W 1, Strength 1  
  V, S, M 
   
  Enlarge Person, Mass  
  Transmutation   
   
  S/W 4  
  V, S, M 
   
  Entangle  
  Transmutation   
   
  Drd 1, Plant 1, Rgr 1  
  V, S, DF 
   
  Enthrall  
  Enchantment  
  Charm  Lang-Dep, Mnd-Affect, Sonic  Brd 2, Clr 2  
  V, S 
   
  Entropic Shield  
  Abjuration  
   
   
  Clr 1, Luck 1  
  V, S 
   
  Erase  
  Transmutation   
   
  Brd 1, S/W 1  
  V, S 
   
  Ethereal Jaunt  
  Transmutation   
   
  Clr 7, S/W 7  
  V, S 
   
  Etherealness  
  Transmutation   
   
  Clr 9, S/W 9  
  V, S 
   
  Expeditious Retreat  
  Transmutation   
   
  Brd 1, S/W 1  
  V, S 
   
  Explosive Runes  
  Abjuration  
   
  Force  
  S/W 3  
  V, S 
   
  Eyebite  
  Necromancy  
   
  Evil  
  Brd 6, S/W 6  
  V, S 
   
  Fabricate  
  Transmutation   
   
  S/W 5  
  V, S, M 
   
  Faerie Fire  
  Evocation  
   
  Light  
  Drd 1  
  V, S, DF 
   
  False Life  
  Necromancy  
   
   
  S/W 2  
  V, S, M 
   
  False Vision  
  Illusion  
  Glamer  
   
  Brd 5, S/W 5, Trickery 5  
  V, S, M 
   
  Fear  
  Necromancy  
   
  Fear, Mind-Affecting  
  Brd 3, S/W 4  
  V, S, M 
   
  Feather Fall  
  Transmutation   
   
  Brd 1, S/W 1  
  V 
   
  Feeblemind  
  Enchantment  
  Compulsion  Mind-Affecting  
  Mentalism 7, S/W 5  
  V, S, M 
   
  Find the Path  
  Divination  
   
   
  Brd 6, Clr 6, Drd 6, Knowledge 6, Travel 6  V, S, F 
   
  Find Traps  
  Divination  
   
   
  Clr 2  
  V, S 
   
  Finger of Death  
  Necromancy  
   
  Death  
  Drd 8, S/W 7  
  V, S 
   
  Fire Seeds  
  Conjuration  
  Creation  
  Fire  
  Drd 6, Fire 6, Sun 6  
  V, S, M 
   
  Fire Shield  
  Evocation  
   
  Fire or Cold  
  Fire 5, S/W 4, Sun 4  
  V, S, M/DF 
   
  Fire Storm  
  Evocation  
   
  Fire  
  Clr 8, Drd 7, Fire 7  
  V, S 
   
  Fire Trap  
  Abjuration  
   
  Fire  
  Drd 2, S/W 4  
  V, S, M 
   
  11: Spell Descriptions 
  
  Spell  
  School  
  Subschool  
  Descriptor  
  Level  
  Components 
   
  Fireball  
  Evocation  
   
  Fire  
  S/W 3  
  V, S, M 
   
  Flame Arrow  
  Transmutation   
  Fire  
  S/W 3  
  V, S, M 
   
  Flame Blade  
  Evocation  
   
  Fire  
  Drd 2  
  V, S, DF 
   
  Flame Strike  
  Evocation  
   
  Fire  
  Clr 5, Drd 4, Sun 5, War 5  
  V, S, DF 
   
  Flaming Sphere  
  Evocation  
   
  Fire  
  Drd 2, S/W 2  
  V, S, M/DF 
   
  Flare  
  Evocation  
   
  Light  
  Brd 0, Drd 0, S/W 0  
  V 
   
  Flesh to Stone  
  Transmutation   
   
  S/W 6  
  V, S, M 
   
  Fly  
  Transmutation   
   
  S/W 3, Travel 3  
  V, S, F/DF 
   
  Floating Disk  
  Evocation  
   
  Force  
  S/W 1  
  V, S, M 
   
  Fog Cloud  
  Conjuration  
  Creation  
   
  Drd 2, S/W 2, Water 2  
  V, S 
   
  Forbiddance  
  Abjuration  
   
   
  Clr 6  
  V, S, M, DF 
   
  Forcecage  
  Evocation  
   
  Force  
  S/W 7  
  V, S, M 
   
  Forceful Hand  
  Evocation  
   
  Force  
  S/W 6  
  V, S, F 
   
  Foresight  
  Divination  
   
   
  Drd 9, Knowledge 9, S/W 9  
  V, S, M/DF 
   
  Fox’s Cunning  
  Transmutation   
   
  Brd 2, S/W 2  
  V, S, M/DF 
   
  Fox’s Cunning, Mass  
  Transmutation   
   
  Brd 6, S/W 6  
  V, S, M/DF 
   
  Freedom  
  Abjuration  
   
   
  S/W 9  
  V, S 
   
  Freedom of Movement  
  Abjuration  
   
   
  Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4  
  V, S, M, DF 
   
  Freezing Sphere  
  Evocation  
   
  Cold  
  S/W 6  
  V, S, F 
   
  Gaseous Form  
  Transmutation   
   
  Air 3, Brd 3, S/W 3  
  S, M/DF 
   
  Gate  
  Conjuration  
  Creation or Calling  
  Clr 9, S/W 9  
  V, S, XP; see text  
  Geas/Quest  
  Enchantment  
  Compulsion  Lang-Dep, Mnd-Affect  Brd 6, Clr 6, S/W 6  
  V 
   
  Geas, Lesser  
  Enchantment  
  Compulsion  Lang-Dep, Mnd-Affect  Brd 3, S/W 4  
  V 
   
  Gentle Repose  
  Necromancy  
   
   
  Clr 2, S/W 3  
  V, S, M/DF 
   
  Ghost Sound  
  Illusion  
  Figment  
   
  Brd 0, S/W 0  
  V, S, M 
   
  Ghoul Touch  
  Necromancy  
   
   
  S/W 2  
  V, S, M 
   
  Giant Vermin  
  Transmutation   
   
  Clr 4, Drd 4  
  V, S, DF 
   
  Glibness  
  Transmutation   
   
  Brd 3  
  S 
   
  Glitterdust  
  Conjuration  
  Creation  
   
  Brd 2, S/W 2  
  V, S, M 
   
  Globe of Invulnerability  
  Abjuration  
   
   
  S/W 6  
  V, S, M 
   
  Globe of Invulnerability, Lesser  
  Abjuration  
   
  S/W 4  
  V, S, M 
   
  Glyph of Warding  
  Abjuration  
   
   
  Clr 3  
  V, S, M 
   
  Glyph of Warding, Greater  Abjuration  
   
   
  Clr 6  
  V, S, M 
   
  Goodberry  
  Transmutation   
   
  Drd 1  
  V, S, DF 
   
  Good Hope  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 3  
  V, S 
   
  Grasping Hand  
  Evocation  
   
  Force  
  S/W 7, Strength 7  
  V, S, F/DF 
   
  Grease  
  Conjuration  
  Creation  
   
  Brd 1, S/W 1  
  V, S, M 
   
  Guards and Wards  
  Abjuration  
   
   
  S/W 6  
  V, S, M, F 
   
  Guidance  
  Divination  
   
   
  Clr 0, Drd 0  
  V, S 
   
  Gust of Wind  
  Evocation  
   
  Air  
  Drd 2, S/W 2  
  V, S 
   
  Hallow  
  Evocation  
   
  Good  
  Clr 5, Drd 5  
  V, S, M, DF 
   
  Hallucinatory Terrain  
  Illusion  
  Glamer  
   
  Brd 4, S/W 4  
  V, S, M 
   
  Halt Undead  
  Necromancy  
   
   
  S/W 3  
  V, S, M 
   
  Harm  
  Necromancy  
   
   
  Clr 6, Destruction 6  
  V, S 
   
  Haste  
  Transmutation   
   
  Brd 3, S/W 3  
  V, S, M 
   
  Heal  
  Conjuration  
  Healing  
   
  Clr 6, Drd 7, Healing 6  
  V, S 
   
  Heal, Mass  
  Conjuration  
  Healing  
   
  Clr 9, Healing 9  
  V, S 
   
  Heal Mount  
  Conjuration  
  Healing  
   
  Pal 3  
  V, S 
   
  Heat Metal  
  Transmutation   
  Fire  
  Drd 2  
  V, S, DF 
   
  Helping Hand  
  Evocation  
   
   
  Clr 3  
  V, S, DF 
   
  Heroes’ Feast  
  Conjuration  
   
  Creation  
  Brd 6, Clr 6  
  V, S, DF 
   
  Heroism  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 2, S/W 3  
  V, S 
   
  Heroism, Greater  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 5, S/W 6  
  V, S 
   
  Hide from Animals  
  Abjuration  
   
   
  Drd 1, Rgr 1  
  S, DF 
   
  Hide from Undead  
  Abjuration  
   
   
  Clr 1  
  V, S, DF 
   
  Hideous Laughter  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 1, S/W 2  
  V, S, M 
   
  Hold Animal  
  Enchantment  
  Compulsion  Mind-Affecting  
  Animal 2, Drd 2, Rgr 2  
  V, S 
   
  Hold Monster  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 4, Law 6, S/W 5  
  V, S, M/DF 
   
  Hold Monster, Mass  
  Enchantment  
  Compulsion  Mind-Affecting  
  S/W 9  
  V, S, M/DF 
   
  Hold Person  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 2, Clr 2, S/W 3  
  V, S, F/DF 
   
  Hold Person, Mass  
  Enchantment  
  Compulsion  Mind-Affecting  
  S/W 7  
  V, S, F/DF 
   
  Hold Portal  
  Abjuration  
   
   
  S/W 1  
  V 
   
  Holy Aura  
  Abjuration  
   
  Good  
  Clr 8, Good 8  
  V, S, F 
   
  Holy Smite  
  Evocation  
   
  Good  
  Good 4  
  V, S 
   
  Holy Sword  
  Evocation  
   
  Good  
  Pal 4  
  V, S 
   
  Holy Word  
  Evocation  
   
  Good, Sonic  
  Clr 7, Good 7  
  V 
   
  Horrid Wilting  
  Necromancy  
   
   
  S/W 8, Water 8  
  V, S, M/DF 
   
  Hypnotic Pattern  
  Illusion  
  Pattern  
  Mind-Affecting  
  Brd 2, S/W 2  
  V (Brd only), S, M; see text  
  11: Spell Descriptions 
  
  Spell  
  School  
  Subschool  
  Descriptor  
  Level  
  Components 
   
  Hypnotism  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 1, S/W 1  
  V, S 
   
  Ice Storm  
  Evocation  
   
  Cold  
  Drd 4, S/W 4, Water 5  
  V, S, M/DF 
   
  Identify  
  Divination  
   
   
  Brd 1, Magic 2, S/W 1  
  V, S, M/DF 
   
  Illusory Script  
  Illusion  
  Phantasm  
  Mind-Affecting  
  Brd 3, S/W 3  
  V, S, M 
   
  Illusory Wall  
  Illusion  
  Figment  
   
  S/W 4  
  V, S 
   
  Imbue with Spell Ability  
  Evocation  
   
   
  Clr 4, Magic 4  
  V, S, DF 
   
  Implosion  
  Evocation  
   
   
  Clr 9, Destruction 9  
  V, S 
   
  Imprisonment  
  Abjuration  
   
   
  S/W 9  
  V, S 
   
  Incendiary Cloud  
  Conjuration  
  Creation  
  Fire  
  Fire 8, S/W 8  
  V, S 
   
  Inflict Critical Wounds  
  Necromancy  
   
   
  Clr 4, Destruction 4  
  V, S 
   
  Inflict Critical Wnds, Mass  Necromancy  
   
   
  Clr 8  
  V, S 
   
  Inflict Light Wounds  
  Necromancy  
   
   
  Clr 1, Destruction 1, Undead 1 
  V, S 
   
  Inflict Light Wounds, Mass  Necromancy  
   
   
  Clr 5, Destruction 5  
  V, S 
   
  Inflict Minor Wounds  
  Necromancy  
   
   
  Clr 0  
  V, S 
   
  Inflict Moderate Wounds  
  Necromancy  
   
   
  Clr 2  
  V, S 
   
  Inflict Mod. Wounds, Mass  Necromancy  
   
   
  Clr 6  
  V, S 
   
  Inflict Serious Wounds  
  Necromancy  
   
   
  Clr 3  
  V, S 
   
  Inflict Serious Wnds, Mass  Necromancy  
   
   
  Clr 7  
  V, S 
   
  Insanity  
  Enchantment  
  Compulsion  Mind-Affecting  
  S/W 7  
  V, S 
   
  Insect Plague  
  Conjuration  
  Summoning   
  Clr 5, Drd 5  
  V, S, DF 
   
  Instant Summons  
  Conjuration  
  Summoning   
  S/W 7  
  V, S, M 
   
  Interposing Hand  
  Evocation  
   
  Force  
  S/W 5  
  V, S, F 
   
  Invisibility  
  Illusion  
  Glamer  
   
  Brd 2, S/W 2, Trickery 2  
  V, S, M/DF 
   
  Invisibility, Greater  
  Illusion  
  Glamer  
   
  Brd 4, S/W 4  
  V, S 
   
  Invisibility, Mass  
  Illusion  
  Glamer  
   
  S/W 7  
  V, S, M 
   
  Invisibility Purge  
  Evocation  
   
   
  Clr 3  
  V, S 
   
  Invisibility Sphere  
  Illusion  
  Glamer  
   
  Brd 3, S/W 3  
  V, S, M 
   
  Iron Body  
  Transmutation   
   
  Earth 8, S/W 8  
  V, S, M/DF 
   
  Ironwood  
  Transmutation   
   
  Drd 6  
  V, S, M 
   
  Irresistible Dance  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 6, S/W 8  
  V 
   
  Jump  
  Transmutation   
   
  Drd 1, Rgr 1, S/W 1  
  V, S, M 
   
  Keen Edge  
  Transmutation   
   
  S/W 3  
  V, S 
   
  Knock  
  Transmutation   
   
  S/W 2  
  V 
   
  Know Direction  
  Divination  
   
   
  Brd 0, Drd 0  
  V, S 
   
  Legend Lore  
  Divination  
   
   
  Brd 4, Knowledge 7, S/W 6  
  V, S, M, F 
   
  Levitate  
  Transmutation   
   
  S/W 2  
  V, S, F 
   
  Light  
  Evocation  
   
  Light  
  Brd 0, Clr 0, Drd 0, S/W 0  
  V, M/DF 
   
  Lightning Bolt  
  Evocation  
   
  Electricity  
  S/W 3  
  V, S, M 
   
  Limited Wish  
  Universal  
   
   
  S/W 7  
  V, S, XP 
   
  Liveoak  
  Transmutation   
   
  Drd 6  
  V, S 
   
  Locate Creature  
  Divination  
   
   
  Brd 4, S/W 4  
  V, S, M 
   
  Locate Object  
  Divination  
   
   
  Brd 2, Clr 3, S/W 2, Travel 2  
  V, S, F/DF 
   
  Longstrider  
  Transmutation   
   
  Drd 1, Rgr 1, Travel 1  
  V, S, M 
   
  Lullaby  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 0  
  V, S 
   
  Mage Armor  
  Conjuration  
  Creation  
  Force  
  S/W 1  
  V, S, F 
   
  Mage Hand  
  Transmutation   
   
  Brd 0, S/W 0  
  V, S 
   
  Mage’s Disjunction  
  Abjuration  
   
   
  Magic 9, S/W 9  
  V 
   
  Mage’s Faithful Hound  
  Conjuration  
  Creation  
   
  S/W 5  
  V, S, M 
   
  Mage’s Lucubration  
  Transmutation   
   
  Wiz 6  
  V, S 
   
  Mage’s Magnificent Mansion  
  Conjuration  Creation  
  S/W 7  
  V, S, F 
   
  Mage’s Private Sanctum  
  Abjuration  
   
   
  S/W 5  
  V, S, M 
   
  Mage’s Sword  
  Evocation  
   
  Force  
  S/W 7  
  V, S, F 
   
  Magic Aura  
  Illusion  
  Glamer  
   
  Brd 1, Magic 1, S/W 1  
  V, S, F 
   
  Magic Circle against Chaos  Abjuration  
   
  Lawful  
  Clr 3, Law 3, Pal 3, S/W 3  
  V, S, M/DF 
   
  Magic Circle against Evil  
  Abjuration  
   
  Good  
  Clr 3, Good 3, Pal 3, S/W 3  
  V, S, M/DF 
   
  Magic Circle against Good  Abjuration  
   
  Evil  
  Clr 3, Evil 3, S/W 3  
  V, S, M/DF 
   
  Magic Circle against Law  
  Abjuration  
   
  Chaotic  
  Chaos 3, Clr 3, S/W 3  
  V, S, M/DF 
   
  Magic Fang  
  Transmutation   
   
  Drd 1, Rgr 1  
  V, S, DF 
   
  Magic Fang, Greater  
  Transmutation   
   
  Drd 3, Rgr 3  
  V, S, DF 
   
  Magic Jar  
  Necromancy  
   
   
  S/W 5, Undead 7 
  V, S, F 
   
  Magic Missile  
  Evocation  
   
  Force  
  S/W 1  
  V, S 
   
  Magic Mouth  
  Illusion  
  Glamer  
   
  Brd 1, S/W 2  
  V, S, M 
   
  Magic Stone  
  Transmutation   
   
  Clr 1, Drd 1, Earth 1  
  V, S, DF 
   
  Magic Vestment  
  Transmutation   
   
  Clr 3, Strength 3, War 3  
  V, S, DF 
   
  Magic Weapon  
  Transmutation   
   
  Clr 1, Pal 1, S/W 1, War 1  
  V, S, DF 
   
  Magic Weapon, Greater  
  Transmutation   
   
  Clr 4, Pal 3, S/W 3  
  V, S, M/DF 
   
  Major Creation  
  Conjuration  
  Creation  
   
  S/W 5  
  V, S, M 
   
  Major Image  
  Illusion  
  Figment  
   
  Brd 3, S/W 3  
  V, S, F 
   
  11: Spell Descriptions 
  
  Spell  
  School  
  Subschool  
  Descriptor  
  Level  
  Components 
   
  Make Whole  
  Transmutation   
   
  Clr 2  
  V, S 
   
  Mark of Justice  
  Necromancy  
   
   
  Clr 5, Pal 4  
  V, S, DF 
   
  Maze  
  Conjuration  
  Teleportation   
  S/W 8  
  V, S 
   
  Meld into Stone  
  Transmutation   
  Earth  
  Clr 3, Drd 3  
  V, S, DF 
   
  Mending  
  Transmutation   
   
  Brd 0, Clr 0, Drd 0, S/W 0  
  V, S 
   
  Message  
  Transmutation   
  Language-Dependent  
  Brd 0, S/W 0  
  V, S, F 
   
  Meteor Swarm  
  Evocation  
   
  Fire  
  S/W 9  
  V, S 
   
  Mind Blank  
  Abjuration  
   
   
  Protection 8, S/W 8  
  V, S 
   
  Mind Fog  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 5, S/W 5  
  V, S 
   
  Minor Creation  
  Conjuration  
  Creation  
   
  S/W 4  
  V, S, M 
   
  Minor Image  
  Illusion  
  Figment  
   
  Brd 2, S/W 2  
  V, S, F 
   
  Miracle  
  Evocation  
   
   
  Clr 9, Luck 9  
  V, S, XP; see text  
  Mirage Arcana  
  Illusion  
  Glamer  
   
  Brd 5, S/W 5  
  V, S 
   
  Mirror Image  
  Illusion  
  Figment  
   
  Brd 2, S/W 2  
  V, S 
   
  Misdirection  
  Illusion  
  Glamer  
   
  Brd 2, S/W 2  
  V, S 
   
  Mislead  
  Illusion  
  Figment, Glamer   
  Brd 5, Luck 6, S/W 6, Trickery 6  
  S 
   
  Mnemonic Enhancer  
  Transmutation   
   
  Wiz 4  
  V, S, M, F 
   
  Modify Memory  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 4  
  V, S 
   
  Moment of Prescience  
  Divination  
   
   
  Luck 8, S/W 8  
  V, S 
   
  Mount  
  Conjuration  
  Summoning   
  S/W 1  
  V, S, M 
   
  Move Earth  
  Transmutation   
  Earth  
  Drd 6, S/W 6  
  V, S, M 
   
  Neutralize Poison  
  Conjuration  
  Healing  
   
  Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3  
  V, S, M/DF 
   
  Nightmare  
  Illusion  
  Phantasm  
  Mind-Affecting, Evil  
  Brd 5, S/W 5  
  V, S 
   
  Nondetection  
  Abjuration  
   
   
  Rgr 4, S/W 3, Trickery 3  
  V, S, M 
   
  Obscure Object  
  Abjuration  
   
   
  Brd 1, Clr 3, S/W 2  
  V, S, M/DF 
   
  Obscuring Mist  
  Conjuration  
  Creation  
   
  Air 1, Clr 1, Drd 1, S/W 1, Water 1  
  V, S 
   
  Open/Close  
  Transmutation   
   
  Brd 0, S/W 0  
  V, S, F 
   
  Order’s Wrath  
  Evocation  
   
  Lawful  
  Law 4  
  V, S 
   
  Overland Flight  
  Transmutation   
   
  S/W 5  
  V, S 
   
  Owl’s Wisdom  
  Transmutation   
   
  Clr 2, Drd 2, Pal 2, Rgr 2, S/W 2  
  V, S, M/DF 
   
  Owl’s Wisdom, Mass  
  Transmutation   
   
  Clr 6, Drd 6, S/W 6  
  V, S, M/DF 
   
  Passwall  
  Transmutation   
   
  S/W 5  
  V, S, M 
   
  Pass without Trace  
  Transmutation   
   
  Drd 1, Rgr 1  
  V, S, DF 
   
  Permanency  
  Universal  
   
   
  S/W 5  
  V, S, XP 
   
  Permanent Image  
  Illusion  
  Figment  
   
  Brd 6, S/W 6  
  V, S, F 
   
  Persistent Image  
  Illusion  
  Figment  
   
  Brd 5, S/W 5  
  V, S, F 
   
  Phantasmal Killer  
  Illusion  
  Phantasm  
  Fear, Mind-Affecting  
  S/W 4  
  V, S 
   
  Phantom Steed  
  Conjuration  
  Creation  
   
  Brd 3, S/W 3  
  V, S 
   
  Phantom Trap  
  Illusion  
  Glamer  
   
  S/W 2  
  V, S, M 
   
  Phase Door  
  Conjuration  
  Creation  
   
  S/W 7, Travel 8  
  V 
   
  Planar Ally  
  Conjuration  
  Calling  
  see lesser planar ally  
  Clr 6  
  V, S, DF, XP 
   
  Planar Ally, Greater  
  Conjuration  
  Calling  
  see lesser planar ally  
  Clr 8  
  V, S, DF, XP 
   
  Planar Ally, Lesser  
  Conjuration  
  Calling  
  see text  
  Clr 4  
  V, S, DF, XP 
   
  Planar Binding  
  Conjuration  
  Calling  
  see lesser planar binding  S/W 6  
  V, S 
   
  Planar Binding, Greater  
  Conjuration  
  Calling  
  see lesser planar binding  S/W 8  
  V, S 
   
  Planar Binding, Lesser  
  Conjuration  
  Calling  
  see text  
  S/W 5  
  V, S 
   
  Plane Shift  
  Conjuration  
  Teleportation   
  Clr 5, S/W 7  
  V, S, F 
   
  Plant Growth  
  Transmutation   
   
  Drd 3, Plant 3, Rgr 3  
  V, S, DF 
   
  Poison  
  Necromancy  
   
   
  Clr 4, Drd 3  
  V, S, DF 
   
  Polar Ray  
  Evocation  
   
  Cold  
  S/W 8  
  V, S, F 
   
  Polymorph  
  Transmutation   
   
  S/W 4  
  V, S, M 
   
  Polymorph Any Object  
  Transmutation   
   
  S/W 8, Trickery 8  
  V, S, M/DF 
   
  Power Word Blind  
  Enchantment  
  Compulsion  Mind-Affecting  
  S/W 7, War 7  
  V 
   
  Power Word Kill  
  Enchantment  
  Compulsion  Death, Mind-Affecting  Mentalism 9, S/W 9, War 9  
  V 
   
  Power Word Stun  
  Enchantment  
  Compulsion  Mind-Affecting  
  S/W 8, War 8  
  V 
   
  Prayer  
  Enchantment  
  Compulsion  Mind-Affecting  
  Clr 3, Pal 3  
  V, S, DF 
   
  Prestidigitation  
  Universal  
   
   
  Brd 0, S/W 0  
  V, S 
   
  Prismatic Sphere  
  Abjuration  
   
   
  Protection 9, S/W 9, Sun 9  
  V 
   
  Prismatic Spray  
  Evocation  
   
   
  S/W 7  
  V, S 
   
  Prismatic Wall  
  Abjuration  
   
   
  S/W 8  
  V, S 
   
  Produce Flame  
  Evocation  
   
  Fire  
  Drd 1, Fire 2  
  V, S 
   
  Programmed Image  
  Illusion  
  Figment  
   
  Brd 6, S/W 6  
  V, S, F 
   
  Project Image  
  Illusion  
  Shadow  
   
  Brd 6, S/W 7  
  V, S, M 
   
  Protection from Arrows  
  Abjuration  
   
   
  S/W 2  
  V, S, F 
   
  Protection from Chaos  
  Abjuration  
   
  Lawful  
  Clr 1, Law 1, Pal 1, S/W 1  
  V, S, M/DF 
   
  Protection from Energy  
  Abjuration  
   
  see text 
  Clr 3, Drd 3, Luck 3, Protection 3, Rgr 2, S/W 3  V, S, DF 
   
  Protection from Evil  
  Abjuration  
   
  Good  
  Clr 1, Good 1, Pal 1, S/W 1  
  V, S, M/DF 
   
  Protection from Good  
  Abjuration  
   
  Evil  
  Clr 1, Evil 1, S/W 1  
  V, S, M/DF 
   
  11: Spell Descriptions 
  
  Spell  
  School  
  Subschool  
  Descriptor  
  Level  
  Components 
   
  Protection from Law  
  Abjuration  
   
  Chaotic  
  Chaos 1, Clr 1, S/W 1  
  V, S, M/DF 
   
  Protection from Spells  
  Abjuration  
   
   
  Magic 8, S/W 8  
  V, S, M, F 
   
  Prying Eyes  
  Divination  
   
   
  S/W 5  
  V, S, M 
   
  Prying Eyes, Greater  
  Divination  
   
   
  S/W 8  
  V, S, M 
   
  Psi Curse 
  Necromancy 
   
   
  Mentalism 3, S/W 3 
  V, S 
   
  Purify Food and Drink  
  Transmutation   
   
  Clr 0, Drd 0  
  V, S 
   
  Pyrotechnics  
  Transmutation   
   
  Brd 2, S/W 2  
  V, S, M 
   
  Quench  
  Transmutation   
   
  Drd 3  
  V, S, DF 
   
  Rage  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 2, S/W 3  
  V, S 
   
  Rainbow Pattern  
  Illusion  
  Pattern  
  Mind-Affecting  
  Brd 4, S/W 4  
  V (Brd only), S, M, F; see text  
  Raise Dead  
  Conjuration  
  Healing  
   
  Clr 5  
  V, S, M, DF 
   
  Ray of Enfeeblement  
  Necromancy  
   
   
  S/W 1  
  V, S 
   
  Ray of Exhaustion  
  Necromancy  
   
   
  S/W 3  
  V, S, M 
   
  Ray of Frost  
  Evocation  
   
  Cold  
  S/W 0  
  V, S 
   
  Read Magic  
  Divination  
   
   
  Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, S/W 0 
  V, S, F 
   
  Reduce Animal  
  Transmutation   
   
  Drd 2, Rgr 3  
  V, S 
   
  Reduce Person  
  Transmutation   
   
  S/W 1  
  V, S, M 
   
  Reduce Person, Mass  
  Transmutation   
   
  S/W 4  
  V, S, M 
   
  Refuge  
  Conjuration  
  Teleportation   
  Clr 7, S/W 9  
  V, S, M 
   
  Regenerate  
  Conjuration  
  Healing  
   
  Clr 7, Drd 9, Healing 7  
  V, S, DF 
   
  Reincarnate  
  Transmutation   
   
  Drd 4  
  V, S, M, DF 
   
  Remove Blindness/Deafness  Conjuration  
  Healing  
   
  Clr 3, Pal 3  
  V, S 
   
  Remove Curse  
  Abjuration  
   
   
  Brd 3, Clr 3, Pal 3, S/W 4  
  V, S 
   
  Remove Disease  
  Conjuration  
  Healing  
   
  Clr 3, Drd 3, Rgr 3  
  V, S 
   
  Remove Fear  
  Abjuration  
   
   
  Brd 1, Clr 1  
  V, S 
   
  Remove Paralysis  
  Conjuration  
  Healing  
   
  Clr 2, Pal 2  
  V, S 
   
  Repel Metal or Stone  
  Abjuration  
   
  Earth  
  Drd 8  
  V, S 
   
  Repel Vermin  
  Abjuration  
   
   
  Brd 4, Clr 4, Drd 4, Rgr 3  
  V, S, DF 
   
  Repel Wood  
  Transmutation   
   
  Drd 6, Plant 6  
  V, S 
   
  Repulsion  
  Abjuration  
   
   
  Clr 7, Protection 7, S/W 6  
  V, S, F/DF 
   
  Resilient Sphere  
  Evocation  
   
  Force  
  S/W 4  
  V, S, M 
   
  Resistance  
  Abjuration  
   
   
  Brd 0, Clr 0, Drd 0, Pal 1, S/W 0  
  V, S, M/DF 
   
  Resist Energy  
  Abjuration  
   
  see text 
  Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, S/W 2 V, S, DF 
   
  Restoration  
  Conjuration  
  Healing  
   
  Clr 4, Pal 4  
  V, S, M 
   
  Restoration, Greater  
  Conjuration  
  Healing  
   
  Clr 7  
  V, S, XP 
   
  Restoration, Lesser  
  Conjuration  
  Healing  
   
  Clr 2, Drd 2, Pal 1  
  V, S 
   
  Resurrection  
  Conjuration  
  Healing  
   
  Clr 7  
  V, S, M, DF 
   
  Reverse Gravity  
  Transmutation   
   
  Drd 8, S/W 7  
  V, S, M/DF 
   
  Righteous Might  
  Transmutation   
   
  Clr 5, Strength 5  
  V, S, DF 
   
  Rope Trick  
  Transmutation   
   
  S/W 2  
  V, S, M 
   
  Rusting Grasp  
  Transmutation   
   
  Drd 4  
  V, S, DF 
   
  Sanctuary  
  Abjuration  
   
   
  Clr 1, Protection 1  
  V, S, DF 
   
  Scare  
  Necromancy  
   
  Fear, Mind-Affecting  
  Brd 2, Death 3, S/W 2  
  V, S, M 
   
  Scintillating Pattern  
  Illusion  
  Pattern  
  Mind-Affecting  
  S/W 8  
  V, S, M 
   
  Scorching Ray  
  Evocation  
   
  Fire  
  S/W 2  
  V, S 
   
  Screen  
  Illusion  
  Glamer  
   
  S/W 8, Trickery 7  
  V, S 
   
  Scrying  
  Divination  
  Scrying  
   
  Brd 3, Clr 5, Drd 4, S/W 4  
  V, S, M/DF, F 
   
  Scrying, Greater  
  Divination  
  Scrying  
   
  Brd 6, Clr 7, Drd 7, S/W 7  
  V, S 
   
  Sculpt Sound  
  Transmutation   
   
  Brd 3  
  V, S 
   
  Searing Light  
  Evocation  
   
   
  Clr 3, Sun 3  
  V, S 
   
  Secret Chest  
  Conjuration  
  Summoning   
  S/W 5  
  V, S, F 
   
  Secret Page  
  Transmutation   
   
  Brd 3, S/W 3  
  V, S, M 
   
  Secure Shelter  
  Conjuration  
  Creation  
   
  Brd 4, S/W 4  
  V, S, M, F; see text  
  See Invisibility  
  Divination  
   
   
  Brd 3, S/W 2  
  V, S, M 
   
  Seeming  
  Illusion  
  Glamer  
   
  Brd 5, S/W 5  
  V, S 
   
  Sending  
  Evocation  
   
   
  Clr 4, S/W 5  
  V, S, M/DF 
   
  Sepia Snake Sigil  
  Conjuration  
  Creation  
  Force  
  Brd 3, S/W 3  
  V, S, M 
   
  Sequester  
  Abjuration  
   
   
  S/W 7  
  V, S, M 
   
  Shades  
  Illusion  
  Shadow  
   
  Darkness 9, S/W 9 
  V, S 
   
  Shadow Conjuration  
  Illusion  
  Shadow  
   
  Brd 4, Darkness 5, S/W 4  
  V, S 
   
  Shadow Conjuration, Greater Illusion  
  Shadow  
   
  Darkness 7, S/W 7 
  V, S 
   
  Shadow Evocation  
  Illusion  
  Shadow  
   
  Brd 5, Darkness 8, S/W 5  
  V, S 
   
  Shadow Evocation, Greater  Illusion  
  Shadow  
   
  S/W 8  
  V, S 
   
  Shadow Walk  
  Illusion  
  Shadow  
   
  Brd 5, Darkness 6, S/W 6  
  V, S 
   
  Shadows 
  Evocation 
   
  Darkness 
  Darkness 1, S/W 1 
  V, M/DF 
   
  Shambler  
  Conjuration  
  Creation  
   
  Drd 9, Plant 9  
  V, S 
   
  Shapechange  
  Transmutation   
   
  Animal 9, Drd 9, S/W 9  
  V, S, F 
   
  Shatter  
  Evocation  
   
  Sonic  
  Brd 2, Chaos 2, Clr 2, Destruction 2, S/W 2  V, S, M/DF 
   
  11: Spell Descriptions 
  
  Spell  
  School  
  Subschool  
  Descriptor  
  Level  
  Components 
   
  Shield  
  Abjuration  
   
  Force  
  S/W 1  
  V, S 
   
  Shield of Faith  
  Abjuration  
   
   
  Clr 1  
  V, S, M 
   
  Shield of Law  
  Abjuration  
   
  Lawful  
  Clr 8, Law 8  
  V, S, F 
   
  Shield Other  
  Abjuration  
   
   
  Clr 2, Pal 2, Protection 2  
  V, S, F 
   
  Shillelagh  
  Transmutation   
   
  Drd 1  
  V, S, DF 
   
  Shocking Grasp  
  Evocation  
   
  Electricity  
  S/W 1  
  V, S 
   
  Shout  
  Evocation  
   
  Sonic  
  Brd 4, S/W 4  
  V 
   
  Shout, Greater  
  Evocation  
   
  Sonic  
  Brd 6, S/W 8  
  V, S, F 
   
  Shrink Item  
  Transmutation   
   
  S/W 3  
  V, S 
   
  Silence  
  Illusion  
  Glamer  
   
  Brd 2, Clr 2  
  V, S 
   
  Silent Image  
  Illusion  
  Figment  
   
  Brd 1, S/W 1  
  V, S, F 
   
  Simulacrum  
  Illusion  
  Shadow  
   
  S/W 7  
  V, S, M, XP 
   
  Slay Living  
  Necromancy  
   
  Death  
  Clr 5, Death 5  
  V, S 
   
  Sleep  
  Enchantment  
  Compulsion  Mind-Affecting  
  Brd 1, S/W 1  
  V, S, M 
   
  Sleet Storm  
  Conjuration  
  Creation  
  Cold  
  Drd 3, S/W 3  
  V, S, M/DF 
   
  Slow  
  Transmutation   
   
  Brd 3, S/W 3  
  V, S, M 
   
  Snare  
  Transmutation   
   
  Rgr 2, Drd 3  
  V, S, DF 
   
  Soften Earth and Stone  
  Transmutation   
  Earth  
  Drd 2, Earth 2  
  V, S, DF 
   
  Solid Fog  
  Conjuration  
  Creation  
   
  S/W 4  
  V, S, M 
   
  Song of Discord  
  Enchantment  
  Compulsion  Mind-Affecting, Sonic  Brd 5  
  V, S 
   
  Soul Bind  
  Necromancy  
   
   
  Clr 9, S/W 9  
  V, S, F 
   
  Sound Burst  
  Evocation  
   
  Sonic  
  Brd 2, Clr 2  
  V, S, F/DF 
   
  Speak with Animals  
  Divination  
   
   
  Brd 3, Drd 1, Rgr 1  
  V, S 
   
  Speak with Dead  
  Necromancy  
   
  Language-Dependent  
  Clr 3  
  V, S, DF 
   
  Speak with Plants  
  Divination  
   
   
  Brd 4, Drd 3, Rgr 2  
  V, S 
   
  Spectral Hand  
  Necromancy  
   
   
  S/W 2  
  V, S 
   
  Spell Immunity  
  Abjuration  
   
   
  Clr 4, Protection 4, Strength 4  
  V, S, DF 
   
  Spell Immunity, Greater  
  Abjuration  
   
   
  Clr 8  
  V, S, DF 
   
  Spell Resistance  
  Abjuration  
   
   
  Clr 5, Magic 5, Protection 5  
  V, S, DF 
   
  Spellstaff  
  Transmutation   
   
  Drd 6  
  V, S, F 
   
  Spell Turning  
  Abjuration  
   
   
  Luck 7, Magic 7, S/W 7  
  V, S, M/DF 
   
  Spider Climb  
  Transmutation   
   
  Drd 2, S/W 2  
  V, S, M 
   
  Spike Growth  
  Transmutation   
   
  Drd 3, Rgr 2  
  V, S, DF 
   
  Spike Stones  
  Transmutation   
  Earth  
  Drd 4, Earth 4  
  V, S, DF 
   
  Spiritual Weapon  
  Evocation  
   
  Force  
  Clr 2, War 2  
  V, S, DF 
   
  Statue  
  Transmutation   
   
  S/W 7  
  V, S, M 
   
  Status  
  Divination  
   
   
  Clr 2  
  V, S 
   
  Stinking Cloud  
  Conjuration  
  Creation  
   
  S/W 3  
  V, S, M 
   
  Stone Shape  
  Transmutation   
  Earth  
  Clr 3, Drd 3, Earth 3, S/W 5  
  V, S, M/DF 
   
  Stoneskin  
  Abjuration  
   
   
  Drd 5, Earth 6, S/W 4, Strength 6  
  V, S, M 
   
  Stone Tell  
  Divination  
   
   
  Drd 6  
  V, S, DF 
   
  Stone to Flesh  
  Transmutation   
   
  S/W 6  
  V, S, M 
   
  Storm of Vengeance  
  Conjuration  
  Summoning   
  Drd 9, Clr 9  
  V, S 
   
  Suggestion  
  Enchantment  
  Compulsion  Lang-Dep, Mnd-Affect  Brd 2, S/W 3  
  V, M 
   
  Suggestion, Mass  
  Enchantment  
  Compulsion  Lang-Dep, Mnd-Affect  Brd 5, S/W 6  
  V, M 
   
  Summon Instrument  
  Conjuration  
  Summoning   
  Brd 0  
  V, S 
   
  Summon Monster I  
  Conjuration  
  Summoning  see text  
  Brd 1, Clr 1, S/W 1  
  V, S, F/DF 
   
  Summon Monster II  
  Conjuration  
  Summoning  see summon monster I  Brd 2, Clr 2, S/W 2  
  V, S, F/DF 
   
  Summon Monster III  
  Conjuration  
  Summoning  see summon monster I  Brd 3, Clr 3, S/W 3  
  V, S, F/DF 
   
  Summon Monster IV  
  Conjuration  
  Summoning  see summon monster I  Brd 4, Clr 4, S/W 4  
  V, S, F/DF 
   
  Summon Monster V  
  Conjuration  
  Summoning  see summon monster I  Brd 5, Clr 5, S/W 5  
  V, S, F/DF 
   
  Summon Monster VI  
  Conjuration  
  Summoning  see summon monster I  Brd 6, Clr 6, S/W 6  
  V, S, F/DF 
   
  Summon Monster VII  
  Conjuration  
  Summoning  see summon monster I  Clr 7, S/W 7  
  V, S, F/DF 
   
  Summon Monster VIII  
  Conjuration  
  Summoning  see summon monster I  Clr 8, S/W 8  
  V, S, F/DF 
   
  Summon Monster IX  
  Conjuration  
  Summoning  see summon monster I  Chaos 9, Clr 9, Evil 9, Good 9, Law 9, S/W 9  V,S,F/DF  
  Summon Nature’s Ally I  
  Conjuration  
  Summoning   
  Drd 1, Rgr 1  
  V, S, DF 
   
  Summon Nature’s Ally II  
  Conjuration  
  Summoning   
  Drd 2, Rgr 2  
  V, S, DF 
   
  Summon Nature’s Ally III  
  Conjuration  
  Summoning  see text  
  Drd 3, Rgr 3  
  V, S, DF 
   
  Summon Nature’s Ally IV  
  Conjuration  
  Summoning  see text  
  Animal 4, Drd 4, Rgr 4 
  V, S, DF 
   
  Summon Nature’s Ally V  
  Conjuration  
  Summoning  see text  
  Drd 5  
  V, S, DF 
   
  Summon Nature’s Ally VI  
  Conjuration  
  Summoning  see text  
  Drd 6  
  V, S, DF 
   
  Summon Nature’s Ally VII  Conjuration  
  Summoning  see text  
  Drd 7  
  V, S, DF 
   
  Summon Nature’s Ally VIII  Conjuration  
  Summoning  see text  
  Animal 8, Drd 8  
  V, S, DF 
   
  Summon Nature’s Ally IX  
  Conjuration  
  Summoning  see text  
  Drd 9  
  V, S, DF 
   
  Summon Swarm  
  Conjuration  
  Summoning   
  Brd 2, Drd 2, S/W 2  
  V, S, M/DF 
   
  Sunbeam  
  Evocation  
   
  Light  
  Drd 7, Sun 7  
  V, S, DF 
   
  Sunburst  
  Evocation  
   
  Light  
  Drd 8, S/W 8, Sun 8  
  V, S, M/DF 
   
  Suppression 
  Abjuration 
   
   
  Mentalism 2, S/W 2 
  V, S, F/DF 
   
  11: Spell Descriptions 
  
  Symbol of Death  
  Necromancy  
   
  Death  
  Clr 8, Death 8, S/W 8  
  V, S, M 
   
  Symbol of Fear  
  Necromancy  
   
  Fear, Mind-Affecting  
  Clr 6, S/W 6  
  V, S, M 
   
  Symbol of Insanity  
  Enchantment  
  Compulsion  Mind-Affecting  
  Clr 8, S/W 8  
  V, S, M 
   
  Symbol of Pain  
  Necromancy  
   
  Evil  
  Clr 5, S/W 5  
  V, S, M 
   
  Symbol of Persuasion  
  Enchantment  
  Charm  
  Mind-Affecting  
  Clr 6, S/W 6  
  V, S, M 
   
  Symbol of Sleep  
  Enchantment  
  Compulsion  Mind-Affecting  
  Clr 5, S/W 5  
  V, S, M 
   
  Symbol of Stunning  
  Enchantment  
  Compulsion  Mind-Affecting  
  Clr 7, S/W 7  
  V, S, M 
   
  Symbol of Weakness  
  Necromancy  
   
   
  Clr 7, S/W 7  
  V, S, M 
   
  Sympathetic Vibration  
  Evocation  
   
  Sonic  
  Brd 6  
  V, S, F 
   
  Sympathy  
  Enchantment  
  Compulsion  Mind-Affecting  
  Drd 9, S/W 8  
  V, S, M 
   
  Telekinesis  
  Transmutation   
   
  S/W 5  
  V, S 
   
  Telekinetic Sphere  
  Evocation  
   
  Force  
  S/W 8  
  V, S, M 
   
  Telepathic Bond  
  Divination  
   
   
  S/W 5  
  V, S, M 
   
  Teleport  
  Conjuration  
  Teleportation   
  S/W 5, Travel 5  
  V 
   
  Teleport Object  
  Conjuration  
  Teleportation   
  S/W 7  
  V 
   
  Teleport, Greater  
  Conjuration  
  Teleportation   
  S/W 7, Travel 7  
  V 
   
  Teleportation Circle  
  Conjuration  
  Teleportation   
  S/W 9  
  V, M 
   
  Temporal Stasis  
  Transmutation   
   
  S/W 8  
  V, S, M 
   
  Time Stop  
  Transmutation   
   
  S/W 9, Trickery 9  
  V 
   
  Tiny Hut  
  Evocation  
   
  Force  
  Brd 3, S/W 3  
  V, S, M 
   
  Tongues  
  Divination  
   
   
  Brd 2, Clr 4, S/W 3  
  V, M/DF 
   
  Touch of Fatigue  
  Necromancy  
   
   
  S/W 0  
  V, S, M 
   
  Touch of Idiocy  
  Enchantment  
  Compulsion  Mind-Affecting  
  S/W 2  
  V, S 
   
  Transformation  
  Transmutation   
   
  S/W 6  
  V, S, M 
   
  Transmute Metal to Wood  
  Transmutation   
   
  Drd 7  
  V, S, DF 
   
  Transmute Mud to Rock  
  Transmutation   
  Earth  
  Drd 5, S/W 5  
  V, S, M/DF 
   
  Transmute Rock to Mud  
  Transmutation   
  Earth  
  Drd 5, S/W 5  
  V, S, M/DF 
   
  Transport via Plants  
  Conjuration  
  Teleportation  
  Drd 6  
  V, S 
   
  Trap the Soul  
  Conjuration  
  Summoning   
  S/W 8  
  V, S, M, (F); see text  
  Tree Shape  
  Transmutation   
   
  Drd 2, Rgr 3  
  V, S, DF 
   
  Tree Stride  
  Conjuration  
  Teleportation   
  Drd 5, Rgr 4  
  V, S, DF 
   
  True Resurrection  
  Conjuration  
  Healing  
   
  Clr 9  
  V, S, M, DF 
   
  True Seeing  
  Divination  
   
   
  Clr 5, Drd 7, Knowledge 5, S/W 6  
  V, S, M 
   
  True Strike  
  Divination  
   
   
  S/W 1  
  V, F 
   
  Undeath to Death  
  Necromancy  
   
   
  Clr 6, S/W 6  
  V, S, M/DF 
   
  Undetectable Alignment  
  Abjuration  
   
   
  Brd 1, Clr 2, Pal 2  
  V, S 
   
  Unhallow  
  Evocation  
   
  Evil  
  Clr 5, Drd 5, Undead 5 
  V, S, M 
   
  Unholy Aura  
  Abjuration  
   
  Evil  
  Clr 8, Evil 8  
  V, S, F 
   
  Unholy Blight  
  Evocation  
   
  Evil  
  Evil 4  
  V, S 
   
  Unseen Servant  
  Conjuration  
  Creation  
   
  Brd 1, S/W 1  
  V, S, M 
   
  Vampiric Touch  
  Necromancy  
   
   
  S/W 3  
  V, S 
   
  Veil  
  Illusion  
  Glamer  
   
  Brd 6, S/W 6  
  V, S 
   
  Ventriloquism  
  Illusion  
  Figment  
   
  Brd 1, S/W 1  
  V, F 
   
  Virtue  
  Transmutation   
   
  Clr 0, Drd 0, Pal 1  
  V, S, DF 
   
  Vision  
  Divination  
   
   
  S/W 7  
  V, S, M, XP 
   
  Wail of the Banshee  
  Necromancy  
   
  Death, Sonic  
  Death 9, S/W 9  
  V 
   
  Wall of Fire  
  Evocation  
   
  Fire  
  Drd 5, Fire 4, S/W 4  
  V, S, M/DF 
   
  Wall of Force  
  Evocation  
   
  Force  
  S/W 5  
  V, S, M 
   
  Wall of Ice  
  Evocation  
   
  Cold  
  S/W 4  
  V, S, M 
   
  Wall of Iron  
  Conjuration  
  Creation  
   
  S/W 6  
  V, S, M 
   
  Wall of Stone  
  Conjuration  
  Creation  
  Earth  
  Clr 5, Drd 6, Earth 5, S/W 5  
  V, S, M/DF 
   
  Wall of Thorns  
  Conjuration  
  Creation  
   
  Drd 5, Plant 5  
  V, S 
   
  Warp Wood  
  Transmutation   
   
  Drd 2  
  V, S 
   
  Water Breathing  
  Transmutation   
   
  Clr 3, Drd 3, S/W 3, Water 3  
  V, S, M/DF 
   
  Water Walk  
  Transmutation   
  Water  
  Clr 3, Rgr 3  
  V, S, DF 
   
  Waves of Exhaustion  
  Necromancy  
   
   
  S/W 7  
  V, S 
   
  Waves of Fatigue  
  Necromancy  
   
   
  S/W 5  
  V, S 
   
  Web  
  Conjuration  
  Creation  
   
  S/W 2  
  V, S, M 
   
  Weird  
  Illusion  
  Phantasm  
  Fear, Mind-Affecting  
  S/W 9  
  V, S 
   
  Whirlwind  
  Evocation  
   
  Air  
  Air 8, Drd 8  
  V, S, DF 
   
  Whispering Wind  
  Transmutation   
  Air  
  Brd 2, S/W 2  
  V, S 
   
  Wind Walk  
  Transmutation   
  Air  
  Clr 6, Drd 7  
  V, S, DF 
   
  Wind Wall  
  Evocation  
   
  Air  
  Air 2, Clr 3, Drd 3, Rgr 2, S/W 3  
  V, S, M/DF 
   
  Wish  
  Universal  
   
   
  S/W 9  
  V, XP 
   
  Wood Shape  
  Transmutation   
   
  Drd 2  
  V, S, DF 
   
  Word of Chaos  
  Evocation  
   
  Chaotic, Sonic  
  Chaos 7, Clr 7  
  V 
   
  Word of Recall  
  Conjuration  
  Teleportation   
  Clr 6, Drd 8  
  V 
   
  Zone of Silence  
  Illusion  
  Glamer  
   
  Brd 4  
  V, S 
   
  Zone of Truth  
  Enchantment  
  Compulsion  Mind-Affecting  
  Clr 2, Pal 2  
  V, S, DF 
   
  11: Spell Descriptions 
  
  CLERIC SPELL LIST 
  Character:___________________________________ 
   
  School   0th-Level Spells  
    Prepared 
  Conj 
  Create Water  
  [_][_][_] 
  Conj 
  Cure Minor Wounds 
  [_][_][_] 
  Div 
  Detect Magic  
  [_][_][_] 
  Div 
  Detect Poison 
  [_][_][_] 
  Div 
  Guidance  
  [_][_][_] 
  Nec 
  Inflict Minor Wounds 
  [_][_][_] 
  Evoc Light DF  
  [_][_][_] 
  Tran 
  Mending 
  [_][_][_] 
  Tran 
  Purify Food and Drink  
  [_][_][_] 
  Div 
  Read Magic F 
  [_][_][_] 
  Abj 
  Resistance DF  
  [_][_][_] 
  Tran 
  Virtue 
  [_][_][_] 
  _____ _______________________ [_][_][_] 
    
  School   1st-Level Spells  
    Prepared 
  Ench Bane DF  
  [_][_][_] 
  Ench Bless DF 
  [_][_][_] 
  Tran 
  Bless Water M  
  [_][_][_] 
  Nec 
  Cause Fear 
  [_][_][_] 
  Ench Command  
  [_][_][_] 
  Div 
  Comprehend Languages DF 
  [_][_][_] 
  Conj 
  Cure Light Wounds  
  [_][_][_] 
  Nec 
  Curse Water M 
  [_][_][_] 
  Nec 
  Deathwatch  
  [_][_][_] 
  Div 
  Detect Chaos 
  [_][_][_] 
  Div 
  Detect Evil 
  [_][_][_] 
  Div 
  Detect Good 
  [_][_][_] 
  Div 
  Detect Law  
  [_][_][_] 
  Div 
  Detect Psionics 
  [_][_][_] 
  Div 
  Detect Undead DF  
  [_][_][_] 
  Evoc Divine Favor DF 
  [_][_][_] 
  Nec 
  Doom DF  
  [_][_][_] 
  Abj 
  Endure Elements 
  [_][_][_] 
  Abj 
  Entropic Shield  
  [_][_][_] 
  Abj 
  Hide from Undead DF 
  [_][_][_] 
  Nec 
  Inflict Light Wounds  
  [_][_][_] 
  Tran 
  Magic Stone DF 
  [_][_][_] 
  Tran 
  Magic Weapon DF  
  [_][_][_] 
  Conj 
  Obscuring Mist 
  [_][_][_] 
  Abj 
  Protection from Chaos 
  [_][_][_] 
  Abj 
  Protection from Evil 
  [_][_][_] 
  Abj 
  Protection from Good 
  [_][_][_] 
  Abj 
  Protection from Law 
  [_][_][_] 
  Abj 
  Remove Fear  
  [_][_][_] 
  Abj 
  Sanctuary DF 
  [_][_][_] 
  Abj 
  Shield of Faith M  
  [_][_][_] 
  Conj 
  Summon Monster I DF 
  [_][_][_] 
  _____ d______________________ [_][_][_] 
  _____ d______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
    
  School   2nd-Level Spells  
    Prepared 
  Ench Aid DF  
  [_][_][_] 
  Tran 
  Align Weapon DF 
  [_][_][_] 
  Div 
  Augury M F  
  [_][_][_] 
  Tran 
  Bear’s Endurance DF 
  [_][_][_] 
  Tran 
  Bull’s Strength DF  
  [_][_][_] 
  Ench Calm Emotions DF 
  [_][_][_] 
  Evoc Consecrate M  
  [_][_][_] 
  Conj 
  Cure Moderate Wounds 
  [_][_][_] 
  Evoc Darkness DF  
  [_][_][_] 
  Nec 
  Death Knell 
  [_][_][_] 
  Conj 
  Delay Poison  
  [_][_][_] 
  Evoc Desecrate M 
  [_][_][_] 
  Tran 
  Eagle’s Splendor DF  
  [_][_][_] 
  Ench Enthrall 
  [_][_][_] 
  Div 
  Find Traps  
  [_][_][_] 
  Nec 
  Gentle Repose DF 
  [_][_][_] 
  Ench Hold Person DF  
  [_][_][_] 
  Nec 
  Inflict Moderate Wounds 
  [_][_][_] 
  Tran 
  Make Whole  
  [_][_][_] 
  Tran 
  Owl’s Wisdom DF 
  [_][_][_] 
  Conj 
  Remove Paralysis  
  [_][_][_] 
  Abj 
  Resist Energy DF 
  [_][_][_] 
  Conj 
  Restoration, Lesser  
  [_][_][_] 
  Evoc Shatter DF 
  [_][_][_] 
  Abj 
  Shield Other F  
  [_][_][_] 
  Ill 
  Silence 
  [_][_][_] 
  Evoc Sound Burst DF  
  [_][_][_] 
  Evoc Spiritual Weapon DF 
  [_][_][_] 
  Div 
  Status  
  [_][_][_] 
  Conj 
  Summon Monster II DF 
  [_][_][_] 
  Abj 
  Undetectable Alignment  
  [_][_][_] 
  Ench Zone of Truth DF 
  [_][_][_] 
  _____ d______________________ [_][_][_] 
  _____ d______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
    
  School   3rd-Level Spells  
    Prepared 
  Nec 
  Animate Dead M  
  [_][_][_] 
  Nec 
  Bestow Curse 
  [_][_][_] 
  Nec 
  Blindness/Deafness  
  [_][_][_] 
  Nec 
  Contagion 
  [_][_][_] 
  Evoc Continual Flame M  
  [_][_][_] 
  Conj 
  Create Food and Water 
  [_][_][_] 
  Conj 
  Cure Serious Wounds  
  [_][_][_] 
  Evoc Daylight 
  [_][_][_] 
  Evoc Deeper Darkness DF  
  [_][_][_] 
  Abj 
  Dispel Magic 
  [_][_][_] 
  Abj 
  Glyph of Warding M  
  [_][_][_] 
  Evoc Helping Hand DF 
  [_][_][_] 
  Nec 
  Inflict Serious Wounds  
  [_][_][_] 
  Evoc Invisibility Purge 
  [_][_][_] 
  Div 
  Locate Object DF  
  [_][_][_] 
  Abj 
  Magic Circle against Chaos [_][_][_] 
  Abj 
  Magic Circle against Evil 
  [_][_][_] 
  Abj 
  Magic Circle against Good 
  [_][_][_] 
  Abj 
  Magic Circle against Law  
  [_][_][_] 
  Tran 
  Magic Vestment DF 
  [_][_][_] 
  Tran 
  Meld into Stone DF  
  [_][_][_] 
  Abj 
  Obscure Object DF 
  [_][_][_] 
  Ench Prayer DF  
  [_][_][_] 
  Abj 
  Protection from Energy DF 
  [_][_][_] 
  Conj 
  Remove Blindness/Deafness  [_][_][_] 
  Abj 
  Remove Curse 
  [_][_][_] 
  Conj 
  Remove Disease  
  [_][_][_] 
  Evoc Searing Light 
  [_][_][_] 
  Nec 
  Speak with Dead DF  
  [_][_][_] 
  Tran 
  Stone Shape DF 
  [_][_][_] 
  Conj 
  Summon Monster III DF  
  [_][_][_] 
  Tran 
  Water Breathing DF 
  [_][_][_] 
  Tran 
  Water Walk DF  
  [_][_][_] 
  Evoc Wind Wall DF 
  [_][_][_] 
  _____ d______________________ [_][_][_] 
  _____ d______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  School   4th-Level Spells  
    Prepared 
  Tran 
  Air Walk DF  
  [_][_][_] 
  Tran 
  Control Water DF 
  [_][_][_] 
  Conj 
  Cure Critical Wounds  
  [_][_][_] 
  Nec 
  Death Ward DF 
  [_][_][_] 
  Abj 
  Dimensional Anchor  
  [_][_][_] 
  Div 
  Discern Lies DF 
  [_][_][_] 
  Abj 
  Dismissal DF  
  [_][_][_] 
  Abj 
  Dispel Psionics 
  [_][_][_] 
  Div 
  Divination M  
  [_][_][_] 
  Evoc Divine Power DF 
  [_][_][_] 
  Abj 
  Freedom of Movement M DF  [_][_][_] 
  Tran 
  Giant Vermin DF 
  [_][_][_] 
  Evoc Imbue with Spell Ability DF  [_][_][_] 
  Nec 
  Inflict Critical Wounds 
  [_][_][_] 
  Tran 
  Magic Weapon, Greater DF  [_][_][_] 
  Conj 
  Neutralize Poison DF 
  [_][_][_] 
  Conj 
  Planar Ally, Lesser XP  
  [_][_][_] 
  Nec 
  Poison DF 
  [_][_][_] 
  Abj 
  Repel Vermin DF  
  [_][_][_] 
  Conj 
  Restoration M 
  [_][_][_] 
  Evoc Sending DF  
  [_][_][_] 
  Abj 
  Spell Immunity DF 
  [_][_][_] 
  Conj 
  Summon Monster IV DF  
  [_][_][_] 
  Div 
  Tongues DF 
  [_][_][_] 
  _____ d______________________ [_][_][_] 
  _____ d______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
    
  School   5th-Level Spells  
    Prepared 
  Abj 
  Atonement M F DF XP  
  [_][_][_] 
  Abj 
  Break Enchantment 
  [_][_][_] 
  Ench Command, Greater  
  [_][_][_] 
  Div 
  Commune XP 
  [_][_][_] 
  Conj 
  Cure Light Wounds, Mass  
  [_][_][_] 
  Abj 
  Dispel Chaos 
  [_][_][_] 
  Abj 
  Dispel Evil 
  [_][_][_] 
  Abj 
  Dispel Good 
  [_][_][_] 
  Abj 
  Dispel Law  
  [_][_][_] 
  Tran 
  Disrupting Weapon 
  [_][_][_] 
  Evoc Flame Strike DF  
  [_][_][_] 
  Evoc Hallow M 
  [_][_][_] 
  Nec 
  Inflict Light Wounds, Mass  [_][_][_] 
  Conj 
  Insect Plague DF 
  [_][_][_] 
  Nec 
  Mark of Justice DF  
  [_][_][_] 
  Conj 
  Plane Shift F 
  [_][_][_] 
  Conj 
  Raise Dead M DF  
  [_][_][_] 
  Tran 
  Righteous Might DF 
  [_][_][_] 
  Div 
  Scrying F  
  [_][_][_] 
  Nec 
  Slay Living 
  [_][_][_] 
  Abj 
  Spell Resistance DF  
  [_][_][_] 
  Conj 
  Summon Monster V DF 
  [_][_][_] 
  Nec 
  Symbol of Pain M  
  [_][_][_] 
  Ench Symbol of Sleep M 
  [_][_][_] 
  Div 
  True Seeing M  
  [_][_][_] 
  Evoc Unhallow M 
  [_][_][_] 
  Conj 
  Wall of Stone  
  [_][_][_] 
  _____ d______________________ [_][_][_] 
  _____ d______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
    
  
  School   6th-Level Spells  
    Prepared 
  Tran 
  Animate Objects  
  [_][_][_] 
  Abj 
  Antilife Shell DF 
  [_][_][_] 
  Abj 
  Banishment F  
  [_][_][_] 
  Tran 
  Bear’s Endurance, Mass DF 
  [_][_][_] 
  Evoc Blade Barrier  
  [_][_][_] 
  Tran 
  Bull’s Strength, Mass DF 
  [_][_][_] 
  Nec 
  Create Undead M  
  [_][_][_] 
  Conj 
  Cure Moderate Wounds, Mass   [_][_] 
  Abj 
  Dispel Magic, Greater  
  [_][_][_] 
  Tran 
  Eagle’s Splendor, Mass DF 
  [_][_][_] 
  Div 
  Find the Path F  
  [_][_][_] 
  Abj 
  Forbiddance M 
  [_][_][_] 
  Ench Geas/Quest  
  [_][_][_] 
  Abj 
  Glyph of Warding, Greater M [_][_][_] 
  Nec 
  Harm  
  [_][_][_] 
  Conj 
  Heal 
  [_][_][_] 
  Conj 
  Heroes’ Feast DF  
  [_][_][_] 
  Nec 
  Inflict Moderate Wounds, Mass [_][_] 
  Tran 
  Owl’s Wisdom, Mass DF  
  [_][_][_] 
  Conj 
  Planar Ally XP 
  [_][_][_] 
  Conj 
  Summon Monster VI DF  
  [_][_][_] 
  Nec 
  Symbol of Fear M 
  [_][_][_] 
  Ench Symbol of Persuasion M  
  [_][_][_] 
  Nec 
  Undeath to Death M 
  [_][_][_] 
  Tran 
  Wind Walk DF  
  [_][_][_] 
  Conj 
  Word of Recall 
  [_][_][_] 
  _____ d______________________ [_][_][_] 
  _____ d______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
    
  School   7th-Level Spells  
    Prepared 
  Evoc Blasphemy  
  [_][_][_] 
  Tran 
  Control Weather 
  [_][_][_] 
  Conj 
  Cure Serious Wounds, Mass  [_][_][_] 
  Nec 
  Destruction F 
  [_][_][_] 
  Evoc Dictum  
  [_][_][_] 
  Abj 
  Dispel Psionics, Greater 
  [_][_][_] 
  Tran 
  Ethereal Jaunt  
  [_][_][_] 
  Evoc Holy Word F 
  [_][_][_] 
  Nec 
  Inflict Serious Wounds, Mass [_][_][_] 
  Conj 
  Refuge M 
  [_][_][_] 
  Conj 
  Regenerate DF  
  [_][_][_] 
  Abj 
  Repulsion DF 
  [_][_][_] 
  Conj 
  Restoration, Greater XP  
  [_][_][_] 
  Conj 
  Resurrection M DF 
  [_][_][_] 
  Div 
  Scrying, Greater DF F  
  [_][_][_] 
  Conj 
  Summon Monster VII DF 
  [_][_][_] 
  Ench Symbol of Stunning M  
  [_][_][_] 
  Nec 
  Symbol of Weakness M 
  [_][_][_] 
  Evoc Word of Chaos  
  [_][_][_] 
  _____ d______________________ [_][_][_] 
  _____ d______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
    
  School   8th-Level Spells  
    Prepared 
  Abj 
  Antimagic Field DF  
  [_][_][_] 
  Abj 
  Cloak of Chaos F 
  [_][_][_] 
  Nec 
  Create Greater Undead M  
  [_][_][_] 
  Conj 
  Cure Critical Wounds, Mass [_][_][_] 
  Abj 
  Dimensional Lock  
  [_][_][_] 
  Div 
  Discern Location DF 
  [_][_][_] 
  Evoc Earthquake DF  
  [_][_][_] 
  Evoc Fire Storm 
  [_][_][_] 
  Abj 
  Holy Aura F  
  [_][_][_] 
  Conj 
  Planar Ally, Greater XP 
  [_][_][_] 
  Nec 
  Inflict Critical Wounds, Mass [_][_][_] 
  Abj 
  Shield of Law F 
  [_][_][_] 
  Abj 
  Spell Immunity, Greater DF  [_][_][_] 
  Conj 
  Summon Monster VIII DF 
  [_][_][_] 
  Nec 
  Symbol of Death M  
  [_][_][_] 
  Ench Symbol of Insanity M 
  [_][_][_] 
  Abj 
  Unholy Aura F  
  [_][_][_] 
  _____ d______________________ [_][_][_] 
  _____ d______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
    
  School   9th-Level Spells  
    Prepared 
  Nec 
  Astral Projection M  
  [_][_][_] 
  Nec 
  Energy Drain 
  [_][_][_] 
  Tran 
  Etherealness  
  [_][_][_] 
  Conj 
  Gate XP 
  [_][_][_] 
  Conj 
  Heal, Mass  
  [_][_][_] 
  Evoc Implosion 
  [_][_][_] 
  Evoc Miracle XP  
  [_][_][_] 
  Nec 
  Soul Bind F 
  [_][_][_] 
  Conj 
  Storm of Vengeance  
  [_][_][_] 
  Conj 
  Summon Monster IX DF 
  [_][_][_] 
  Conj 
  True Resurrection M DF  
  [_][_][_] 
  _____ d______________________ [_][_][_] 
  _____ d______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
   
  
  DRUID SPELL LIST 
  Character:________________________________________ 
   
  School   0th-Level Spells 
    Prepared 
  Conj 
  Create Water 
  [_][_][_] 
  Conj 
  Cure Minor Wounds 
  [_][_][_] 
  Div 
  Detect Magic 
  [_][_][_] 
  Div 
  Detect Poison 
  [_][_][_] 
  Evoc Flare 
  [_][_][_] 
  Div 
  Guidance 
  [_][_][_] 
  Div 
  Know Direction 
  [_][_][_] 
  Evoc Light DF 
  [_][_][_] 
  Tran 
  Mending 
  [_][_][_] 
  Tran 
  Purify Food and Drink 
  [_][_][_] 
  Div 
  Read Magic F 
  [_][_][_] 
  Abj 
  Resistance DF 
  [_][_][_] 
  Tran 
  Virtue 
  [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
   
  School   1st-Level Spells  
    Prepared 
  Ench Calm Animals 
  [_][_][_] 
  Ench Charm Animal 
  [_][_][_] 
  Conj 
  Cure Light Wounds 
  [_][_][_] 
  Div 
  Detect Animals or Plants 
  [_][_][_] 
  Div 
  Detect Psionics 
  [_][_][_] 
  Div 
  Detect Snares and Pits 
  [_][_][_] 
  Abj 
  Endure Elements 
  [_][_][_] 
  Tran 
  Entangle DF 
  [_][_][_] 
  Evoc Faerie Fire DF 
  [_][_][_] 
  Tran 
  Goodberry DF 
  [_][_][_] 
  Abj 
  Hide from Animals DF 
  [_][_][_] 
  Tran 
  Jump M 
  [_][_][_] 
  Tran 
  Longstrider M 
  [_][_][_] 
  Tran 
  Magic Fang DF 
  [_][_][_] 
  Tran 
  Magic Stone DF 
  [_][_][_] 
  Conj 
  Obscuring Mist 
  [_][_][_] 
  Tran 
  Pass without Trace DF 
  [_][_][_] 
  Evoc Produce Flame 
  [_][_][_] 
  Tran 
  Shillelagh DF 
  [_][_][_] 
  Div 
  Speak with Animals 
  [_][_][_] 
  Tran 
  Spider Climb M 
  [_][_][_] 
  Conj 
  Summon Nature’s Ally I DF [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
   
  School   2nd-Level Spells  
    Prepared 
  Ench Animal Messenger M 
  [_][_][_] 
  Ench Animal Trance 
  [_][_][_] 
  Tran 
  Barkskin DF 
  [_][_][_] 
  Tran 
  Bear’s Endurance DF 
  [_][_][_] 
  Tran 
  Bull’s Strength DF 
  [_][_][_] 
  Tran 
  Cat’s Grace M 
  [_][_][_] 
  Tran 
  Chill Metal DF 
  [_][_][_] 
  Conj 
  Delay Poison DF 
  [_][_][_] 
  Abj 
  Fire Trap M 
  [_][_][_] 
  Evoc Flame Blade DF 
  [_][_][_] 
  Evoc Flaming Sphere DF 
  [_][_][_] 
  Conj 
  Fog Cloud 
  [_][_][_] 
  Evoc Gust of Wind 
  [_][_][_] 
  Tran 
  Heat Metal DF 
  [_][_][_] 
  Ench Hold Animal 
  [_][_][_] 
  Tran 
  Owl’s Wisdom DF 
  [_][_][_] 
  Tran 
  Reduce Animal 
  [_][_][_] 
  Abj 
  Resist Energy DF 
  [_][_][_] 
  Conj 
  Restoration, Lesser 
  [_][_][_] 
  Tran 
  Soften Earth and Stone DF 
  [_][_][_] 
  Conj 
  Summon Nature’s Ally II DF [_][_][_] 
  Conj 
  Summon Swarm DF 
  [_][_][_] 
  Tran 
  Tree Shape DF 
  [_][_][_] 
  Tran 
  Warp Wood 
  [_][_][_] 
  Tran 
  Wood Shape DF 
  [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
   
  School   3rd-Level Spells  
    Prepared 
  Evoc Call Lightning 
  [_][_][_] 
  Nec 
  Contagion 
  [_][_][_] 
  Conj 
  Cure Moderate Wounds 
  [_][_][_] 
  Evoc Daylight 
  [_][_][_] 
  Tran 
  Diminish Plants DF 
  [_][_][_] 
  Ench Dominate Animal 
  [_][_][_] 
  Tran 
  Magic Fang, Greater DF 
  [_][_][_] 
  Tran 
  Meld into Stone DF 
  [_][_][_] 
  Conj 
  Neutralize Poison DF 
  [_][_][_] 
  Tran 
  Plant Growth DF 
  [_][_][_] 
  Nec 
  Poison DF 
  [_][_][_] 
  Abj 
  Protection from Energy DF 
  [_][_][_] 
  Tran 
  Quench DF 
  [_][_][_] 
  Conj 
  Remove Disease 
  [_][_][_] 
  Conj 
  Sleet Storm DF 
  [_][_][_] 
  Tran 
  Snare DF 
  [_][_][_] 
  Div 
  Speak with Plants 
  [_][_][_] 
  Tran 
  Spike Growth DF 
  [_][_][_] 
  Tran 
  Stone Shape DF 
  [_][_][_] 
  Conj 
  Summon Nature’s Ally III DF [_][_][_] 
  Tran 
  Water Breathing DF 
  [_][_][_] 
  Evoc Wind Wall DF 
  [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
   
  School   4th-Level Spells  
    Prepared 
  Tran 
  Air Walk DF 
  [_][_][_] 
  Abj 
  Antiplant Shell DF 
  [_][_][_] 
  Nec 
  Blight DF 
  [_][_][_] 
  Tran 
  Command Plants 
  [_][_][_] 
  Tran 
  Control Water DF 
  [_][_][_] 
  Conj 
  Cure Serious Wounds 
  [_][_][_] 
  Abj 
  Dispel Magic 
  [_][_][_] 
  Evoc Flame Strike DF 
  [_][_][_] 
  Abj 
  Freedom of Movement M DF [_][_][_] 
  Tran 
  Giant Vermin DF 
  [_][_][_] 
  Evoc Ice Storm DF 
  [_][_][_] 
  Tran 
  Reincarnate M DF 
  [_][_][_] 
  Abj 
  Repel Vermin DF 
  [_][_][_] 
  Tran 
  Rusting Grasp DF 
  [_][_][_] 
  Div 
  Scrying F 
  [_][_][_] 
  Tran 
  Spike Stones DF 
  [_][_][_] 
  Conj 
  Summon Nature’s Ally IV DF [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
   
  School   5th-Level Spells  
    Prepared 
  Tran 
  Animal Growth 
  [_][_][_] 
  Abj 
  Atonement M F DF XP 
  [_][_][_] 
  Tran 
  Awaken XP 
  [_][_][_] 
  Tran 
  Baleful Polymorph 
  [_][_][_] 
  Evoc Call Lightning Storm 
  [_][_][_] 
  Div 
  Commune with Nature 
  [_][_][_] 
  Tran 
  Control Winds 
  [_][_][_] 
  Conj 
  Cure Critical Wounds 
  [_][_][_] 
  Nec 
  Death Ward DF 
  [_][_][_] 
  Abj 
  Dispel Psionics 
  [_][_][_] 
  Evoc Hallow M 
  [_][_][_] 
  Conj 
  Insect Plague DF 
  [_][_][_] 
  Abj 
  Stoneskin M 
  [_][_][_] 
  Conj 
  Summon Nature’s Ally V DF [_][_][_] 
  Tran 
  Transmute Mud to Rock DF 
  [_][_][_] 
  Tran 
  Transmute Rock to Mud DF 
  [_][_][_] 
  Conj 
  Tree Stride DF 
  [_][_][_] 
  Evoc Unhallow M 
  [_][_][_] 
  Evoc Wall of Fire DF 
  [_][_][_] 
  Conj 
  Wall of Thorns 
  [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
   
  School   6th-Level Spells  
    Prepared 
  Abj 
  Antilife Shell DF 
  [_][_][_] 
  Tran 
  Bear’s Endurance, Mass DF 
  [_][_][_] 
  Tran 
  Bull’s Strength, Mass DF 
  [_][_][_] 
  Tran 
  Cat’s Grace, Mass DF 
  [_][_][_] 
  Conj 
  Cure Light Wounds, Mass 
  [_][_][_] 
  Abj 
  Dispel Magic, Greater 
  [_][_][_] 
  Div 
  Find the Path F 
  [_][_][_] 
  Conj 
  Fire Seeds M 
  [_][_][_] 
  Tran 
  Ironwood M 
  [_][_][_] 
  Tran 
  Liveoak 
  [_][_][_] 
  Tran 
  Move Earth M 
  [_][_][_] 
  Tran 
  Owl’s Wisdom, Mass DF 
  [_][_][_] 
  Tran 
  Repel Wood 
  [_][_][_] 
  Tran 
  Spellstaff F 
  [_][_][_] 
  Div 
  Stone Tell DF 
  [_][_][_] 
  Conj 
  Summon Nature’s Ally VI DF [_][_][_] 
  Conj 
  Transport via Plants 
  [_][_][_] 
  Conj 
  Wall of Stone 
  [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
   
  School   7th-Level Spells  
    Prepared 
  Tran 
  Animate Plants 
  [_][_][_] 
  Tran 
  Changestaff F 
  [_][_][_] 
  Tran 
  Control Weather 
  [_][_][_] 
  Conj 
  Creeping Doom 
  [_][_][_] 
  Conj 
  Cure Moderate Wounds, Mass   [_][_] 
  Abj 
  Dispel Psionics, Greater 
  [_][_][_] 
  Evoc Fire Storm 
  [_][_][_] 
  Conj 
  Heal 
  [_][_][_] 
  Div 
  Scrying, Greater DF F 
  [_][_][_] 
  Conj 
  Summon Nature’s Ally VII DF       [_][_] 
  Evoc Sunbeam DF 
  [_][_][_] 
  Tran 
  Transmute Metal to Wood DF [_][_][_] 
  Div 
  True Seeing M 
  [_][_][_] 
  Tran 
  Wind Walk DF 
  [_][_][_] 
  
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
   
  School   8th-Level Spells  
    Prepared 
  Tran 
  Animal Shapes DF 
  [_][_][_] 
  Tran 
  Control Plants DF 
  [_][_][_] 
  Conj 
  Cure Serious Wounds, Mass [_][_][_] 
  Evoc Earthquake DF 
  [_][_][_] 
  Nec 
  Finger of Death 
  [_][_][_] 
  Abj 
  Repel Metal or Stone 
  [_][_][_] 
  Tran 
  Reverse Gravity DF 
  [_][_][_] 
  Conj 
  Summon Nature’s Ally VIII DF     [_][_] 
  Evoc Sunburst DF 
  [_][_][_] 
  Evoc Whirlwind DF 
  [_][_][_] 
  Conj 
  Word of Recall 
  [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
   
  School   9th-Level Spells  
    Prepared 
  Ench Antipathy DF 
  [_][_][_] 
  Conj 
  Cure Critical Wounds, Mass [_][_][_] 
  Conj 
  Elemental Swarm 
  [_][_][_] 
  Div 
  Foresight DF 
  [_][_][_] 
  Conj 
  Regenerate DF 
  [_][_][_] 
  Conj 
  Shambler 
  [_][_][_] 
  Tran 
  Shapechange F 
  [_][_][_] 
  Conj 
  Storm of Vengeance 
  [_][_][_] 
  Conj 
  Summon Nature’s Ally IX DF [_][_][_] 
  Ench Sympathy M 
  [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
  _____ _______________________ [_][_][_] 
   
   
  ANIMAL COMPANION 
  Animal Type: 
   
  Size Category: 
  (Original: 
  ) 
  Total Hit Dice: 
  d8+ 
  Hit Points: 
   
  Initiative: 
  Speed: 
   
  Armor Class: 
  (Natural + 
  + 
   
  Dexterity + 
  ) 
   
   
  Touch: 
  Flat-Footed: 
   
  BAB/Grapple: 
   
   
  Attack: 
   
   
  Full Attack: 
   
   
  Space/Reach: 
   
   
  Special Attacks: 
   
   
  Special Qualities: Link, Low-Light Vision, Share Spells, 
   
   
   
   
   
   
   
   
   
  Saves: 
  Fort + 
  , Ref + 
  , Will + 
   
  Abilities 
  Base  Bonus 
  Total  Mod 
   
  Strength 
  [____] [______] [____] [___] 
   
  Dexterity 
  [____] [______] [____] [___] 
   
  Constitution [____] [______] [____] [___] 
   
  Intelligence 
  [____] [______] [____] [___] 
   
  Wisdom 
  [____] [______] [____] [___] 
   
  Charisma 
  [____] [______] [____] [___] 
  Skills 
  Ranks Ability Modifiers Total 
   
  _____________ [____] [______] [________] [_______] 
   
  _____________ [____] [______] [________] [_______] 
   
  _____________ [____] [______] [________] [_______] 
   
  _____________ [____] [______] [________] [_______] 
   
  _____________ [____] [______] [________] [_______] 
   
  _____________ [____] [______] [________] [_______] 
   
  _____________ [____] [______] [________] [_______] 
   
  _____________ [____] [______] [________] [_______] 
   
  _____________ [____] [______] [________] [_______] 
  Feats: 
   
   
   
   
   
   
   
   
   
   
  Environment: 
   
  Tricks: 
   
   
   
   
   
   
   
  Animal Companion Hit Dice Benefits 
  Level BAB 
  Fort 
  Ref 
  Will  
  1st 
  +0 
  +2 
  +2 
  +0  
  2nd 
  +1 
  +3 
  +3 
  +0  
  3rd 
  +2 
  +3 
  +3 
  +1  
  4th 
  +3 
  +4 
  +4 
  +1  
  5th 
  +3 
  +4 
  +4 
  +1  
  6th 
  +4 
  +5 
  +5 
  +2  
  7th 
  +5 
  +5 
  +5 
  +2  
  8th 
  +6/+1 
  +6 
  +6 
  +2  
  9th 
  +6/+1 
  +6 
  +6 
  +3  
  10th 
  +7/+2 
  +7 
  +7 
  +3  
  11th 
  +8/+3 
  +7 
  +7 
  +3  
  12th 
  +9/+4 
  +8 
  +8 
  +4  
  13th 
  +9/+4 
  +8 
  +8 
  +4  
  14th 
  +10/+5 
  +9 
  +9 
  +4  
  15th 
  +11/+6/+1 
  +9 
  +9 
  +5  
  16th 
  +12/+7/+2 
  +10 
  +10 
  +5  
  17th 
  +12/+7/+2 
  +10 
  +10 
  +5  
  18th 
  +13/+8/+3 
  +11 
  +11 
  +6  
  19th 
  +14/+9/+4 
  +11 
  +11 
  +6  
  20th 
  +15/+10/+5 
  +12 
  +12 
  +6  
  
  WIZARD SPELL LIST 
  Character:___________________________________ 
   
  Spell Book Total Slots:____ 
  ||| School 0th-Level Spells 
    Prepared 
  [_] Conj Acid Splash 
  [_][_][_] 
  [_] Uni Arcane Mark 
  [_][_][_] 
  [_] Evoc Dancing Lights 
  [_][_][_] 
  [_] Ench Daze M 
  [_][_][_] 
  [_] Div Detect Poison 
  [_][_][_] 
  [_] Div Detect Magic 
  [_][_][_] 
  [_] Nec Disrupt Undead 
  [_][_][_] 
  [_] Evoc Flare 
  [_][_][_] 
  [_] Ill 
  Ghost Sound M 
  [_][_][_] 
  [_] Evoc Light M 
  [_][_][_] 
  [_] Tran Mage Hand 
  [_][_][_] 
  [_] Tran Mending 
  [_][_][_] 
  [_] Tran Message F 
  [_][_][_] 
  [_] Tran Open/Close F 
  [_][_][_] 
  [_] Uni Prestidigitation 
  [_][_][_] 
  [_] Evoc Ray of Frost 
  [_][_][_] 
  [_] Div Read Magic F 
  [_][_][_] 
  [_] Abj Resistance M 
  [_][_][_] 
  [_] Nec Touch of Fatigue M 
  [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
   
  Spell Book Total Slots:____ 
  ||| School 1st-Level Spells 
    Prepared 
  [_] Abj Alarm M 
  [_][_][_] 
  [_] Tran Animate Rope 
  [_][_][_] 
  [_] Evoc Burning Hands 
  [_][_][_] 
  [_] Nec Cause Fear 
  [_][_][_] 
  [_] Ench Charm Person 
  [_][_][_] 
  [_] Nec Chill Touch 
  [_][_][_] 
  [_] Ill 
  Color Spray M 
  [_][_][_] 
  [_] Div Comprehend Languages M [_][_][_] 
  [_] Div Detect Psionics 
  [_][_][_] 
  [_] Div Detect Secret Doors 
  [_][_][_] 
  [_] Div Detect Undead M 
  [_][_][_] 
  [_] Ill 
  Disguise Self 
  [_][_][_] 
  [_] Abj Endure Elements 
  [_][_][_] 
  [_] Tran Enlarge Person M 
  [_][_][_] 
  [_] Tran Erase 
  [_][_][_] 
  [_] Tran Expeditious Retreat 
  [_][_][_] 
  [_] Tran Feather Fall 
  [_][_][_] 
  [_] Evoc Floating Disk M 
  [_][_][_] 
  [_] Conj Grease M 
  [_][_][_] 
  [_] Abj Hold Portal 
  [_][_][_] 
  [_] Ench Hypnotism 
  [_][_][_] 
  [_] Div Identify M 
  [_][_][_] 
  [_] Tran Jump M 
  [_][_][_] 
  [_] Conj Mage Armor F 
  [_][_][_] 
  [_] Ill 
  Magic Aura F 
  [_][_][_] 
  [_] Evoc Magic Missile 
  [_][_][_] 
  [_] Tran Magic Weapon 
  [_][_][_] 
  [_] Conj Mount M 
  [_][_][_] 
  [_] Conj Obscuring Mist 
  [_][_][_] 
  [_] Abj Protection from Chaos 
  [_][_][_] 
  --- --- 
  Protection from Evil 
  [_][_][_] 
  --- --- 
  Protection from Good 
  [_][_][_] 
  --- --- 
  Protection from Law 
  [_][_][_] 
  [_] Nec Ray of Enfeeblement 
  [_][_][_] 
  [_] Tran Reduce Person M 
  [_][_][_] 
  [_] Evoc Shadows M 
  [_][_][_] 
  [_] Abj Shield 
  [_][_][_] 
  [_] Evoc Shocking Grasp 
  [_][_][_] 
  [_] Ill 
  Silent Image F 
  [_][_][_] 
  [_] Ench Sleep M 
  [_][_][_] 
  [_] Tran Spider Climb M 
  [_][_][_] 
  [_] Conj Summon Monster I F 
  [_][_][_] 
  [_] Div True Strike 
  [_][_][_] 
  [_] Conj Unseen Servant 
  [_][_][_] 
  [_] Ill 
  Ventriloquism 
  [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
    
  Spell Book Total Slots:____ 
  ||| School 2nd-Level Spells 
    Prepared 
  [_] Conj Acid Arrow 
  [_][_][_] 
  [_] Tran Alter Self 
  [_][_][_] 
  [_] Abj Arcane Lock M 
  [_][_][_] 
  [_] Tran Bear’s Endurance 
  [_][_][_] 
  [_] Nec Blindness/Deafness 
  [_][_][_] 
  [_] Ill 
  Blur 
  [_][_][_] 
  [_] Tran Bull’s Strength M 
  [_][_][_] 
  [_] Tran Cat’s Grace M 
  [_][_][_] 
  [_] Nec Command Undead M 
  [_][_][_] 
  [_] Evoc Continual Flame M 
  [_][_][_] 
  [_] Evoc Darkness M 
  [_][_][_] 
  [_] Tran Darkvision M 
  [_][_][_] 
  [_] Ench Daze Monster M 
  [_][_][_] 
  [_] Div Detect Thoughts F 
  [_][_][_] 
  [_] Tran Eagle’s Splendor M 
  [_][_][_] 
  [_] Nec False Life M 
  [_][_][_] 
  [_] Evoc Flaming Sphere M 
  [_][_][_] 
  [_] Conj Fog Cloud 
  [_][_][_] 
  [_] Tran Fox’s Cunning M 
  [_][_][_] 
  [_] Nec Ghoul Touch M 
  [_][_][_] 
  [_] Conj Glitterdust M 
  [_][_][_] 
  [_] Evoc Gust of Wind 
  [_][_][_] 
  [_] Ench Hideous Laughter M 
  [_][_][_] 
  [_] Ill 
  Hypnotic Pattern M 
  [_][_][_] 
  [_] Ill 
  Invisibility M 
  [_][_][_] 
  [_] Tran Knock 
  [_][_][_] 
  [_] Tran Levitate F 
  [_][_][_] 
  [_] Div Locate Object F 
  [_][_][_] 
  [_] Ill 
  Magic Mouth M 
  [_][_][_] 
  [_] Ill 
  Minor Image F 
  [_][_][_] 
  [_] Ill 
  Mirror Image 
  [_][_][_] 
  [_] Ill 
  Misdirection 
  [_][_][_] 
  [_] Abj Obscure Object M 
  [_][_][_] 
  [_] Tran Owl’s Wisdom M 
  [_][_][_] 
  [_] Ill 
  Phantom Trap M 
  [_][_][_] 
  [_] Abj Protection from Arrows F 
  [_][_][_] 
  [_] Tran Pyrotechnics M 
  [_][_][_] 
  [_] Abj Resist Energy 
  [_][_][_] 
  [_] Tran Rope Trick M 
  [_][_][_] 
  [_] Nec Scare M 
  [_][_][_] 
  [_] Evoc Scorching Ray 
  [_][_][_] 
  [_] Div See Invisibility M 
  [_][_][_] 
  [_] Evoc Shatter M 
  [_][_][_] 
  [_] Nec Spectral Hand 
  [_][_][_] 
  [_] Conj Summon Monster II F 
  [_][_][_] 
  [_] Conj Summon Swarm M 
  [_][_][_] 
  [_] Abj Suppression F 
  [_][_][_] 
  [_] Ench Touch of Idiocy 
  [_][_][_] 
  [_] Conj Web M 
  [_][_][_] 
  [_] Tran Whispering Wind 
  [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
    
  Spell Book Total Slots:____ 
  ||| School 3rd-Level Spells 
    Prepared 
  [_] Div Arcane Sight 
  [_][_][_] 
  [_] Tran Blink 
  [_][_][_] 
  [_] Div Clairaudience/voyance F 
  [_][_][_] 
  [_] Evoc Daylight 
  [_][_][_] 
  [_] Ench Deep Slumber 
  [_][_][_] 
  [_] Abj Dispel Magic 
  [_][_][_] 
  [_] Ill 
  Displacement M 
  [_][_][_] 
  [_] Abj Explosive Runes 
  [_][_][_] 
  [_] Evoc Fireball M 
  [_][_][_] 
  [_] Tran Flame Arrow M 
  [_][_][_] 
  [_] Tran Fly F 
  [_][_][_] 
  [_] Tran Gaseous Form M 
  [_][_][_] 
  [_] Nec Gentle Repose M 
  [_][_][_] 
  [_] Nec Halt Undead M 
  [_][_][_] 
  [_] Tran Haste M 
  [_][_][_] 
  [_] Ench Heroism 
  [_][_][_] 
  [_] Ench Hold Person F 
  [_][_][_] 
  [_] Ill 
  Illusory Script M 
  [_][_][_] 
  [_] Ill 
  Invisibility Sphere M 
  [_][_][_] 
  [_] Tran Keen Edge 
  [_][_][_] 
  [_] Evoc Lightning Bolt M 
  [_][_][_] 
  [_] Abj Magic Circle against Chaos [_][_][_] 
  --- --- 
  Magic Circle against Evil 
  [_][_][_] 
  --- --- 
  Magic Circle against Good [_][_][_] 
  --- --- 
  Magic Circle against Law [_][_][_] 
  [_] Tran Magic Weapon, Greater M [_][_][_] 
  [_] Ill 
  Major Image M 
  [_][_][_] 
  [_] Abj Nondetection M 
  [_][_][_] 
  [_] Conj Phantom Steed 
  [_][_][_] 
  [_] Abj Protection from Energy 
  [_][_][_] 
  [_] Nec Psi Curse 
  [_][_][_] 
  [_] Ench Rage 
  [_][_][_] 
  [_] Nec Ray of Exhaustion M 
  [_][_][_] 
  [_] Tran Secret Page M 
  [_][_][_] 
  [_] Conj Sepia Snake Sigil M 
  [_][_][_] 
  [_] Tran Shrink Item 
  [_][_][_] 
  [_] Conj Sleet Storm M 
  [_][_][_] 
  [_] Tran Slow M 
  [_][_][_] 
  [_] Conj Stinking Cloud M 
  [_][_][_] 
  [_] Ench Suggestion M 
  [_][_][_] 
  [_] Conj Summon Monster III F 
  [_][_][_] 
  [_] Evoc Tiny Hut M 
  [_][_][_] 
  [_] Div Tongues M 
  [_][_][_] 
  [_] Nec Vampiric Touch 
  [_][_][_] 
  [_] Tran Water Breathing M 
  [_][_][_] 
  [_] Evoc Wind Wall M 
  [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
    
  
  Spell Book Total Slots:____ 
  ||| School 4th-Level Spells 
    Prepared 
  [_] Nec Animate Dead M 
  [_][_][_] 
  [_] Div Arcane Eye M 
  [_][_][_] 
  [_] Nec Bestow Curse 
  [_][_][_] 
  [_] Conj Black Tentacles M 
  [_][_][_] 
  [_] Ench Charm Monster 
  [_][_][_] 
  [_] Ench Confusion M 
  [_][_][_] 
  [_] Nec Contagion 
  [_][_][_] 
  [_] Ench Crushing Despair M 
  [_][_][_] 
  [_] Div Detect Scrying M 
  [_][_][_] 
  [_] Conj Dimension Door 
  [_][_][_] 
  [_] Abj Dimensional Anchor 
  [_][_][_] 
  [_] Abj Dispel Psionics 
  [_][_][_] 
  [_] Nec Enervation 
  [_][_][_] 
  [_] Tran Enlarge Person, Mass M 
  [_][_][_] 
  [_] Nec Fear M 
  [_][_][_] 
  [_] Evoc Fire Shield M 
  [_][_][_] 
  [_] Abj Fire Trap M 
  [_][_][_] 
  [_] Ench Geas, Lesser 
  [_][_][_] 
  [_] Abj Globe of Invul., Lesser M 
  [_][_][_] 
  [_] Ill 
  Hallucinatory Terrain M 
  [_][_][_] 
  [_] Evoc Ice Storm M 
  [_][_][_] 
  [_] Ill 
  Illusory Wall 
  [_][_][_] 
  [_] Ill 
  Invisibility, Greater 
  [_][_][_] 
  [_] Div Locate Creature M 
  [_][_][_] 
  [_] Conj Minor Creation M 
  [_][_][_] 
  [_] Tran Mnemonic Enhancer F 
  [_][_][_] 
  [_] Ill 
  Phantasmal Killer 
  [_][_][_] 
  [_] Tran Polymorph M 
  [_][_][_] 
  [_] Ill 
  Rainbow Pattern M F 
  [_][_][_] 
  [_] Tran Reduce Person, Mass M 
  [_][_][_] 
  [_] Abj Remove Curse 
  [_][_][_] 
  [_] Evoc Resilient Sphere M 
  [_][_][_] 
  [_] Div Scrying F 
  [_][_][_] 
  [_] Conj Secure Shelter M F 
  [_][_][_] 
  [_] Ill 
  Shadow Conjuration 
  [_][_][_] 
  [_] Evoc Shout 
  [_][_][_] 
  [_] Conj Solid Fog M 
  [_][_][_] 
  [_] Tran Stone Shape M 
  [_][_][_] 
  [_] Abj Stoneskin M 
  [_][_][_] 
  [_] Conj Summon Monster IV F 
  [_][_][_] 
  [_] Evoc Wall of Fire M 
  [_][_][_] 
  [_] Evoc Wall of Ice M 
  [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
   
  Spell Book Total Slots:____ 
  ||| School 5th-Level Spells 
    Prepared 
  [_] Tran Animal Growth 
  [_][_][_] 
  [_] Tran Baleful Polymorph 
  [_][_][_] 
  [_] Nec Blight 
  [_][_][_] 
  [_] Abj Break Enchantment 
  [_][_][_] 
  [_] Conj Cloudkill 
  [_][_][_] 
  [_] Evoc Cone of Cold M 
  [_][_][_] 
  [_] Div Contact Other Plane 
  [_][_][_] 
  [_] Abj Dismissal 
  [_][_][_] 
  [_] Ench Dominate Person 
  [_][_][_] 
  [_] Ill 
  Dream 
  [_][_][_] 
  [_] Tran Fabricate M 
  [_][_][_] 
  [_] Ill 
  False Vision M 
  [_][_][_] 
  [_] Ench Feeblemind M 
  [_][_][_] 
  [_] Ench Hold Monster M 
  [_][_][_] 
  [_] Evoc Interposing Hand F 
  [_][_][_] 
  [_] Conj Mage’s Faithful Hound M 
  [_][_][_] 
  [_] Abj Mage’s Private Sanctum M [_][_][_] 
  [_] Nec Magic Jar F 
  [_][_][_] 
  [_] Conj Major Creation 
  [_][_][_] 
  [_] Ench Mind Fog 
  [_][_][_] 
  [_] Ill 
  Mirage Arcana 
  [_][_][_] 
  [_] Ill 
  Nightmare 
  [_][_][_] 
  [_] Tran Overland Flight 
  [_][_][_] 
  [_] Tran Passwall M 
  [_][_][_] 
  [_] Uni Permanency XP 
  [_][_][_] 
  [_] Ill 
  Persistent Image F 
  [_][_][_] 
  [_] Conj Planar Binding, Lesser 
  [_][_][_] 
  [_] Div Prying Eyes M 
  [_][_][_] 
  [_] Conj Secret Chest F 
  [_][_][_] 
  [_] Ill 
  Seeming 
  [_][_][_] 
  [_] Evoc Sending M 
  [_][_][_] 
  [_] Ill 
  Shadow Evocation 
  [_][_][_] 
  [_] Conj Summon Monster V F 
  [_][_][_] 
  [_] Abj Suppression Field F 
  [_][_][_] 
  [_] Nec Symbol of Pain M 
  [_][_][_] 
  [_] Ench Symbol of Sleep M 
  [_][_][_] 
  [_] Tran Telekinesis 
  [_][_][_] 
  [_] Div Telepathic Bond M 
  [_][_][_] 
  [_] Conj Teleport 
  [_][_][_] 
  [_] Tran Transmute Mud to Rock M [_][_][_] 
  [_] Tran Transmute Rock to Mud M [_][_][_] 
  [_] Evoc Wall of Force M 
  [_][_][_] 
  [_] Conj Wall of Stone M 
  [_][_][_] 
  [_] Nec Waves of Fatigue 
  [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
    
  Spell Book Total Slots:____ 
  ||| School 6th-Level Spells 
    Prepared 
  [_] Conj Acid Fog M 
  [_][_][_] 
  [_] Div Analyze Dweomer F 
  [_][_][_] 
  [_] Abj Antimagic Field M 
  [_][_][_] 
  [_] Tran Bear’s Endurance, Mass 
  [_][_][_] 
  [_] Tran Bull’s Strength, Mass M 
  [_][_][_] 
  [_] Tran Cat’s Grace, Mass M 
  [_][_][_] 
  [_] Evoc Chain Lightning F 
  [_][_][_] 
  [_] Nec Circle of Death M 
  [_][_][_] 
  [_] Evoc Contingency F 
  [_][_][_] 
  [_] Tran Control Water M 
  [_][_][_] 
  [_] Nec Create Undead M 
  [_][_][_] 
  [_] Tran Disintegrate M 
  [_][_][_] 
  [_] Abj Dispel Magic, Greater 
  [_][_][_] 
  [_] Tran Eagle’s Splendor, Mass M 
  [_][_][_] 
  [_] Nec Eyebite 
  [_][_][_] 
  [_] Tran Flesh to Stone M 
  [_][_][_] 
  [_] Evoc Forceful Hand F 
  [_][_][_] 
  [_] Tran Fox’s Cunning, Mass M 
  [_][_][_] 
  [_] Evoc Freezing Sphere F 
  [_][_][_] 
  [_] Ench Geas/Quest 
  [_][_][_] 
  [_] Abj Globe of Invulnerability M [_][_][_] 
  [_] Abj Guards and Wards M F 
  [_][_][_] 
  [_] Ench Heroism, Greater 
  [_][_][_] 
  [_] Div Legend Lore M F 
  [_][_][_] 
  [_] Tran Mage’s Lucubration 
  [_][_][_] 
  [_] Ill 
  Mislead 
  [_][_][_] 
  [_] Tran Move Earth M 
  [_][_][_] 
  [_] Tran Owl’s Wisdom, Mass M 
  [_][_][_] 
  [_] Ill 
  Permanent Image F 
  [_][_][_] 
  [_] Conj Planar Binding 
  [_][_][_] 
  [_] Ill 
  Programmed Image M 
  [_][_][_] 
  [_] Abj Repulsion F 
  [_][_][_] 
  [_] Ill 
  Shadow Walk 
  [_][_][_] 
  [_] Tran Stone to Flesh M 
  [_][_][_] 
  [_] Ench Suggestion, Mass M 
  [_][_][_] 
  [_] Conj Summon Monster VI F 
  [_][_][_] 
  [_] Nec Symbol of Fear M 
  [_][_][_] 
  [_] Ench Symbol of Persuasion M 
  [_][_][_] 
  [_] Tran Transformation M 
  [_][_][_] 
  [_] Div True Seeing M 
  [_][_][_] 
  [_] Nec Undeath to Death M 
  [_][_][_] 
  [_] Ill 
  Veil 
  [_][_][_] 
  [_] Conj Wall of Iron M 
  [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
    
  Spell Book Total Slots:____ 
  ||| School 7th-Level Spells 
    Prepared 
  [_] Div Arcane Sight, Greater 
  [_][_][_] 
  [_] Abj Banishment F 
  [_][_][_] 
  [_] Nec Control Undead M 
  [_][_][_] 
  [_] Tran Control Weather 
  [_][_][_] 
  [_] Evoc Delayed Blast Fireball M 
  [_][_][_] 
  [_] Abj Dispel Psionics, Greater 
  [_][_][_] 
  [_] Tran Ethereal Jaunt 
  [_][_][_] 
  [_] Nec Finger of Death 
  [_][_][_] 
  [_] Evoc Forcecage M 
  [_][_][_] 
  [_] Evoc Grasping Hand F 
  [_][_][_] 
  [_] Ench Hold Person, Mass F 
  [_][_][_] 
  [_] Ench Insanity 
  [_][_][_] 
  [_] Conj Instant Summons M 
  [_][_][_] 
  [_] Ill 
  Invisibility, Mass M 
  [_][_][_] 
  [_] Uni Limited Wish XP 
  [_][_][_] 
  [_] Conj Mage’s Magnificent Mnsn F [_][_][_] 
  [_] Evoc Mage’s Sword F 
  [_][_][_] 
  [_] Conj Phase Door 
  [_][_][_] 
  [_] Conj Plane Shift F 
  [_][_][_] 
  [_] Ench Power Word Blind 
  [_][_][_] 
  [_] Evoc Prismatic Spray 
  [_][_][_] 
  [_] Ill 
  Project Image M 
  [_][_][_] 
  [_] Tran Reverse Gravity M 
  [_][_][_] 
  [_] Div Scrying, Greater M F 
  [_][_][_] 
  [_] Abj Sequester M 
  [_][_][_] 
  [_] Ill 
  Shadow Conjuration, Grtr [_][_][_] 
  [_] Ill 
  Simulacrum M XP 
  [_][_][_] 
  [_] Abj Spell Turning M 
  [_][_][_] 
  [_] Tran Statue M 
  [_][_][_] 
  [_] Conj Summon Monster VII F 
  [_][_][_] 
  [_] Ench Symbol of Stunning M 
  [_][_][_] 
  [_] Nec Symbol of Weakness M 
  [_][_][_] 
  [_] Conj Teleport Object 
  [_][_][_] 
  [_] Conj Teleport, Greater 
  [_][_][_] 
  [_] Div Vision M XP 
  [_][_][_] 
  [_] Nec Waves of Exhaustion 
  [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
    
  
  Spell Book Total Slots:____ 
  ||| School 8th-Level Spells 
    Prepared 
  [_] Ench Antipathy M 
  [_][_][_] 
  [_] Ench Binding M 
  [_][_][_] 
  [_] Ench Charm Monster, Mass 
  [_][_][_] 
  [_] Evoc Clenched Fist F 
  [_][_][_] 
  [_] Nec Clone M F 
  [_][_][_] 
  [_] Nec Create Greater Undead M 
  [_][_][_] 
  [_] Ench Demand M 
  [_][_][_] 
  [_] Abj Dimensional Lock 
  [_][_][_] 
  [_] Div Discern Location 
  [_][_][_] 
  [_] Nec Horrid Wilting M 
  [_][_][_] 
  [_] Conj Incendiary Cloud 
  [_][_][_] 
  [_] Tran Iron Body M 
  [_][_][_] 
  [_] Ench Irresistible Dance 
  [_][_][_] 
  [_] Conj Maze 
  [_][_][_] 
  [_] Abj Mind Blank 
  [_][_][_] 
  [_] Div Moment of Prescience 
  [_][_][_] 
  [_] Conj Planar Binding, Greater 
  [_][_][_] 
  [_] Evoc Polar Ray F 
  [_][_][_] 
  [_] Tran Polymorph Any Object M 
  [_][_][_] 
  [_] Ench Power Word Stun 
  [_][_][_] 
  [_] Abj Prismatic Wall 
  [_][_][_] 
  [_] Abj Protection from Spells M F [_][_][_] 
  [_] Div Prying Eyes, Greater 
  [_][_][_] 
  [_] Ill 
  Scintillating Pattern M 
  [_][_][_] 
  [_] Ill 
  Screen 
  [_][_][_] 
  [_] Ill 
  Shadow Evocation, Greater [_][_][_] 
  [_] Evoc Shout, Greater F 
  [_][_][_] 
  [_] Conj Summon Monster VIII F 
  [_][_][_] 
  [_] Evoc Sunburst M 
  [_][_][_] 
  [_] Nec Symbol of Death M 
  [_][_][_] 
  [_] Ench Symbol of Insanity M 
  [_][_][_] 
  [_] Ench Sympathy F 
  [_][_][_] 
  [_] Ill 
  Telekinetic Sphere M 
  [_][_][_] 
  [_] Tran Temporal Stasis M 
  [_][_][_] 
  [_] Conj Trap the Soul M (F)  
  [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
    
  Spell Book Total Slots:____ 
  ||| School 9th-Level Spells 
    Prepared 
  [_] Nec Astral Projection M 
  [_][_][_] 
  [_] Evoc Crushing Hand M F 
  [_][_][_] 
  [_] Ench Dominate Monster 
  [_][_][_] 
  [_] Nec Energy Drain 
  [_][_][_] 
  [_] Tran Etherealness 
  [_][_][_] 
  [_] Div Foresight M 
  [_][_][_] 
  [_] Abj Freedom 
  [_][_][_] 
  [_] Conj Gate XP 
  [_][_][_] 
  [_] Ench Hold Monster, Mass M 
  [_][_][_] 
  [_] Abj Imprisonment 
  [_][_][_] 
  [_] Abj Mage’s Disjunction 
  [_][_][_] 
  [_] Evoc Meteor Swarm 
  [_][_][_] 
  [_] Ench Power Word Kill 
  [_][_][_] 
  [_] Abj Prismatic Sphere 
  [_][_][_] 
  [_] Conj Refuge M 
  [_][_][_] 
  [_] Ill 
  Shades 
  [_][_][_] 
  [_] Tran Shapechange F 
  [_][_][_] 
  [_] Nec Soul Bind F 
  [_][_][_] 
  [_] Conj Summon Monster IX F 
  [_][_][_] 
  [_] Conj Teleportation Circle M 
  [_][_][_] 
  [_] Tran Time Stop 
  [_][_][_] 
  [_] Nec Wail of the Banshee 
  [_][_][_] 
  [_] Ill 
  Weird 
  [_][_][_] 
  [_] Uni Wish XP 
  [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
  [_] ____ ______________________ [_][_][_] 
   
  ABILITY MODIFIERS AND BONUS SPELLS 
   
   
  ---------- Bonus Spells (by Spell Level) ---------- 
  Score Mod 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th  
  10–11 0 
  --- --- --- --- --- --- --- --- --- ---  
  12–13 +1 
   1 
   1 
  --- --- --- --- --- --- --- ---  
  14–15 +2 
   2 
   1 
   1 
  --- --- --- --- --- --- ---  
  16–17 +3 
   3 
   1 
   1 
   1 
  --- --- --- --- --- ---  
  18–19 +4 
   4 
   1 
   1 
   1 
   1 
  --- --- --- --- ---  
  20–21 +5 
   5 
   2 
   1 
   1 
   1 
   1 
  --- --- --- ---  
  22–23 +6 
   6 
   2 
   2 
   1 
   1 
   1 
   1 
  --- --- ---  
  24–25 +7 
   7 
   2 
   2 
   2 
   1 
   1 
   1 
   1 
  --- ---  
  26–27 +8 
   8 
   2 
   2 
   2 
   2 
   1 
   1 
   1 
   1 
  ---  
  28–29 +9 
   9 
   3 
   2 
   2 
   2 
   2 
   1 
   1 
   1 
   1  
  30–31 +10 10  3 
   3 
   2 
   2 
   2 
   2 
   1 
   1 
   1  
  32–33 +11 11  3 
   3 
   3 
   2 
   2 
   2 
   2 
   1 
   1  
  34–35 +12 12  3 
   3 
   3 
   3 
   2 
   2 
   2 
   2 
   1  
  36–37 +13 13  4 
   3 
   3 
   3 
   3 
   2 
   2 
   2 
   2  
  38–39 +14 14  4 
   4 
   3 
   3 
   3 
   3 
   2 
   2 
   2  
  40–41 +15 15  4 
   4 
   4 
   3 
   3 
   3 
   3 
   2 
   2  
   
  SPELLCASTING SLOTS 
  Class 
  ------------------ Spellcasting Slots ------------------ 
  Level 
  0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th  
  1st 
    2   1  ---  ---  ---  ---  ---  ---  ---  ---  
  2nd 
    3   2  ---  ---  ---  ---  ---  ---  ---  ---  
  3rd 
    3   2   1  ---  ---  ---  ---  ---  ---  ---  
  4th 
    3   3   2  ---  ---  ---  ---  ---  ---  ---  
  5th 
    4   3   2   1  ---  ---  ---  ---  ---  ---  
  6th 
    4   3   3   2  ---  ---  ---  ---  ---  ---  
  7th 
    4   4   3   2   1  ---  ---  ---  ---  ---  
  8th 
    4   4   3   3   2  ---  ---  ---  ---  ---  
  9th 
    5   4   4   3   2   1  ---  ---  ---  ---  
  10th 
    5   4   4   3   3   2  ---  ---  ---  ---  
  11th 
    5   5   4   4   3   2   1  ---  ---  ---  
  12th 
    5   5   4   4   3   3   2  ---  ---  ---  
  13th 
    5   5   5   4   4   3   2   1  ---  ---  
  14th 
    6   5   5   4   4   3   3   2  ---  ---  
  15th 
    6   5   5   5   4   4   3   2   1  ---  
  16th 
    6   6   5   5   4   4   3   3   2  ---  
  17th 
    6   6   5   5   5   4   4   3   2   1  
  18th 
    6   6   6   5   5   4   4   3   3   2  
  19th 
    6   6   6   5   5   5   4   3   3   2  
  20th 
    7   6   6   6   5   5   4   4   3   3  
   
  FAMILIAR BONUSES 
  Master’s 
  Natural 
  Class Level 
  Armor 
  Int  Special 
   
  1st–2nd  
     +1  
   6  Alertness, improved evasion, 
   
   
   
  share spells, empathic link 
  3rd–4th  
     +2  
   7  Deliver touch spells 
   
  5th–6th  
     +3  
   8  Speak with master 
  7th–8th  
     +4  
   9  Speak with animals of its kind  
  9th–10th  
     +5  
  10   
   
  11th–12th  
     +6  
  11  Spell resistance 
   
  13th–14th  
     +7  
  12  Scry on familiar 
  15th–16th  
     +8  
  13   
   
  17th–18th  
     +9  
  14   
   
  19th–20th  
    +10  
  15   
   
   
  Familiar Bonus: 
   
  “Familiar” Feats: 
   
   
  FAMILIAR 
  Animal Type: 
   
   
  Hit Points/Max: 
  / 
  Mate’s HP/Max: 
  / 
   
   
  Initiative: 
  Speed: 
   
  Armor Class: 
  (Natural + 
  + 
  Dex + 
  ) 
   
   
  Touch: 
  Flat-Footed: 
   
  BAB/Grapple: 
   
   
  Attack: 
   
   
  Full Attack: 
   
   
  Space/Reach: 
   
   
  Special Attacks: 
   
   
  Special Qualities:  
   
   
   
   
   
  Saves 
  Total Base 
  Ability 
  Modifiers 
   
  Fort 
  [____] [____] [____] 
  [_____________________________] 
   
  Reflex [____] [____] [____] 
  [_____________________________] 
   
  Will 
  [____] [____] [____] 
  [_____________________________] 
   
  Abilities Str [___], Dex [___], Con [___], Int  [___], Wis [___], Cha  [___] 
  Feats: 
   
   
   
   
   
   
  Environment: 
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  OPEN GAME LICENSE Version 1.0a 
   
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights 
  Reserved.  
   
  1. Definitions: (a)"Contributors" means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)"Derivative 
  Material" means copyrighted material including derivative works and 
  translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may be 
  recast, transformed or adapted; (c) "Distribute" means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)"Open Game Content" means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over 
  the prior art and any additional content clearly identified as Open Game 
  Content by the Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) "Product Identity" means product 
  and product line names, logos and identifying marks including trade dress; 
  artifacts; creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and 
  any other trademark or registered trademark clearly identified as Product 
  identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) "Trademark" means the logos, 
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  itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) "Use", "Used" or "Using" means to 
  use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) "You" or "Your" means 
  the licensee in terms of this agreement.  
   
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any 
  Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms 
  or conditions may be applied to any Open Game Content distributed using 
  this License.  
   
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.  
   
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.  
   
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License.  
   
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder's name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.  
   
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all 
  rights, title and interest in and to that Product Identity.  
   
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content.  
   
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of 
  this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then You 
  may not Use any Open Game Material so affected.  
   
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.  
   
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, 
  based on original material by E. Gary Gygax and Dave Arneson. 
   
  Edition Pi Copyright 2006, DaemonEye Publishing and Jay Tyler Barrell; 
  Author Jay Tyler Barrell.  
   
  Edition Pi: Core Spells Copyright 2006, DaemonEye Publishing and Jay 
  Tyler Barrell; Author Jay Tyler Barrell. 
   
   
  
  PROMETHEUS GAMING LICENSE 
   
  1. Definitions 
  (a) "ASCII text file" means a software file 
  containing data that consists of text characters 
  without formatting or graphic displays. 
  (b) "Covered Product" means any release of 
  material using the Prometheus Compatibility 
  Logo Trademark License, including: a box 
  containing one or more volumes of material, a 
  book or flyer, any collection of material 
  marketed as a unit with a single price, a 
  collection of material physically combined using 
  packaging including shrink wrap or adhesive 
  tape, a computer file or combination of computer 
  files combined into an archive, a web page. 
  (c) "Open Gaming License" refers to the Open 
  Gaming License, version 1.0a. 
  (d) "Prometheus Reference Documents" refers to 
  the collection of rules references documents 
  made available by the Free Gaming Association 
  under the same name. 
   
  2. Copyright & Trademark 
  The Free Gaming Association retains title and 
  ownership of the Prometheus Compatibility 
  trademark logos, and all other copyrights and 
  trademarks claimed by The Free Gaming 
  Association in this License. 
   
  3. Agreement not to Contest 
  By making use of and/or distributing material 
  using the Prometheus Compatibility trademark 
  logos under the terms of this License, You agree 
  not to contest the ownership of the Licensed 
  Articles. 
   
  4. License to use 
  You are hereby granted the non-transferable, 
  non-exclusive, non-sublicensable, royalty-free 
  license to use the Prometheus Compatibility 
  trademark logos, and certain other trademarks 
  and copyrights owned by The Free Gaming 
  Association (the "Licensed Articles") in a work 
  licensed under the Open Gaming License in 
  accordance with the conditions specified in this 
  License to indicate compatibility between the 
  licensed work and the rules embodied in the 
  Prometheus Reference Documents. 
   
  5. Logo Usage 
  All 
  Covered 
  Products 
  must 
  display 
  the 
  Prometheus Compatibility Trademark logo in a 
  reasonable size without stretching or distorting 
  the dimensions of the logos, nor alteration of the 
  color, typography or design. You may not allow 
  any part of the Logo to be overprinted by another 
  graphic. In the specific case of an ASCII text file, 
  include the words "A Prometheus Compatible 
  Product." 
   
  6. Trademark Acknowledgement 
  All Covered Products must include the following 
  text in a reasonably legible font and color. 
  "'Prometheus Compatibility' logos are trademarks 
  of the Free Gaming Association and are used 
  according to the terms of the Prometheus 
  Compatibility Trademark Logo License. A copy 
  of 
  this 
  License 
  can 
  be 
  found 
  at 
  “http://www.thefga.com"; Permission is granted 
  to translate this text into a non-English language, 
  provided that the English text is also included,  
  and that the translated text is identified as non-
  official. 
   
  7. Required Compatibility 
  The Covered Product must be reasonably 
  compatible with one or more of the Prometheus 
  Reference Documents made available by the Free 
  Gaming Association. Should your product be 
  found not to be reasonably compatible by the 
  Free Gaming Association, you are required to 
  make available, for free and without cost and 
  under the Open Gaming License or another 
  license 
  approved 
  by 
  the 
  Free 
  Gaming 
  Association, a conversion document that will 
  allow the use of the Covered Product with one of 
  the Prometheus Reference Documents made 
  available by the Free Gaming Association. If you 
  fail to make available said conversion document 
  within 30 days, you will be considered in breach 
  of the Prometheus Compatibility Trademark 
  Logo License, and subject to the terms contained 
  within. For more information regarding the 
  process used to determine if a product is 
  incompatible, please see the Prometheus 
  Compatibility Guide available from the Free 
  Gaming Association's Website. 
   
  8. Trademark Use in Marketing 
  Permission is granted to use the Licensed 
  Articles for the purposes of marketing a Covered 
  Product. When doing so, the marketing content 
  must include the following text in a reasonably 
  legible font and color.  "The Prometheus 
  Compatibility Trademark logos are trademarks of 
  The Free Gaming Association in the United 
  States and other countries and are used with 
  permission." 
   
  9. Termination for Breach 
  In the event that You fail to comply with the 
  terms of this License, You will be considered to 
  be in breach of this License. The Free Gaming 
  Association will attempt to notify You via the 
  contact information supplied by You to the Free 
  Gaming Association. The breach of the license 
  will be posted on the Free Gaming Association's 
  website, as well as any cure or outcome of said 
  breach. You will have 30 days from the date of 
  the notice (the "cure period") to cure the breach 
  to the satisfaction of The Free Gaming 
  Association. If, at the end of the cure period, the 
  breach is not cured, The Free Gaming 
  Association may terminate this License without 
  further written notice to You. 
   
  10. Effects of Termination 
  Upon termination, You shall immediately stop all 
  use of the Licensed Articles. You will remove or 
  make illegible/unreadable, any use of the  
  Licensed 
  Articles 
  from 
  your 
  covered  
  work/product, advertising, web site, letterhead, 
  or any other use. You will solely bear any costs 
  related to carrying out this term of the License. 
   
  11. Penalty for Failure to Comply with 
  Termination Instructions 
  If You fail to comply with the Effects of 
  Termination, The Free Gaming Association may, 
  at its option, pursue litigation or public 
  disclosure, for which You shall be responsible 
  for all legal costs, against You to the full extent 
  of the law for breach of contract, copyright and 
  trademark infringement, damages and any other 
  remedy available. 
   
  12. Logo Updates 
  The Free Gaming Association may issue updates 
  and/or 
  new 
  releases 
  of 
  the 
  Prometheus 
  Compatibility trademark logos without prior 
  notice. You may continue to distribute any pre-
  existing material that bears an older version of 
  the Prometheus Compatibility trademark logo. 
   
  13. Changes to Terms of the License 
  The Free Gaming Association may issue updates 
  and/or revisions to this License without prior 
  notice. You may use any prior or current version, 
  excluding draft or provisional versions, of this 
  License authorized by The Free Gaming 
  Association in conjunction with the Licensed 
  Articles. 
   
  14. Notices to Licensor 
  The Free Gaming Association 
  438 Charwila Lane 
  Enumclaw, Washington 98022 
   
  15. Notices to Licensee 
  You are solely responsible for providing your 
  contact information to The Free Gaming 
  Association for use in notifying You of license 
  changes, and breach notification. This contact 
  information will only be used to contact you 
  for license changes and/or notice of license 
  breaches. 
   
  16. No maintenance or support 
  The Free Gaming Association shall have no 
  obligation whatsoever to provide You with any 
  kind of maintenance or support in relation to the 
  Licensed Articles. 
   
  17. No Warranty / Disclaimer 
  THE 
  PROMETHEUS 
  COMPATIBILITY 
  TRADEMARK LOGO FILES ARE MADE 
  AVAILABLE ON AN "AS IS" BASIS. THE 
  FREE GAMING ASSOCIATION DOES NOT 
  MAKE ANY REPRESENTATION OR 
  WARRANTY, 
  WHETHER 
  EXPRESS 
  OR 
  IMPLIED, AS TO THE FITNESS FOR A 
  PARTICULAR 
  PURPOSE, 
  USE 
  OR 
  MERCHANTABILITY. THE FREE GAMING 
  ASSOCIATION 
  MAKES 
  NO  
  REPRESENTATION OR WARRANTY THAT 
  THE 
  PROMETHEUS 
  COMPATIBILITY 
  TRADEMARK LOGO FILES ARE ERROR 
  FREE. 
   
   
  
SOURCE: textdata/thevault/DaemonEye Publishing (d20)/Edition Pi - Core Spells {dep012}.pdf